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Heroes Community > Heroes 7+ Altar of Wishes > Thread: (Yet another) vision for Heroes
Thread: (Yet another) vision for Heroes
incgnto
incgnto

Tavern Dweller
posted June 28, 2013 02:35 AM
Edited by incgnto at 01:16, 07 Nov 2013.

(Yet another) vision for Heroes

So I was looking at countless ideas/visions made in this forum for future Heroes and I have realized that: a) the community has a lot of creativity when it comes to faction/story creation; b) it would require a team of programmers to get those ideas/visions to life. Considering the latter realization, I have decided to create my own vision for Heroes, which would be simplified to a level of a board game. In other words, easy & simple to bring to life and play, using mostly a pen and several dices. That being told, I would like to note that my idea is not a suggestion for future Heroes, but rather for a Heroes-themed board game.

The game is designed as battle-only for now. This is due to my wish to create something 'playable' rather than something 'Utopian'. Unfortunately my time/resources/whatever are limited; hence I've decided to focus only on simplicity/balance of the battle. Of course, there is plenty of space to add heroes/adventure map... Later maybe.

The contents:
i) The world
ii) The factions
iii) The game mechanics
iv) Spells/abilities
v) Extras

i) The world

The game is based in the world, populated by humanoid races of humans, elves, dwarves, brutes, as well as some mixed animal-humanoid races. It is home to unearthly beasts and various magic (a.k.a. high-fantasy).

The known history starts some four thousand years ago with the first writings of the early dwarves. Those writings tell us that there used to be civilizations even before, however something huge destroyed all the living about ten thousand years ago. After that there was just wind and death in the world for a good few thousand years, but then the life started again. The dwarves populated cold mountains and northern tundras, as they generally dislike warmth. The humans settled in the lush and fertile lands next to the rivers, while the elves stayed in the vast forests around the world. Various brute races were hunted down or exiled to the Great Wide Steppe.

The time was going by and the World was slowly changing. The kingdoms were born and short or long-lived till the new ones took over. There was war and peace, peace and war... But let's talk about/show the present:

The map:

The map shows the lands of the Empire. That is everything on the map is considered the possession of the Emperor, who sits in the Capital City (star on the map). Supposedly, the Empire is vast and all-powerful, however the reality is different. It is compromised of a lot smaller kingdoms and factions within, most of them having different and contradicting ideologies and interests. The playable factions are in fact those smaller parts of this huge body.

[URL=http://imageshack.us/photo/my-images/6/nkq5.png/][/URL]

The timeline:


ii) The factions

• Every faction (except Empire) has 5 unique creatures (divided into 3 tiers: 2 core (level 1), 2 elite (level 2) and 1 champion (level 4)). The creatures do not have upgrades.
• Units have 4 stats mainly: a) hit points (straightforward); b) attack rating (also straightforward); c) speed (underlined if flying/teleporting); d) initiative (determines their turn to act) (base initiative ranges from 1 to 99).
• Units' level (underlined if the creature's size is big) plays very important role, since it determines the power of their attack/protect and most of the spell abilities.• Every faction has 5 unique creatures (divided into 3 tiers: 2 core (level 1), 2 elite (level 2) and 1 champion (level 4)). The creatures do not have upgrades.
• Units have 4 stats mainly: a) hit points (straightforward); b) attack rating (also straightforward); c) speed (underlined if flying/teleporting); d) initiative (determines their turn to act) (base initiative ranges from 1 to 99).
• Units' level plays very important role, since it determines the power of their attack/protect and most of the spell abilities.
• Abilities in italic font are passives, whereas regular font denotes active spells.

Empire (non-playable)


In short: Human kingdoms and the dwarves’ city states once joined their powers together to withstand the immense danger of the Scourge. After the glorious victory, this alliance was shaped into a common state called the Empire. Almost two hundred years passed, yet it is still existent with countless provinces and vassal states. This great state is ruled by the emperor, which is elected in the House of Nobles for a life term. Since the founding, no non-human race has ever had this title. The politics of the Empire however depend not only on the emperor. There are factions and groups with their own cities, armies, laws and sometimes power to control the top figure itself.

Colors & accents: The imperial colors are red and blue. These were chosen, since from the old days humans considered the combination of both royal. The flags and banners of the Empire are accented with either a golden crown or a roaring lion.

Faith: The Empire’s state religion is called the True Believing. No other faith is allowed with an exception given to the dwarfs. The true believers worship the God of Sun and Light. As one can imagine birds, sun and light are the usual objects of belief. This religion has a very strict hierarchy. The top belongs to the High Cleric, seated in the district of Sunthrone, just across a river from the Inner Capital City. There are thousands of temples built in the Empire for the followers of the True Believing. These are by and large huge buildings with domes and spires, decorated in gold and silver. Some heathens say that this church possesses incredible riches, though the priests are quick to deny it.

Capital: The Capital City is the imperial capital. This city is by far the greatest city the World has ever seen, both in scale and scope. It is home to the Imperial Palace and countless spires, towers and domes, which dominate the skyline. The capital is separated into 6 districts, each bigger than the average city in the Empire. As the Capital City is considered safe haven in the times of havoc, numerous refugee slum towns are growing around it.

Faction relationships: the relationships between the Empire and the smaller factions are very different. Order and Union are officially recognized and considered friendly. League is basically a vassal state of the Empire, thus the relationship is neutral; Guild is on paper a part of the Empire, however it has declared independence and governs itself. The other factions are regarded as renegade and hence are enemies of the imperial people. Summary:
Order
Union
Guild
League
Cult
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Order


Home soil: grass (temperate);
A.k.a.: knights.


In short: The church of True Believing founded the order of knights, also known as the Order, to ensure the safety of their missionaries and temples in the remote lands. Yet with time it has acquired other tasks as well. What made them active and notable within the core of the Empire is the persecution and inquisition of heathens. Their effort was recognized by the emperor lately, who granted them use of all the imperial fortresses. The Order enlists volunteers for life, provided that they show sufficient devotion to the faith.

Explanation: Order is basically a military hand of the church of the Empire. In other words it is under control of the high priest rather than the emperor. The church uses these fanatic warriors and knights to defend their possessions throughout the Empire, as well as to purge other 'illegal' religions and everyone labeled as a heathen/pagan for that matter. Unspoken truth is that the high priest sometimes uses the power of Order to influence certain political events and figures.

