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== How to Play The Far Wilds ==
 
== How to Play The Far Wilds ==
 
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The Far Wilds is a dynamic turn-based game. You create an army (a deck of cards) to battle your opponents, destroy their armies, control flux wells, gain glory, and win the game.
  
The Far Wilds is a dynamic game. These are the basic rules but any of these can change or be overridden by various cards played throughout the game.
 
  
== Overview ==
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Each player has an army (deck of cards) that they bring into battle. Your army is composed of various cards that you pick out before the battle begins. You [[Deck_Building|Build your deck]] in the [[Army Building Screen]]. Once you start a battle players take turns moving units and playing cards until both players pass. Then the new round begins and you can move your units and play cards again.
  
 +
The object of the game is to be the first player to reach 20 Glory. There are many cards that allow you to gain Glory in various ways. The most common way to gain glory is to control more [[Flux|Flux Wells]] than your opponents. The person that controls the most Flux Wells at the end of any round gains 2 Glory.
  
Each player has an army that they bring into battle. Your army is composed of various cards that you pick out before the battle begins. You do this in the [[Army Building Screen]]. Once you start a battle players take turns moving units and playing cards until both players pass. Then the new round begins and you can move your units and play cards again.
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[http://thefarwilds.com/tutor/basic3/basic3.htm Quick Video Tutorial]  
  
The object of the game is to be the first player to reach 20 Glory. There are many cards that allow you to gain Glory but the most common way to gain glory is to control more [[Flux|Flux Wells]] than your opponents. The person that controls the most Flux Wells at the end of any round gains 2 Glory.
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The Far Wilds website has an excellent [http://thefarwilds.com/How_to_play_Introduction.html How to Play Guide]
  
== Control ==
 
  
  
[[Image:control.jpg|frame|left|Dwarven Hall, Flux Well and Area controlled by you.]]
 
Every Entity in the game is controlled by some player or is uncontrolled.
 
  
Any Entity that you play from your hand is controlled by you.
 
  
Spaces on the map are also controlled by players. The most common way to control spaces is with Buildings. Buildings give you control over any space they can see. If two players have Buildings that can see a given space that space is uncontrolled.
 
  
You can see the area you control on the map. It is shown as a ring of your player's color.
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== Control ==
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Content was moved to [[Control]].
  
 +
== Getting Started ==
 +
If you haven't already, downloaded and install the game.  Watch the
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[http://thefarwilds.com/tutor/basic3/basic3.htm Quick Video Tutorial].
  
== Domains ==
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The login screen:
  
 +
[[Image:TFWlogin.JPG|Login Screen]]
  
There are several domains that you can construct your army from. There are 3 levels of expertise for each domain. Everyone starts the game with no levels in any domain. The higher the level you gain in a particular domain the more powerful cards you will be able to play from that domain. There are many ways to gain levels in a particular domain. The most common way is to build buildings that give you a level in that domain. For example each Grove you build will give you another level in the Sylvan domain. <<add picture of domain building>>
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You can register for an account when you first start the game. Registering will automatically sign you up for an account on the [http://thefarwilds.com/forum/index.php forums].
  
  
== Buildings ==
 
  
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=== The  Lobby ===
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[[Image:Lobbyintro.JPG|The Lobby]]
  
Buildings can normally be built in any space that you can see.
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This is the screen you see once you log into the game. At the top you have three main tabs: Lobby, Army, and Market. The lobby is the main place to see all events. The left side shows the name of everyone who is logged on. Clicking on their name will pop up a menu where you can either send them a private message or trade with them.  The center of the screen is the chat screen.  On the right side you have a list of all games currently being played or waiting for a player (seen as a '''Join''' link next to a game).  You can play the computer by clicking the '''Join''' link by the ''vs. Computer'' under the '''Special''' section.
  
If you play a building in a space you don't control that building isn't created immediately. It first becomes a construction site. Construction Sites take 3 rounds without being damaged to become the eventual building. If a construction site is damaged it wont make progress that Round toward completing the building. It will start to finish again next Round.
 
  
Construction Sites don't leave ruins when they are destroyed.
 
  
----
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=== The Market ===
  
==Glossary (outdated by about 2 months) ==
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The market is where you buy packs, starter decks, singles, or sell your cards. cards of your own. Gold is the currency of The Far Wilds. The fastest way to get gold is through the '''Purchase gold''' button. That will take you to a screen were you can buy gold.  Another way is to participate in [[Tournaments]] to gain [[Power]], which an be used to enter Keep Cards and Domain Leagues or sold to other players.  Once you have 150 gold you can buy a pack of 15 cards. Every pack of cards you buy will pop a window (see above image) and comes with 1 rare, 3 uncommon, and 11 common cards.
  
