Fhizban's blog

Odd Wars Preview 1: Reaction Mechanic

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Hello Community,
Yesterday I introduced you to my new, free project called "Odd Wars" (check out the journal entry if you missed it: http://www.bgdf.com/node/6235), and as I get a grip on this blog thing I like to spend some more words about the game and how its played.

Before we start, it is recommended that you read the rulebook to understand how the game works - don't worry, its just two pages (here you can get the 250 kb PDF file: http://www.bgdf.com/sites/default/files/oddwars-rulesheet.pdf).

PREVIEW 1: THE REACTION MECHANIC

Rulebook Blogpost: The StatCard's

Gods and Minions - StatCard Mockup

Rulebook Blogpost: StatCards

"The game uses so called StatCards as a rules- and ability reference. Every StatCard compromises all the pictured die’s characteristics and rules and is essential to gameplay. This chapter describes the different attributes found on StatCards. Note that there is no deck in Gods & Minions, so the StatCard..."

A new rulebook blogpost is online: It describes the troop StatCards used to display the various die attributes as well as their special abilities.

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Rulebook Blogpost: Movement

Rulebook Blogpost: Movement

"The active unit may perform up to one movement action per turn, by spending one of its available actions. When moving, the whole unit must move – it is not possible to leave a die behind. The only exception are exhausted dice, which are ignored when moving..."

Another blogpost is online: Moving Dice

http://godsandminions.com/blog/gods-minions/movement

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Rulebook Blogpost: Activation & Actions

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Activation & Actions (Rulebook Chapter 11)

"During the action phase, the active player can activate units under his control on the battlefield one by one and perform actions with each of them. Once activated, the player may perform up to two actions. Any unit may perform any kind of action only once per turn..."

Slowly its getting interesting: The next chapter of the rulebook shows us how to activate units and what these can do during a turn (Rulebook Chapter 11).

http://godsandminions.com/blog/gods-minions/activation-actions

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Rulebook Blogpost: Deploying Dice

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Deploying Dice (Rulebook Chapter 10)

"During a players deployment phase, he may bring new dice from his reserves into play by performing a deployment action. All dice, regardless of their type are brought into play this way..."

Freshly blogged: Learn how to unleash dice onto the battlefield during the Deployment Phase (Rulebook Chapter 10)

http://godsandminions.com/blog/gods-minions/deploying-dice

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Rulebook Blogpost: The Support Phase

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The Support Phase (Rulebook Chapter 9)

"During the support phase of the active players turn, he may assign up to one single dice from his reserves as worker by moving it to his support zone. Assigning dice this way is a special action that has nothing to do with dice already in play. Once assigned – the die serves a different purpose for ..."

The new rulebook blogpost explains how to assign dice as workers by moving them from reserves to the support zone.

http://godsandminions.com/blog/gods-minions/support-phase

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Worldbook Blogpost: The Faylon

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Faylon - the wild elves (Worldbook Nation 1)

"The Faylon after the Fall: Since the fall, darkness creeps slowly upon the firstborn of all elven races – throwing the faylon into sincere depression. The wild elves – once living in harmony and peace – have acted as intermediaries between the races and factions of ascendallion. But this key-role fades..."

Our new blog entry introduces the "Faylon" (Wild Elves), the oldest of all elven races.

http://godsandminions.com/blog/gods-minions/faylon-the-wild-elves-part-2...

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Rulebook Blogpost: The Turn Sequence

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The Turn Sequence (Rulebook Chapter 8)

"Only the active player can perform actions during a turn, such a turn is divided into six phases. Once a turn is over, the next player becomes the active player and the sequence repeats. This chapter provides you with an overview of the different phases of a turn – they are explained in detail later..."

New in our blog: "The Turn Sequence" (Rulebook Chapter 8) A overview of the various phases of a turn.

http://godsandminions.com/blog/gods-minions/the-turn-sequence

Rulebook Update Galore: The Battlefield & Melee Weapon Types

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The Battlefield (Rulebook Chapter 7)

"As stated in the previous chapter, the playmat in Gods & Minions is divided into several subsections (or zones of play). One of these zones is the battlefield, wich is used to track positions, distances and groups of the players dice. The battlefield is the zone where the action takes place and its ..."

Update Galore #1: "The Battlefield" (Rulebook Chapter 7)

http://godsandminions.com/blog/gods-minions/the-battlefield

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Melee Weapon Types (Rulebook Chapter A1)

Rulebook Blogpost: Zones of Play

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Zones of Play (Rulebook Chapter 6)

"Gods & Minions uses a special playmat to represent the zones of play and track the position of dice. In total there are seven different zones of play where your dice can be located during a match. The first two zones are rarely used during a match, but they are important to the game itself..."

One more blogpost for the weekend: "Zones of Play" (Rulebook Chapter 6) gives an overview of the playmat and the different zones on it:

http://godsandminions.com/blog/gods-minions/zones-of-play

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