Colors & accents: Order’s banners and accents are always in light blue and yellow. These are the colors of sky and sun, the symbols of the True Believing. Phoenix wings and a knight on a destrier are also used as separate symbols of the Order.

Capital: The base of the Order is located in the district of Sunthrone. It’s basically a set of barracks, few training fields, a chapel and a keep. The whole area is surrounded by a high wall, so that the knights can live and meditate in tranquility. No riches are allowed for the members of the Order, thus in line with that the base’s architecture and living is very austere.

Armies: Order enlists humans with sufficient devotion to the faith to their ranks. After years of training and solitary life these recruits become fanatic warriors without fear of pain or any enemy. The most champion unit of Order – a phoenix – is said to be sent by the God himself. These fire-birds purify the souls of the pagans with fire, as well as give life back to the believers of the faith. Combat tactics: advance the troops or control the midfield with huge support from the rear.



Faction relationships:
Empire
Union
Guild
League
Cult
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Cult


Home soil: dead (badlands);
A.k.a.: undead.


In short: The Alch Incident was seen as a catastrophe by the most, however some saw profit in it. A certain group called the Cult have found ways to control the risen dead. This incredible power allowed the cultists to become one of the most powerful factions in almost no time. With the newly risen armies of undead they have conquered most of the towns on the northern shores of the Inner Sea. The Cult’s expansion was eventually stopped, however even the name of it still brings shivers to the hearts of the living.

Colors & accents: Associated colors of the cult are dark gray and olive. These represent the natural looks of the dying, dead and risen. Cult’s symbols are a vampire bat, an urn and an alchemy flask.

Faith: The cultists believe in nothing but their own foul powers. Some even go as far as calling themselves the Gods of the Nether. They make captives and conquered towns worship them, often by spreading fear of turning them into undead. And what is the worst sometimes they do, choosing places like cemeteries, crypts or battlefields for the bloody rituals.

Capital: Cult’s capital is the city of Alch. This city on the shores of the Inner Sea formerly was the capital of the Northern Provinces. It was known for its striving port, countless manufactories and the Alchemy Guild. After the ill-famed catastrophe, the city was abandoned by the remaining living or at least so everyone thought. No one have dared to enter the city since, yet reports say that Alch is often covered in black smog and the land around has turned dead.

Armies: The cultists send armies of the undead and bloodsucking bats to the battlefield. The sight of marching skeletons and zombie golems is not the most pleasant one even for the most veteran warriors. However, the true dread is bone dragons. These flying monsters are raised from the long deceased dragons and are surely no less deadly when in the battlefield. Combat tactics: weaken the enemies and stand the ground or close in slowly.



Faction relationships:
Empire
Order
Union
Guild
League
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Legion


Home soil: volcanic;
A.k.a.: demons.


In short: There is quite some mystery around the youngest major faction of this world. It is said that the dwarves of Ash Mountains have reached the depths of this world and brought back to life some Old God, which in turn set their very hearts on fire. Anyway, what got back to the surface were no dwarves anymore, rather a legion of demons and likes the world haven’t seen before. Even the mountains exploded and lit themselves in fire and smoke! As the events unfold, people ask will this be the new scourge and will the living once again stand united against the power of another Old God?

Colors & accents: Legion is associated with the colors of lava or rivers of fire and ashes, which are coral and black. The symbols used by this faction are a still-standing flame, volcano and a horned head of a devil.

Faith: It is thought that these demons worship as much as obey the Old God of Ember. The guess is that they see their god and make him tributes in fire and flames. This would explain the fact, that the Legion sets conquered towns on fire, burning down the buildings and captives all together. Carrying out these brutal ceremonies is probably the responsibility of their priest equivalents, also known as the pyromancers.

Capital: As the faction started in the then long dormant volcano of Dum Du Dun, the capital is likely located in the close vicinity or inside the volcano. There is much speculation about the place, since no one has really seen it after the Eruption. However one may expect lava rivers and a landscape covered in ashes, with packs of demon-dwarves marching around.

Armies: Legion’s ranks are made of imps and various demon spawns. Fires, horns and black skin define the creatures sent by the Old God. The elite regiment is made of incredibly ferocious hellhounds and fire-breathing fire beasts. Although, the worst (for Legion’s foes) are immense flying demons called devils. Supported by pyromancers, this lot is no joke. Combat tactics: stand the ground and harass the incoming enemies.



Faction relationships:
Empire
Order
Union
Guild
League
Cult
Syndicate
Circle
Tribe
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Circle


Home soil: forest;
A.k.a.: elves.


In short: The great circle of elves was formed during the First Lumber Wars in Deepwood (area presently known as the Two Forests). Back then this union proved crucial for their race to survive and save home forests; however it is of no less importance right now. Circle bonds together most of the Two Forests’ towns and tribes, and hence they stand united against the hordes of intruders. The political ties are not that strong inside this alliance though. It is not much of the secret that it has no ruler or a permanent governing body. The most important decisions are taken in the so-called gathering, which as some joke is neither quick nor keen to meet. Even if gathered this assembly, usually resembling a huge crowd, might end in bloodshed and no unison at all.

Colors & accents: Elves’ faction is associated with dark green and lemon. These colors can be seen as symbolizing forests and wild flowers respectively, or more generally nature and life. Circle uses a huge oak tree, an owl and a longbow as its symbols. The first represents elfish fortitude, the second wisdom and the later dexterity.

Faith: Forest habitat and close link to nature had a huge impact on the elfish worship. Everything living – the trees, the animals and the people - is seen as different aspects of one god. This belief is of rather radical nature though. Elves may not chop trees or hunt under normal conditions and thus everyone doing so is considered and enemy to their world. As all is considered sacred, there are no churches or special holy places in this religion.

Capital: All the forest towns and nomadic tribes think of them as equal in Circle. Therefore it has no real capital and the gatherings might take place anywhere in the Two Forests. This is a huge advantage during war times as today, since the enemies don’t have a clear target.

Armies: The core of Circle’s armies is formed of elfish rangers and their mysterious forest allies – spirits and treants. This well-balanced force is aided by druids, who use nature magic to buff the front lines as much as to kill their enemies. However, on top of all come the avatars of the nature's fury - dragons. Combat tactics: rush in with the flyers and end the job with the infantry.