'''Action:''' To perform something, such as:
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=== The Army ===
To attack
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To move a unit
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To place a building
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To cast an enchantment or spell.
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'''Adjacent:'''  Any of the 6 Hexes next to, or touching any given space. This is the same as “All spaces within 1”
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'''Area of control:''' Each player has an Area of Control, usually generated by buildings. This is defined by the big blue line around you buildings, and the red line around your opponents. If a building is played within Your Area of Control, it builds instantly.
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[[Image:Armyinto.JPG|Army Builder]]
  
'''Attack:''' 
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This is where the magic of The Far Wilds happens. Once you have acquired packs of cards of your own you can [[Deck_Building|build a deck]].
1)  To cause damage to another Unit or Building
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-Melee: To attack from an adjacent hex
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-Ranged: To fire from a hex; this may not be adjacent. A Unit or Buildings’ Range determines how far away this attack can be made from.
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'''Attack Power:''' The amount of HP that a figure loses once a successful attack has been made against it
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On the left side of the screen you have the cards that you own. The right side is the list of cards you have picked to be in a deck.  The top area is explained below.
  
'''Base:''' This is the area in which you can play your units. It is the Line of Sight of your buildings. There is a differing type of base for every Domain.
 
  
'''Battle back:''' If a unit is melee attacked by another unit from a hex not normally accessible to the unit (It has too much of a Movement penalty for the unit to move through, or attack) a attack is now possible in retaliation. However, the unit must be undimmed to do so. An example: A Driftwood Golem in an ocean attacks an Axe Captain. Normally the Axe Captain can't attack the Golem because it can't move to an ocean. But since the Golem attacked first the Axe Captain is allowed to retaliate.
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[[Image:Armybarintro.JPG|Center]]
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Left to right: You can sort the ways you see the cards you have by types: Name, Domain, Type, and Level. This gives you different ways to see what you have. The next is another way for you to separate your cards out. You have the [[:Category:Unaligned|Unaligned]], [[Sylvan]], [[Mountain Folk]], [[Dark Legion]], and [[Elemental]] domains.  Then you go to the type of card: [[:Category:Spell|Spells]], [[:Category:Building|Buildings]], [[:Category:Enchantment|Enchantments]], and [[:Category:Creature|Creatures]]. The last set of numbers is the tier of domain, or how many of the domains you must have out on the field to play the card.  The last set of buttons deal with saving, copying, or deleting decks that you have made.
  
'''Building:'''  These affect your control Area, building more buildings makes a larger Area of control. The Viewing range of a Building is your Base area. Certain buildings determine your Level of Domain. Building have attributes, called the Figure attributes. However, normally, movement rating and attack power do not apply to buildings. The Area of control projected by a building is determined by its Viewing range.
 
Construction site: When a building is placed outside of your Area of control, it has 4 Work counters. Until all 4 work counters are removed the building is shown as a Construction Site. Each round in which the Construction site remains undamaged results in a Work counter been removed. Once all 4 are removed, the Construction site is replaced with a finished building.
 
  
'''Construct:''' A building or mechanical unit.
 
  
'''Corpse:''' When a unit is destroyed, it leaves behind a corpse.
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One of the things you may want to know how to look for is the rarity of a card.  You can see this by the color of the small circle in the upper right side of your card.
  
'''Destroy:''' When a Unit or Buildings’ health reaches 0 they are destroyed.
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<gallery Caption="Card Rarity" widths="220px" heights="150px" perrow="2">
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Image:Commonintro.JPG|[[:Category:Common|Common]]
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Image:Uncommon.JPG|[[:Category:Uncommon|Uncommon]]
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Image:Rare.JPG|[[:Category:Rare|Rare]]
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Image:Odd.JPG|[[:Category:Odd|Odd]]
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</gallery>
  
'''Dim:''' After a unit or Building has completed 1 action within a single round it becomes Dimmed and cannot complete any more actions such as attacking or moving.
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=== Battling ===
  
'''Domain:''' There are 3 domains within The Far Wilds: Sylvan, Mountain Folk and Dark Legion. Each have their own Buildings, Units and Enchantments.
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Now that you have the basics to the game, the last thing you need to know is the actual combat.
 +
For the rules and playing the game itself, refer to the [http://thefarwilds.com/tutor/basic3/basic3.htm Quick Video Tutorial] and [http://www.thefarwilds.com/How_to_play_Introduction.html the How To page]. Before you create your own army try the default ones, they are very balanced and have good cards in them. You will be given [[Rewards|rewards]] of cards and gold when you win battles, which will help you create your very own custom made army.
  
'''Domain Level:''' Measures how much of a Domain’s cards are playable by the player. Every card has a required domain level to play, from 0 -> 3
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Good luck all! See you on the battlefield.
  
