Okay so let me just briefly explain a bit how my "Work-In-Progress" (WIP) is supposed to be divided into three (3) Game "Phases":
1. Build Phase: The two (2) players build their Kingdom and fortify their cities in preparation of the Second Phase.
2. Conquest Phase: Both players engage in combat by attacking each others units with the goal of conquering the landmark/lair.
3. Scoring Phase: Lastly after all is said and done, players each compute scores and the winner is determined.
Now while all this sounds cool "in theory"... My MAJOR problem is trying to find a way to go from Build to Conquest to Scoring Phase.
Okay so Build Phase is the starting phase... No trouble with that. Each Player populates a Landmark or a Lair (depending on which side they are playing)...
Now HOW does the "Conquest" Phase begin??? What could be the "trigger" that starts the 2nd Phase and makes conflict a reality?? Building may continue, but "Conquest" is more the focus... Building for "Conquest" is more realistic.
And then HOW do we terminate the "Conquest" Phase and go into the final "Scoring" Phase to determine the winner of the game...?
I'm having a bit of a difficulty figuring out the "triggers"... Like perhaps the "Scoring" Phase begins after ONE (1) Landmark/Lair is conquered. This could be an example of switching phases... Not sure how good/bad this is...? But it's an idea!
Anyone have other ways that could "trigger" the various phases???
So at the beginning of each "Quest" there is a "formation" of cards which make the game easier (more cards) or harder (less cards) as being the initial setup of the game.
In the "First" Quest (Dwarven Miner) each player has three (3) Landmarks/Lairs they can "BUILD". But at the start of the game, players start with THREE (3) cards + the difficulty (based on how many cards are pre-configured at the start of the game).
Let me focus on the Light side of the game ... the Shadow side is similar with different nomenclature and cards.
So the Light side must "produce" Resources (Build) to do everything that is possible in the game. So if you have a "Noble" that produces "Riches" (or Income) that's a Yellow Wooden Cube. It has a value of 1 VP at the end of the game.
Now it's an ENGINE... So that one (1) Yellow Wooden Cube can be transformed into something ELSE... Given the abilities of each Noble. So say you want to "improve" building (instead of one Yellow Wooden Cube, that Noble can produce TWO Yellow Wooden Cubes) by transforming one (1) Yellow Wooden Cube + one (1) Red Wooden Cube (using 2 Upgrades) = ONE (1) Orange Cube, which means your Noble NOW produces TWO (2) Yellow Cubes per turn...
How EASY/DIFFICULT this is depends on the "setup" chosen too.
But you do this for Boons, Nobles, Equipment, Champions and Guards. For example a "Guard" can cost 6 points: 1 Yellow, 1 Blue and 1 Red. A "Champion" costs 1 Blue and 1 Red (or 5 points) for each level of that unit (which has a maximum defined by each unit)...
That's the whole "BUILDING" phase.
Once a Landmark is equipped with enough forces to both DEFEND itself from an Attack — But also enough force to lead an ATTACK... So begins the "Conquest" phase.
In a way it's a bit arbitrary because Player #2 may not be ready or the opposite the Shadow side gets to an early start and leads the charge.
During the "CONQUEST" phase, a player focuses on defeating the opposing "Forces" via his "Champions" and/or "Equipment". How this phase ENDS, I'm not 100% sure...
Since each QUEST has some kind of GOAL ... well it means maybe once the GOAL is met, independent of what has been conquered or not, the LAST phase gets triggered: the "Scoring" phase.
Something along those lines... IDK — I'm still hypothesizing!