Faction relationships:
Empire
Order
Union
Guild
League
Cult
Syndicate
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Guild


Home soil: tundra (ice);
A.k.a.: wizards.


In short: The guild of wizards or just the Guild is centered in the Tundra and northern evergreen forests. It got lease rights to a huge portion of land and more importantly the dream stone quarries over here, when its preceding faction granted support to the newly independent northern dwarfish states. Soon after the wizards found ways to unleash the full potential of the dream stones, raising their price tenfold. With the monopoly in the newly acquired riches and power, the Guild became a dominant player in the world's affairs. The wizards have done everything to keep their precious position since. Mercenary armies led by them are seen capturing or ravaging dream stone trade elsewhere, and their airships - navigating as south as the Sands.

Wizards’ magic is called illusionism. For them clever enough to question their eyes it is no real magic, but rather a persuasive enough illusion of it. Wizards create illusions of fire, deadly beasts or anything else, with the help of the so-called dream stones. The stone projects the picture shaped in its bearer’s mind. If the projected image looks real, the watchers’ brain might perceive it as real and react accordingly. Therefore men and animal alike could be scared, confused or even killed by illusionism.

Colors & accents: The Guild is associated with teal and indigo colors. The former is the color of the landscape in the Tundra, while the later symbolize dream stones and more generally dreams. The accents of the Guild are six stars and Broken Moon, as well as a staff and an open book.

Faith: The wizards have reached a stage where they could challenge the idea of religion and ditched any worships and gods they had. The Guild hence is a secular faction. The only thing they seem to believe in is the limitless powers of knowledge.

Capital: The Crystal Hollow is the headquarters of the Guild. The city is built on the clefts overlooking the valley, where the dream stone quarries lie. Symmetry and detail in the city’s architecture is well famed around the world. Some say, that one can even forget the freezing cold while looking at the magnificent spires of the Guild’s House. In the winters the city is buried in snow, thus may seem a bit unwelcoming.

Armies: Guild's ranks are filled with mercenaries and magical creations. Infamous dwarfish berserkers and werebears stand as the front-line troops. The back is reserved for wizards themselves and their servant elementals. The most terrible creations of the mages’ minds – nightmares or nightmare dragons – serve as the champion units of the Guild. Combat tactics: keep the enemies under constant fire and encircle them.



Faction relationships:
Empire
Order
Union
League
Cult
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Horde


Home soil: steppe (dry);
A.k.a.: brutes.


In short: Most of the time the Great Wide Steppe sees the variety of brute races fight each other, however from time to time it beholds a rising of a horde. A brute or a man with a help of strength or cunning unites these monstrous brutes and then the World trembles. To our despair, this time has come and the war cries of these savages can be heard far from the steppe. The only weakness of a horde is usually a lack of successor, meaning a self destruction after a death of a warlord. However the current horde is already led by the son of the previous warlord, so the line seems to continue. For that reason, some calls it the Horde and prophets the end of humanity in it.

Colors & accents: Pale brown and blood red are the colors associated with the Horde. This is so very much due to the fact that most of the brutes’ clothing is made from steppe mares’ leather and blood is usually the only ‘die’ on hand. The faction’s symbols are two crossed battle axes, wolf’s jaws and a drip of blood.

Faith: Horde’s brutes are known to worship many primal gods, representing various aspects of natural world, such as earth, sky, the moons, water and air. That is commonly considered as paganism and is punished by death in the Empire. Yet steppe brutes seem not to understand the concept of monotheistic religions. Religion and shamans, deemed mediators between the living and the gods, play a huge role in Horde’s daily life and matters. Their farseeing may even decide between war and peace.

Capital: Horde’s capital is The Stronghold, an ancient and massive fortress overlooking World Water. The fortress itself is surrounded by towns of tents and yurts. The architecture is absolutely chaotic and was once described as the ugliest in the world by some wandering merchant. Although there may be an explanation for that, as the city is said to have seen thousand battles and is rebuilt just as many times.

Armies: Horde relies on a brute force rather than magic or fancy battle tactics. Its only caster unit - a shaman - is a support for the main forces. These are made of wolf riders, centaur archers, ogres and tamed flying beasts - wyverns. The latter are sometimes used to carry slower allies and the wounded around the battlefield. Combat tactics: forward the armies and destroy the enemy one by one.



Faction relationships:
Empire
Order
Union
Guild
League
Cult
Syndicate
Circle
Tribe
Legion

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Union


Home soil: dungeon;
A.k.a.: dwarves.


In short: The dwarves’ union is the oldest of today’s major factions. Firstly an assembly for craftsmen, it had eventually evolved into a full military alliance, compromising most of the dwarf city states. This alliance stood along with humans against the Scourge and later was incorporated into the Empire. However times changed, and the Union appeared to be not very much uniting in fact. Strict and sometimes cumbersome trading rules have burdened the profits of the influential group of traders, known as Guild. These hence masterminded series of intrigues resulting in the less industrialized North parting ways with the Union. The remaining states however declared the split invalid and labeled the northerners rebels, starting the everlasting  Dwarfish civil war.

Colors & accents: Union associates with gray and rust colors. These symbolize metalwork and craftsmanship, in which the Union is proud and famed throughout the World. The same is represented in their accents: two cogwheels, a hammer and a anvil, and a column.

Faith: Dwarfish faith has no real name, nonetheless outsiders call it simply the Craftsmen Superstition. It may be regarded as rather unconventional in common sense. Dwarves seek their gods for anything, but spiritual reasons. In fact, the gods are seen as helpers in everyday routines, such as crafting, smelting or so. Gifts to their divine aid are generally given in gold, thus temples and religious bodies are grand and plentiful.

Capital: White Peak, also known as the city of marble, was designed and built as a neutral capital city of the Union. The city is located within Mount Ard and restricted just to dwarves. There are only two entrances to the city, both with portcullises over the gorge. The gatehouses are of the size of an average castle, fortified (or decorated) with massive steel spikes. City’s nickname comes from the inside of the city, which is boasted by dwarves all around the Empire to be built entirely from pearl-white marble.

Armies: Dwarves count on a huge arsenal of machines and constructs in the battle. Their defensive and offensive capabilities save their living counterparts from a lot of dirty-work. However, the most intriguing part of the army is burrowers. Ability to quickly burrow and move underground makes these mountain worms perfect for surprise attacks and raids. Combat tactics: destroy the enemies from a distance.