'''Enchantment:''' To change the behavior of a unit, space or the entire world.
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== Domains ==
Unit: Causes a change to happen to that unit only, such as a unit been granted +2 attack for a round.
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[[Image:Domains.jpg|left]]
Space: Causes a change to happen on a space, such as a Termite swarm been cast on a hex.
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There are several domains that you can construct your army from. There are 3 levels of expertise for each domain. Everyone starts the game with no levels in any domain. The higher the level you gain in a particular domain the more powerful cards you will be able to play from that domain. There are many ways to gain levels in a particular domain. The most common way is to build buildings that give you a level in that domain. For example each Grove you build will give you another level in the Sylvan domain.
        World: Causes a change to occur that affects the entire world (The entire map). This may be reducing all units’ sight to 1.
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'''Figure:''' This is either a Unit or a Building. Each hex may only be occupied by one figure at any time.
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<<add picture of domain building>>
  
'''Figure attributes:''' Viewing Range, Attack power, Range, Hp (Health) and Movement rating. Also called base attributes. Not to be confused with '''base'''
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[[Image:Thunderhead Reach.jpg|thumb|Here is an example of a building card which gives domain]]
  
'''Flux:''' This is the measure of Magical energy. Cards require a certain amount of flux to be played, and some actions require flux as well. Every player gains 2 flux per round, as well as 1 from every flux point controlled.
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== Buildings ==
 
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Buildings are very important in The Far Wilds. They give you control of flux wells, domain to use more powerful cards, they act as bases for your armies to enter the battlefield, and they give you glory to win the game. Not all buildings do all these things: some can not act as a base and you will not be able to summon creatures next to them, while others will not give any domain.  
'''Flux point:''' The pints on the map which:
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1) Provide 1 flux point per turn for a player if in their Area of Control.
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2) If more flux points are controlled by one player than the other, they gain 1 glory at the end of every round in which they control more points.
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'''Glory:''' The game is won once 13 glory is reached by a player. Glory is gained by controlling more flux points than the opponent or through certain enchantments.
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'''Heal:''' To add Hp onto a figure, up to but not exceeding its max Hp.
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'''Hex:''' A space on the map.
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'''Hp (Health):''' The amount of damage a Figure can take before been destroyed.
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'''Level of Domain:''' Certain buildings increase your level of Domain. A certain level of domain is required to play certain cards.
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'''Living:''' A unit unit that is not undead or a construct.
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'''Melee:''' To attack another unit from an adjacent hex.
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'''Movement rating:''' Once this reaches 0 due to movement penalties a figure cannot move anymore, or melee adjacent units.
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'''Movement penalty:''' Each hex has a movement penalty. This is subtracted from a figures movement rating. It is the penalty to move across a space or hex.
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'''Permanent:''' A unit, Building or Enchantment on the map, or in effect on the map.
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'''Play:''' To move a card from your hand and bring it onto the map for use.
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'''Range:''' The number of spaces or hexes around a figure in which it can attack other figures without meleeing.
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'''Round:''' A round is the time period in which players take their turns. Each turn consists of one action. These turns continue until both players pass. At the end of a round, glory can be achieved.
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'''Ruin:''' Left behind when a building is destroyed.
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'''Sacrifice:''' Permanent under your control is removed from the game. Removing from the game is different from destroying a permanent.
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'''Turn:''' 1 action is carried out by a player in a turn.
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'''Undim:''' Permanent isn’t dimmed, it can still perform actions.
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'''Unit:''' A character or creature on the map. A unit has 5 attributes, called the Figure attributes.
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Buildings have attributes like creatures. Some buildings can move around and even attack other figures, but most buildings are stationary and cannot fight back. Buildings give you control of the area that they can see. Once you build a building, the area around it will be outlined in your color, and if there are any flux wells in that area they will start producing flux for you to use. Building more buildings makes a larger area of control based on their Vision (see [[Cards]]).  
  
'''Viewing range:''' The area that a Figure can see unaided. This is one of the base attributes.
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Buildings can normally be built in any space that you can see. Only a few special buildings may be built in ocean spaces.
 +
If you play a building in a space you don't control that building isn't created immediately, it is placed as a construction site (if you don't control any territory, for example in the very beginning of the game or if you have lost all buildings, construction sites will complete instantly). Construction Sites take 4 rounds to complete, they start with 4 tokens and lose a token at the end of every turn if they did not take damage from enemy creatures or spells. Also, Construction Sites don't leave ruins when they are destroyed.
  
--[[User:Gamezfreak13|Gamezfreak13]] 05:17, 22 August 2008 (UTC)
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== The Cards ==
 +
Several cards are listed in the wiki and may be found [[:Category:Card|here]].  You may also use [[User:Veratileladamri|Veratileladamri]]'s card-search utility [http://farwilds.110mb.com/cardlist.htm here].

Latest revision as of 23:57, 23 July 2013

Contents

How to Play The Far Wilds

MassConfusion.jpg
Battle Screen
Cards
Player Status
Turn System
Commands
Glossary

The Far Wilds is a dynamic turn-based game. You create an army (a deck of cards) to battle your opponents, destroy their armies, control flux wells, gain glory, and win the game.


