Categorie: Tutti - battle - training - units

da Eal Eater mancano 11 mesi

103

Golden Empire Camp

In the context of a strategic game, players engage in battles within designated play areas when units from opposing teams occupy the same tile. These battles are single-life encounters, meaning players battle until only one team remains.

Golden Empire Camp

How to Win: • A team loses when their capital is captured for 2 turns (not counting the turn when the tile was captured). • Once only one team remains, they are declared the winners.

Retreat Phase • Routed units retreat to the tile opposite of the tile the enemy attacked *from* • If the tile the losers are supposed to retreat to is impassable, they instead instead retreat to the tile furthest away from any enemy units (use common sense) • Example: team A attacks Graveyard from FFA Arena and wins. Team B cannot retreat to the impassable Island tile, so team B will instead retreat to whichever tile *next* to the Graveyard and Island tile (that is, Church or Cliff Windmill) is furthest from all enemies. • Routed units cannot move to any other tile for 1 turn as they recover from the lost battle. They can still engage in a battle if they are attacked on that tile, though.

Preparation • Assign every player a piece, and place all the pieces on your starting location. Each player is a unit. • Both teams pick a starting location and mark it with a piece. This tile is the team's capital. Pieces: • 1 piece for each player, to represent their unit. Color code pieces corresponding to their team. • 1 piece for each capital, placed on the corresponding tile • Dice or something to act as a cooldown timer for the Mountainside Bell's Rally ability and the Beekeeper's Bee Swarm ability.

Map Phase • In the map phase, teams take turns moving units and capturing tiles or engaging enemies. • You can move as many units from as many tiles as you want on your turn, but units may only move a one tile distance per turn. • A unit can move one tile per turn • There is no limit to how many units can be present on a tile.

Battle Phase • Begins when units from both teams enter a tile together. • Battles take place in Bulwark, in the in-game location corresponding to each tile, referred to as the play area. • Players fight until only one team is still alive. Single-life. • Unless a team has the Reconnaissance ability, both teams' units start the battle grouped with their teammates, but they may decide where in the play area they begin the battle. • Any players who die or leave the play area during a battle are routed.

Town Impassable

FFA Arena Training: units may retreat to any tile so long as that tile is neutral or controlled

Farmer's House Ferry: units can move from this tile to the Northern Sea tile

Lighthouse Waterfall Reconnaissance: when prepping a battle, the owner of this tile can place their units anywhere in the play area

Church

Graveyard

Intersection w/ Signpost

Rocky Archways

Cliff Windmill

Soap Shop

Decrepit Hut Near The Ruins

Obelisk

Mountain Impassable

Decrepit Farm

Island Impassable

Quarry

Southern Sea

Southern Shore Ferry: units can move from this tile to the Southern Sea tile

Bakery

Beekeeper's Bee Swarm: if a friendly unit is on this tile, you can force 1 individual unit (can be in a tile with other units) within 1 tile of this one to retreat to a 1-tile distance tile of *their* choice. 3 turn cooldown

Forge

Angler's Commune Ferry: units can move from this tile to the Northern or Southern Sea tile

Sword In The Stone

Oceanside Mountain Path

Northern Sea

Mountainside Bell Rally: on player's turn, can teleport all units within 2 tiles to this tile instantly, regardless of distance or nearby enemies. 3 turn cooldown

Golden Empire Camp