Faction relationships:
Empire
Order
Guild
League
Cult
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

Syndicate


Home soil: coast (water);
A.k.a.: pirates.


In short: Pirates were ravaging the western seas for as long as the history remembers, however not until the creation of the Syndicate they have been a real force. Despite the importance of this tide turning event, the story behind it is rather dim and shady. The fact is that a score of sea captains managed not only to befriend each other but also get the nagas on to their side. After that, the other pirates joined in as well, fled to the shore or were killed. It wasn't long till the Syndicate raised its black flag upon few of the main port cities in the west, becoming just as much of a threat inland.

Colors & accents: The Syndicate is associated with black. The color and the faction’s symbol – white skull and two crossed swords – were historically used by pirates to frighten their victims into surrendering without a fight. Syndicate also uses a lean shape of naga siren or no accent at all on its banners.

Faith: Pirates don’t have a common state religion. These outlaws come from different lands and yet more diverse backgrounds, thus even the crew in the same ship might be fighting and praying for different gods. Some are plain secular though. The freedom of worship is an unwritten norm in Syndicate. Lots of pagans, heathens and ungodly likes are attracted to their ranks by that.

Capital: Syndicate’s main base is known as The Bay. It’s a port city built in an oval around the Little Crab Lagoon. The docks and piers make up the bigger part of the city. Wood dominates its architecture and structures, which sometimes resemble ships. Therefore when the Syndicate’s fleet is anchored in the harbor, even sober ones can hardly tell where the shore starts.

Combat tactics: maneuver, control and dominate the battlefield;



Faction relationships:
Empire
Order
Union
Guild
League
Cult
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom


Tribe


Home soil: swamp;
A.k.a.: lizardmen.


In short: The elves' tribes of the No-Coming-Back Swamps have always been rather remote and unfriendly towards trespassers. Thousands years of living in such isolation made their culture and certain practices seem absolutely wrong to the outside eyes. Not so long ago the locals worshiped and even mated with the lizard-like creatures of the swamps. The breed is called the lizardmen, which now is a dominant race of the swamps and forms the Tribe. It is so numerous, powerful and lacking enemies from within, that for the first time the swamps’ tribe is considered a major power in the World.

Colors & accents: Tribe is associated with the color green, as it represents pretty much everything at the swamp: the flora, the fauna and the landscape. The mostly used Tribe’s symbols are a serpent devouring its own tail, a giant spider and a ceremonial mask.

Faith: The tribesmen are known to believe in the Aspect of Strength and the Aspect of Wisdom. In this worship sacrificial practices are common. It is considered a great honor to be sacrificed, hence the captives or even own warriors volunteer to be given to the gods. After the rituals their still beating hearts or brains are consumed by the priests. This rite they say, helps them to transcend into the Spiritual World and hear the guidance from the gods and long dead.

Capital: Tribe’s capital is Misthaven, city built upon a swamp in between the Three Sacred Hills. The name comes from the fact, that the city is often covered in strong mist. The buildings are mainly from wood and clay, with stones seen only in the temples and the palace. Interestingly, the city lacks any kind of defensive structures, since the surrounding marshes are rather deadly and impassable to any conventional armies.

Combat tactics: make the enemies change their positions and move, and then destroy them in a cluster;



Faction relationships:
Empire
Order
Union
Guild
League
Cult
Syndicate
Circle
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

League (formerly known as Scourge)


Home soil: desert;
A.k.a.: brood.


In short: There is a long history behind the mysterious Caravan’s League. Some two hundred years ago local human kingdoms were corrupted by the ancient Sand God, buried deep under the thousand sands of the The Sands. The God firstly assuming the control of their bodies and souls, then slowly turned them into what now is called the brood. The fear of this new force was so big, that it had been named 'the Scourge'. Still all the then human kingdoms and dwarfs gathered together and a great army was sent to banish the Old God back to the depths of the World. The god eventually fell to those armies and the brood was freed. They have surrendered and swore vassalage to the freshly created Empire. In time this half-human race emerged as talented in all sorts of commerce. Consequently, League was formed to guarantee safety of their goods and vast trade networks. It is a group of hired warrior brood, very much resembling a professional army.

Colors & accents: The colors of the League are purple and gold. These were inherited from the last human kingdom of the Sands, also known as The Wealthy Kingdom. Gold used to symbolize the riches of the kingdom and purple – the pride. League's banners carry a one-eyed bug as their accent. Balanced scales and a stinger wasps' swarm are also in use.

Faith: The death of the Sand God left the brood without a spiritual leader and an object of worship. Since then countless attempts were made to convert the Sand's inhabitants over to one or another religion. However, no matter the money or time spent, no one really succeeded so far. This unconsciousness to the religious callings was once explained by just another failed missionary: "the souls of these godless creatures died with their foul god, get over it".

Capital: The Hive-Down-Under is the capital of the League. It is built underground, below the ruins of the city of Dust’azaar. Traveling merchants say that one can easily get lost in the city's tunnel network, which is hundreds of miles long. No one bothers to map it either, as new tunnels are burrowed every day. Stories tell that the human armies once spared the city, as they didn't have enough men to get hold of it completely.

Combat tactics: kite, hassle and prey the enemies into a trap;



Faction relationships:
Empire
Order
Union
Guild
Cult
Syndicate
Circle
Tribe
Legion
Horde

Values:
Strength
Wisdom
Wealth
Honor
Freedom

iii) The game mechanics

The battleground:[url=http://postimg.org/image/q8k8hqg1t/][/url]