Each player has an army (deck of cards) that they bring into battle. Your army is composed of various cards that you pick out before the battle begins. You Build your deck in the Army Building Screen. Once you start a battle players take turns moving units and playing cards until both players pass. Then the new round begins and you can move your units and play cards again.

The object of the game is to be the first player to reach 20 Glory. There are many cards that allow you to gain Glory in various ways. The most common way to gain glory is to control more Flux Wells than your opponents. The person that controls the most Flux Wells at the end of any round gains 2 Glory.

Quick Video Tutorial

The Far Wilds website has an excellent How to Play Guide




Control

Content was moved to Control.

Getting Started

If you haven't already, downloaded and install the game. Watch the Quick Video Tutorial.

The login screen:

Login Screen

You can register for an account when you first start the game. Registering will automatically sign you up for an account on the forums.


The Lobby

The Lobby

This is the screen you see once you log into the game. At the top you have three main tabs: Lobby, Army, and Market. The lobby is the main place to see all events. The left side shows the name of everyone who is logged on. Clicking on their name will pop up a menu where you can either send them a private message or trade with them. The center of the screen is the chat screen. On the right side you have a list of all games currently being played or waiting for a player (seen as a Join link next to a game). You can play the computer by clicking the Join link by the vs. Computer under the Special section.


The Market

The market is where you buy packs, starter decks, singles, or sell your cards. cards of your own. Gold is the currency of The Far Wilds. The fastest way to get gold is through the Purchase gold button. That will take you to a screen were you can buy gold. Another way is to participate in Tournaments to gain Power, which an be used to enter Keep Cards and Domain Leagues or sold to other players. Once you have 150 gold you can buy a pack of 15 cards. Every pack of cards you buy will pop a window (see above image) and comes with 1 rare, 3 uncommon, and 11 common cards.

The Army

Army Builder

This is where the magic of The Far Wilds happens. Once you have acquired packs of cards of your own you can build a deck.

On the left side of the screen you have the cards that you own. The right side is the list of cards you have picked to be in a deck. The top area is explained below.


Center

Left to right: You can sort the ways you see the cards you have by types: Name, Domain, Type, and Level. This gives you different ways to see what you have. The next is another way for you to separate your cards out. You have the Unaligned, Sylvan, Mountain Folk, Dark Legion, and Elemental domains. Then you go to the type of card: Spells, Buildings, Enchantments, and Creatures. The last set of numbers is the tier of domain, or how many of the domains you must have out on the field to play the card. The last set of buttons deal with saving, copying, or deleting decks that you have made.


One of the things you may want to know how to look for is the rarity of a card. You can see this by the color of the small circle in the upper right side of your card.

Battling

Now that you have the basics to the game, the last thing you need to know is the actual combat. For the rules and playing the game itself, refer to the Quick Video Tutorial and the How To page. Before you create your own army try the default ones, they are very balanced and have good cards in them. You will be given rewards of cards and gold when you win battles, which will help you create your very own custom made army.

Good luck all! See you on the battlefield.

Domains

Domains.jpg

There are several domains that you can construct your army from. There are 3 levels of expertise for each domain. Everyone starts the game with no levels in any domain. The higher the level you gain in a particular domain the more powerful cards you will be able to play from that domain. There are many ways to gain levels in a particular domain. The most common way is to build buildings that give you a level in that domain. For example each Grove you build will give you another level in the Sylvan domain.

<<add picture of domain building>>

Here is an example of a building card which gives domain

Buildings

Buildings are very important in The Far Wilds. They give you control of flux wells, domain to use more powerful cards, they act as bases for your armies to enter the battlefield, and they give you glory to win the game. Not all buildings do all these things: some can not act as a base and you will not be able to summon creatures next to them, while others will not give any domain.

Buildings have attributes like creatures. Some buildings can move around and even attack other figures, but most buildings are stationary and cannot fight back. Buildings give you control of the area that they can see. Once you build a building, the area around it will be outlined in your color, and if there are any flux wells in that area they will start producing flux for you to use. Building more buildings makes a larger area of control based on their Vision (see Cards).

Buildings can normally be built in any space that you can see. Only a few special buildings may be built in ocean spaces. If you play a building in a space you don't control that building isn't created immediately, it is placed as a construction site (if you don't control any territory, for example in the very beginning of the game or if you have lost all buildings, construction sites will complete instantly). Construction Sites take 4 rounds to complete, they start with 4 tokens and lose a token at the end of every turn if they did not take damage from enemy creatures or spells. Also, Construction Sites don't leave ruins when they are destroyed.

The Cards

Several cards are listed in the wiki and may be found here. You may also use Veratileladamri's card-search utility here.