• Before the start of the battle players may line up their unit stacks on the green tiles. Small units occupy 1 tile, big ones – 2x2. Players also get to choose 2 special abilities, which may be used whenever a friendly unit has a turn.
• The battle is turned based. A unit with the highest initiative starts, the second highest goes after and so on. After the last unit acts, another round begins. Given equal initiatives, the unit with higher base initiative acts first. If the units are of the same type, a coin is thrown and the winner acts first till the end of the battle.
• There are two types: of obstacles: impassable & water. Flyers/teleporters may go over all obstacles, although they can't end their turn in the tile with an obstacle. Land units may go only over water obstacles, however their turn ends upon entering a tile with such obstacle. Tiles adjacent to an impassable obstacle provide shelter against ranged attacks (if the obstacle is in the line of fire), reducing the incoming damage by 50%.
• Units may act (move/protect/swarm/attack/cast a spell) or wait once per turn. If player chooses to wait, then unit's initiative is reduced by 99 until the end of the round, and it may act when the turn based on the newly calculated initiative comes.
• Damage = [unit's attack rating + (#rest of the units in the stack * unit’s level)].
• When mathematics is involved, all the calculated results are rounded down to the closest natural number.
• Attack kills [damage/ hit points of the target] of targeted units. Number of kills is rounded down to the closest natural number. A melee attack causes simultaneous retaliation from the target. A unit may retaliate only once per turn. The given table shows the # of units killed per hit, given the attacker’s damage and hit points of the targeted unit:[url=http://postimg.org/image/6bjbiir47/][/url]
• If the unit chooses to protect, its level is added to the hit points till the next turn to act.
• Swarming causes the unit to sacrifice its current turn. The next round its 1st melee attack/retaliation does double damage, but the bonus resets if the unit moves.
• Unit’s morale may range between 10 and –10. When any unit in a battle has a morale score of anything but 0, roll a d20 at the beginning of each round. This is the Morale Number for the round. Units whose (negative) morale is equal or greater than the Morale Number (don’t get to act at all) will make 2 separate moves during that round.
• Unit’s luck can be as high as 10 or as low as –10. When any unit in a battle has a luck score of anything but 0, roll a d20 at the beginning of each round. This is the Luck Number for the round. Units whose (negative) luck is equal or greater than the Luck Number will do (minimum/non-critical) maximum damage or strike critical during that round.
• Units may walk over or remain in the same tile as a dead unit stack. Dead unit stacks have their icons flipped over.
• Cannot perform ranged attack, if there is an enemy in adjacent tiles. Spells can be cast from any range and anytime. Spell damage (for trigger spells) is determined upon casting and does not change.
• Units can be one of these types: living, undead, elemental or mechanical.
• Players may spend up to 500 gold on the armies before the battle; however the number of one unit type is capped to [8/that unit’s level].
• Abilities can be of these magic school types: Fire (F); Nature (N); Mind (M); or the non-magic type: Physical (P).

iv) Spells/abilites

Special abilities:

• Mass Bless (Order) – all the living/elemental units in the player’s army get a 40% Bless for 1 round. Charges: 2;
• Blinding Light (Order) – enemies’ range is reduced to 0 for 2 rounds. Charges: 1;
• Lay on Hands (Order) – 1 unit is resurrected (if at least 1 dead) in each of the player’s living/elemental unit stacks with a [100%/unit’s level] success chance. Charges: 1;
• Mass Haste (League) – all the living/undead/elemental units in the player’s army get +4 speed for 3 rounds. Charges: 1;
• Mass Slow (League) – all the living enemies get -4 speed (down to 1) & their movement type is changed to foot for 3 rounds. Charges: 1;
• Worker Brood (League) – enemy/friendly unit stack is carried to any unoccupied tile up to 6 tiles away. Charges: 2;
• Disarm (Guild) – all the creatures in the player’s army get Safe Attack for 1 round. Charges: 1;
• Shatter the Earth (Guild) – a 3x1 obstacle is placed on unoccupied tiles anywhere in the battlefield for 1 round. Charges: 2;
• Hypnosis (Guild) – confuses all living/undead enemies for 1 round with a [100%/unit’s level] chance of success. Charges: 1;
• Jaaar! (Syndicate) – all the living units in the player’s army get +6 morale for 2 rounds. Charges: 1;
• Bad Reputation (Syndicate) – all the enemy living/elemental units get -6 morale for 2 rounds. Charges:1;
• Outmaneuver (Syndicate) – increases the area by 1 column in which the player can place his/her troops before the battle and this may be done after seeing the enemy’s placement. Furthermore the player’s creatures get +99 initiative during the first round. Passive;
• Mass Curse (Cult) – all the enemy living/elemental/undead units get -10 luck for 4 rounds. Charges: 1;
• Smog (Cult) – a chosen area of 3x6 is put on smoke for 2 rounds, giving all the units at least partly in the smoke a 50% chance to evade incoming ranged damage. Charges: 2;
• Raise Dragon (Cult) – A Bone Dragon is risen from a dead living stack (cannot perform if the tile is occupied by another unit). Charges: 1;
• Mass Luck (Legion) - increase all the friendly living unit’s luck by 10 for 4 rounds. Charges: 1;
• Mass Dispel (Legion) – attempts with a [100%/unit’s level] chance to clear all the magical effects (non-P school) from friendly/enemy targets on the battlefield. Charges: 2;
• Possession (Legion) – assumes control of a living/undead enemy unit for 1 round. Charges: 1;
• Deadly Poison (Circle) – all the player’s creatures get a [60%/target’s level] Grim Reaper for 1 rounds. Charges: 2;
• Shroud of Green (Circle) – all the player’s creatures become invisible to enemies for 1 round, but may still be hit by indirect damage. The hidden creature reappears if attack/cast a spell/protect/swarm is used. Charges: 1;
• Nature’s Fury (Circle) – al the enemy creatures on the battlefield are damaged by [14 – d12]. Charges: 1. School: P;
• Brute Force (Horde) - all the player’s creatures get a [60%/target’s level] Bash for 2 rounds. Charges: 1;
• Deafening Roar (Horde) – the ability forbids the living/undead enemy creatures (player) to use magical (special) abilities for 2 (1) rounds. Charges: 2. School: M;
• Rage (Horde) – all the player’s living/elemental creatures goes into [d%] Berserker mode for 2 rounds. Charges: 1;
• Positive Charge (Union) – puts a shield increasing the hit points of all the friendly front units by 3 for 2 rounds. If melee attack kills the shielded unit, the attacker is damaged by [d12]. Charges: 1; School: F;
• Resupply (Union) – all the player’s units have their abilities’ charges set to the initial number. Charges: 2;
• Rocket Barrage (Union) – stuns all the enemy creatures for 1 round with a [100%/unit’s level] chance of success. Charges: 1;
• Survival (Tribe) – all the player’s living/elemental units get a 60% Cheat Death for 3 rounds. Charges: 1;
• Dream State (Tribe) – hibernates all the living enemy creatures not adjacent to each other for 1 round. Charges: 2. School: M;
• Double Vision (Tribe) – illusions of all the friendly creatures are created in any adjacent tile (or as close as possible) to the originals, lasting 2 rounds. May choose which ones are real after performing this ability. The illusions have the same hit points and initiative as the originals. If the original chooses to attack, the illusion mimics the move. Charges: 1.


Active spells:

• Bless – blesses a living/elemental unit. It gets a [#casters*caster’s level*5%] chance to neglect all the incoming damage for 2 rounds. Charges: 1; school: M;
• Resurrect – revives [#casters*caster’s level*0.25] units in a living/elemental unit stack, may be cast on dead (cannot perform if the tile is occupied by another unit). May not revive more units than the starting # in the stack. Charges: 1; school: F;
• Fire Wall – puts 3 tiles on fire for 2 rounds, any passing unit is damaged by [caster’s damage]. Charges: 1; school: F;
• Fire Shield – puts a shield increasing the hit points of the front target unit by [#casters*caster’s level/2] for 2 rounds. If melee attack kills the shielded unit, the attacker is damaged by [#casters*caster’s level]. Charges: 1; School: F;
• Raise Skeleton – raises Skeletons’ stack of [#casters*caster’s level*0.5] from the dead living stack (cannot perform if the tile is occupied by another unit). May not create more skeletons than the total # of units in the dead stack. Charges: 2; school: N;
• Loose a Limb – reduces the min and max attack rating and hit points by 1 (and size to small) but doubles the base speed for all the units in the stack till the end of the battle. Self only. May act immediately upon casting. School: P;
• Terror – reduces target living/elemental enemy’s morale by [0.75*#casters*caster’s level] for 2 rounds, unless the front caster unit is killed before. Charges: 2;  school: M;
• Bloodlust – gives a [10%*#casters] chance to critically hit or be hit by a critical strike (stacks with the initial critical chance) for 3 rounds. May be cast on living friends/enemies. Charges: 2; school: N;
• Throw a Boulder – does [caster’s damage - 2] to a target in any range. If cast on an unoccupied tile, creates an obstacle for 3 rounds. Charges: 1;  school: P;
• Explode – caster stack dies, but does [its total remaining cumulative hit points] as damage to all adjacent units. Also triggers upon death, doing [stack’s cumulative hit points before the killing blow] as damage to all adjacent units. School: P;
• Earthquake – everyone on the battlefield is damaged by [caster’s damage*{d%}]. Charges: 1; school: M;
• Spell Steal – caster steals an active spell from a targeted living/undead/elemental enemy/friend with a chance of [#casters*caster’s level/target’s level*25%]. If Spell Steal is successful, the target cannot cast that spell till the rest of the battle. Whereas the stealer gets the ability. Cannot steal physical school. Charges: 1;  school: M;
• Shell – Unit shells itself for as much as 3 rounds. It gets a 50% chance to ignore all the incoming damage, however it may not move while shelled. Charges: 2; school: P;
• Hide – caster unit becomes invisible to enemies for 2 rounds. The unit can still be hit by non-direct damage. Self only. Charges: 1; school P;
• Carry – may move another adjacent friendly unit up to [50% of caster’s speed] tiles to any direction. The carrier unit looses a turn, ending up behind the carried unit. The ability cannot be used if there are more units in the target unit stack than in the carrier stack (except for small-sized stacks). Charges: 2; school: P;
• Mind Control – caster can control a living/undead enemy unit for the next turn to act with a chance of [#casters*caster’s level/target’s level*25%]. Charges: 1; school: M;
• Berserk – caster gets [d%] increase in the AR and speed and a 50% increase in the AR of the attacks made against the caster for 3 rounds, however becomes uncontrollable to player. Will act immediately upon casting. Self only. Charges: 1; school: P;
• Ramming Fire – caster blasts an adjacent friendly/enemy target 7 tiles backwards causing [caster’s damage*0.5]. Charges: 1; school: F;
• Hailstorm – everyone’s on the battlefield speed is reduced to 4 (if higher) and movement type changed to foot for 2 rounds. Charges: 1; school: M;
• Mine – unit places a mine (invisible to enemies) on any adjacent tile, causing [caster’s damage] to the 1st enemy unit to step over. Can be placed upon an obstacle to remove it. Charges: 1; school: F;
• Shield – unit shields an adjacent friendly target, taking the next attack to that unit until the next turn to act (unless the shielded is no longer adjacent). When using this ability protect is automatically activated.  Charges: 2; school: P;
• Material Shift – caster transfers [#casters*caster’s level] damage to another living/elemental friendly target for one round. Charges: 1; school: M;
• Dispel – caster clears all magical effects (non-P school) from a friendly/enemy target with a chance of [#casters*caster’s level/target’s level*25%]. Charges: 2; school: M;
• Confuse – caster confuses living/undead target for the next turn to act, making it uncontrollable and reducing range to 0 for the duration. Chance to successfully cast: [#casters*caster’s level/target’s level*25%]. Charges: 1; school: M;
• Eclipse – unit teleports as much as (base_speed+2) tiles to any direction. If emerges on a tile adjacent to other units, does [caster’s damage*0.5] damage to all of them. Charges:1; school: M; icon:
• Illusion – caster stack creates an illusion [#=#casters] of itself in any adjacent tile (or as close as possible), lasting 4 rounds. May choose which one is real after performing this ability. Illusion has the same hit points and initiative as the caster. If the creator chooses to attack, the illusion mimics the move. Charges: 1; school: M;
• Hibernate – caster puts a living enemy into a state of sleep (unable to do anything) for the next turn to act. Any damage wakes the unit up. Chance to cast successfully: [#casters*caster’s level/target’s level*25%]. Charges:1; school: N;
• Morale Boost – increases target living unit’s morale by [0.75*#casters*caster’s level] for 2 rounds. Charges: 2; school: M;
• Good Omen – increases target living unit’s luck by [2 + #casters*caster’s level] for 4 rounds. Charges: 2; school: N;
• Curse – decrease target living/undead/elemental unit’s luck by [2 + #casters*caster’s level] for 4 rounds. Charges: 2; school: M;
• Slow – decreases living target’s speed by [#casters*caster’s level/2] (down to 1) & changes movement type to foot for 3 rounds. Charges: 2; school: N;
• Haste – increases living/undead/elemental target’s speed by [#casters*caster’s level/2] for 3 rounds. Charges: 2; school: N;
• Smoke screen – caster puts its occupied + all adjacent tiles on smoke for 2 rounds, giving a [#casters*caster’s level*5%] chance to ignore the incoming ranged attacks for all the units at least partly in the smoke. Charges: 1; school: P;
• Death Mark – caster may mark a unit for 3 rounds. The caster’s attacks against the marked unit have their AR increased by 50%. Charges: 1; school: P;
• Random Cast – caster rolls a d6. The result determines the spell to be cast on the target: 1 – Terror, 2 – Encourage, 3 – Curse, 4 – Good Omen, 5 – Slow, 6 – Haste. Charges: 2;
• Devour – caster devours a small sized undead/living unit stack. The swallowed is damaged by [caster’s damage*50%] each turn and is unable to act for 3 rounds, unless the front caster is killed before. Chance to succeed: [#casters*caster’s level/target’s level*25%]. Charges: 1; school: P;
• Trail – upon activation the tiles on the movement path of the unit becomes water for 1 round. Unit may act immediately after the spell is cast. The effect lasts 1 turn. Charges: 2; school: P;
• Web – places a web on a tile below the caster (for the duration of the battle), which gives the caster 50% additional hit points (if the caster is at least partly in the web). There can be only 1 web at a time. Charges: 2; school: P.

Passives:

• Charge – if the target enemy is more than 4 tiles away, unit can attack without retaliation;
• Beam Through – unit’s ranged attacks does damage to all friendly/enemy units in the line of fire; however the AR is reduced by 50% with each consecutive unit.
• Evade Arrows – unit has a 50% chance to evade ranged damage;
• Life Steal – the unit stack is increased by [target’s level/2*#kills] upon an attack on a living target;
• Six-headed Attack – unit’s attacks hit all adjacent enemies, however the attack rating against the secondary targets is reduced by 50%.
• Blinding Poison – living targets hit by the attack has a chance of [#casters*caster’s level*10%] to lose their ability to attack from range for 4 rounds. School: N;
• Safe Attack – no enemy retaliation;
• Sharpshooter – If the target is further than 10 tiles away, the AR is increased by 50%;
• Unlimited Retaliation – unit can retaliate unlimited times per turn;
• Amphibious – unit can walk over  water obstacles without losing movement points;
• Crippling Attack – unit’s attacks reduce the target’s speed by [#casters*caster’s level/2] (down to 1) for the next turn to act. School: P;
• Melee Penalty – unit’s melee damage is reduced by 50%;
• Ranged Penalty – unit’s ranged damage is reduced by 50%.
• Mind Numbing – unit’s attacks make the living/undead target unable to cast spells/abilities (except for P school) for 1 round. School: N;
• Kite – unit can move [base speed – 1] tiles after making an attack. Note that casting a spell/swarming or protecting ends the turn immediately;
• Revenge – when a friendly stack dies, unit’s AR is increased by 50%;
• Enrage – when unit stack looses more than a half of the total initial cumulative hit points, its AR is increased by 50%;
• Frenzy – when unit stack destroys another friendly/enemy unit stack, its AR is increased by 50%;
• Fire/Nature/Mind/Magic Immune– immune to the specified (or all) schools of magic;
• No Melee – unit is unable to attack from melee range;
• Giant Slayer – unit’s AR is increased by 50% against big sized units;
• First Strike – unit attacks before the retaliation against it;
• Lucky – unit has initial luck score of +2;
• Bravery – unit has initial morale score of + 1;
• Cheat Death – If the unit stack gets killed, the player may roll a d10. The killing blow is neglected, if the score is =<2;
• Full/Half Range – Unit may attack from as much as 20/10 tiles away;
• Ambush – unit’s AR is increased by 50% against targets which cannot retaliate any more in that round;
• xx% Critical Strike – unit rolls a d% before making an attack/retaliation. If the roll is lower or equal to xx%, additional 5 points of attack rating is given to the attack;
• Dreading Attack - unit’s attacks reduce the living/elemental target’s initiative by [#casters*caster’s level*3] for the next turn to act. School: P;
• Grim Reaper – unit may roll a d% on every attack. It kills an additional unit in the stack, if the score is =< [#casters*caster’s level/target’s level*5%];
• Incorporeal – All non-magic damage dealt to this unit is reduced by half;
• Entangling Roots – unit may roll a d% on every attack. It roots the target to the ground making him unable to move for 2 rounds. Chance to succeed: [#casters*caster’s level/target’s level*10%]. School: P;
• Bash – unit may roll a d% on every attack. It stuns (unable to act/retaliate) the enemies for the next turn to act, if the score is =< [#casters*caster’s level/target’s level*5%]. School: P;
• Weakening Attack – unit may roll a d% on every attack. It reduces the target’s damage by 2 the next turn to act, if the score is =< [#casters*caster’s level*5%]. School: P;
• Armoured – protect is twice more effective;
• Too Big to Fail – unit’s AR is increased by 50% against small sized units.

vi) Extras

Some abbreviations:

d[x] - roll of x-sided dice; d% - roll of 100-sided dice;
AR - attack rating;
dmg - damage;
hp - hit point(s);
ch. - charges;
sc. - school;

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DarkDXZ
DarkDXZ


Known Hero
Haiku sensei
posted June 29, 2013 11:15 AM

Impressive, to say the least.

I'm guessing that the creature art is not yours? (I swear I've seen the Werebear before)

Also, Living Dragon is the lamest name for a dragon-type creature I've ever seen. Don't take that personally, but PLEASE change it to something more feasible, like...
I don't know, Nature Dragon or something.
____________
"If I can't determine whether people are trolling or not within a moment's notice I will just start flailing with this chainaxe without any particular aim besides general slaughter." - Adrius

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 29, 2013 11:23 AM

Another one! Welcome to HC and the Altar! =)

You've posted quite a bunch at once, and in a nice presentational format!
Now, commenting on certain things:

Quote:
That being told, I would like to note that my idea is not a suggestion for future Heroes, but rather for a Heroes-themed board game.

Then why not make it exclusively as one, as a spinoff?
These dys, tehy re not so in, but we had days when my spinoffs were round in the altar.

The World
Where on the world mp is the empire? didn't find it O.o
Elsewise, ncie map, how did you make it?

nother quite general thing is tht you quite often seem to stte events, but since you have not yet posted a history, it is quite difficult to see through all of 'em. In the setting of your game, what exctly are 'the scourge' or 'the Alch incident'?

Factions
I seem to not fully understand...why is the emprie unitless nd non-playable?

Order
Loos like an interesting life-centred Haven.
Wht is the exact reltion between emprie and order now?
For the unit, I think it's a good choice from the haven pool, and the phoenix is an interesting, but, in your setting, fitting change for the angel.

Cult
I'm indifferent. Some aspects I really like. Others not tht much.
...I miss some of the classical necro units, although yours are fine in themself. Also I'd have thought they value honor less and freedom more?! But of course, encromancers are  fction open to different values, certainly!

Gameplay
Is the game designed as battle only, without any "Adventure Map" and/or town-building, creature-recruiting, adventuring, etc?

So, I will respond to more things, lter on or tomorrow. Only one last thing: Up to now: No heroes??? I personally think you should bring them in

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incgnto
incgnto

Tavern Dweller
posted June 29, 2013 04:09 PM

Thanks for the replies and it seems I surely wasn't clear enough both about the world and the concept of the game, so let me expand a little.

Quote:
I'm guessing that the creature art is not yours? (I swear I've seen the Werebear before)

Also, Living Dragon is the lamest name for a dragon-type creature I've ever seen. Don't take that personally, but PLEASE change it to something more feasible, like...
I don't know, Nature Dragon or something.


Yep, the creature art is not mine. However, as long as I don't modify or use it commercially, I hope it's okay.

And yes I do agree that Living Dragon may sound little queer in a way. But in my universe the vast majority of dragons are (though to be) long dead, thus whenever people see an actual one they'd be like "wow a living dragon!". Hence in this context 'living' is used not as 'natural', but rather as something 'not dead/still existent'.

It also makes sense to use this name, as the other two dragons in the game are clearly 'non-living', that is Bone Dragon is raised from the dead and Nightmare (Dragon) is created by wizards.

I hope this explains me a little.

Quote:
The World
Where on the world mp is the empire? didn't find it O.o
Elsewise, ncie map, how did you make it?

nother quite general thing is tht you quite often seem to stte events, but since you have not yet posted a history, it is quite difficult to see through all of 'em. In the setting of your game, what exctly are 'the scourge' or 'the Alch incident'?

Factions
I seem to not fully understand...why is the emprie unitless nd non-playable?


Thanks, the map was made entirely with Photoshop.

I suppose I was too implicit about The Empire and certain world-shaping events. Let me undo this bad:

The map shows the lands of Empire (as the legend says), so you have surely seen it . That is all the lands (on the map) are considered the possession of the Emperor, who sits in the Capital City (star on the map). Supposedly, the Empire is vast and all-powerful, however the reality is different. It is compromised of a lot smaller kingdoms and factions within, most of them having different and contradicting ideologies and interests. The playable factions are in fact those smaller parts of this huge body.

The relationship between the Empire and those smaller factions are very different though. Order and Union are officially recognized and considered friendly. League is basically a vassal state of the Empire, thus the relationship is neutral; Guild is on paper a part of the Empire, however it has declared independence and governs itself (relationship = neutral). The other factions are considered renegade and hence are enemies of the imperial people.

I will add some more details about some important events later.

Quote:
Order
Loos like an interesting life-centred Haven.
Wht is the exact reltion between emprie and order now?

For the unit, I think it's a good choice from the haven pool, and the phoenix is an interesting, but, in your setting, fitting change for the angel.


Order is basically a military hand of the church of the Empire. In other words it is under control of the high priest rather than the emperor. The church uses these fanatic warriors and knights to defend their possessions throughout the Empire, as well as to purge other 'illegal' religions and everyone labelled as a heathen/pagan for that matter. Unspoken truth is that the high priest sometimes uses the power of Order to influence certain political events and figures.

Phoenix is chosen as a champion unit, since it is closely related to the faith of Order. In fact there are no angels or similar creatures in the setting of my universe.

Quote:
Gameplay
Is the game designed as battle only, without any "Adventure Map" and/or town-building, creature-recruiting, adventuring, etc?

So, I will respond to more things, lter on or tomorrow. Only one last thing: Up to now: No heroes??? I personally think you should bring them in


The game is designed as battle-only for now. This is due to my wish to create something 'playable' rather than something 'Utopian'. Unfortunately my time/resources/whatever are limited, hence I've decided to focus only on simplicity/balance of the battle. Of course, there is plenty of space to add heroes/adventure map... Later, maybe.

Anyway, talking about the battle, it is pretty simple and more or less balanced as it is right now. In fact I have played the game (printed out, on the board) with my brother several times and he was quite positive. All we needed was a smartphone application for dice rolling and a pen, also a simple calculator a couple of times. If anyone would be up for a simple match-up here in the forums, please let me know.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 08, 2013 04:42 PM

Quote:
The map shows the lands of Empire (as the legend says), so you have surely seen it . That is all the lands (on the map) are considered the possession of the Emperor, who sits in the Capital City (star on the map). Supposedly, the Empire is vast and all-powerful, however the reality is different. It is compromised of a lot smaller kingdoms and factions within, most of them having different and contradicting ideologies and interests. The playable factions are in fact those smaller parts of this huge body.


ah, I think I understand now! =)

Quote:
The game is designed as battle-only for now. This is due to my wish to create something 'playable' rather than something 'Utopian'. Unfortunately my time/resources/whatever are limited, hence I've decided to focus only on simplicity/balance of the battle. Of course, there is plenty of space to add heroes/adventure map... Later, maybe.

A reasonable wish, probably. I've always been arather an utopian creator, but it is nice that someone makes something managable and seems to be quite far with it!

Quote:

Anyway, talking about the battle, it is pretty simple and more or less balanced as it is right now. In fact I have played the game (printed out, on the board) with my brother several times and he was quite positive. All we needed was a smartphone application for dice rolling and a pen, also a simple calculator a couple of times. If anyone would be up for a simple match-up here in the forums, please let me know.


I would....if I had any tiem for it, wghich I, right now, do not have at all

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