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== The cards== | == The cards== | ||
− | Click [http://arokan.sleepingwolf.net/tfw/cards.xlsx here] to see a (incomplete, outdated, got bored) list of cards. Anyone want to host files here or complete the table, email me @ gamezfreak13@gmail.com (I'm not Jed, or a mod, or anyone involved in the running of TFW by the way, just a player XD | + | Click [http://arokan.sleepingwolf.net/tfw/cards.xlsx here] to see a (incomplete, outdated, got bored) list of cards. Anyone want to host files here or complete the table, email me @ gamezfreak13@gmail.com (I'm not Jed, or a mod, or anyone involved in the running of TFW by the way, just a player XD) -gamezfreak13. You need Excel 2007 or the compatibility update for word 2003 to view this. |
==Glossary (outdated by about 2 months) == | ==Glossary (outdated by about 2 months) == |
Revision as of 05:26, 22 August 2008
Contents |
How to Play The Far Wilds
Battle Screen |
Cards |
Player Status |
Turn System |
Commands |
Glossary |
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
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.
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 Wells than your opponents. The person that controls the most Flux Wells at the end of any round gains 2 Glory.
Control
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.
Domains
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>>
Buildings
Buildings can normally be built in any space that you can see.
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.
The cards
Click here to see a (incomplete, outdated, got bored) list of cards. Anyone want to host files here or complete the table, email me @ gamezfreak13@gmail.com (I'm not Jed, or a mod, or anyone involved in the running of TFW by the way, just a player XD) -gamezfreak13. You need Excel 2007 or the compatibility update for word 2003 to view this.
Glossary (outdated by about 2 months)
Action: To perform something, such as: To attack To move a unit To place a building To cast an enchantment or spell.
Adjacent: Any of the 6 Hexes next to, or touching any given space. This is the same as “All spaces within 1”
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.
Attack: 1) To cause damage to another Unit or Building -Melee: To attack from an adjacent hex -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.
Attack Power: The amount of HP that a figure loses once a successful attack has been made against it
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.
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.
Destroy: When a Unit or Buildings’ health reaches 0 they are destroyed.
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.
Domain: There are 3 domains within The Far Wilds: Sylvan, Mountain Folk and Dark Legion. Each have their own Buildings, Units and Enchantments.
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
Enchantment: To change the behavior of a unit, space or the entire world. Unit: Causes a change to happen to that unit only, such as a unit been granted +2 attack for a round. Space: Causes a change to happen on a space, such as a Termite swarm been cast on a hex. World: Causes a change to occur that affects the entire world (The entire map). This may be reducing all units’ sight to 1.
Figure: This is either a Unit or a Building. Each hex may only be occupied by one figure at any time.
Figure attributes: Viewing Range, Attack power, Range, Hp (Health) and Movement rating. Also called base attributes. Not to be confused with base
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.
Flux point: The pints on the map which: 1) Provide 1 flux point per turn for a player if in their Area of Control. 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.
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.
Heal: To add Hp onto a figure, up to but not exceeding its max Hp.
Hex: A space on the map.
Hp (Health): The amount of damage a Figure can take before been destroyed.
Level of Domain: Certain buildings increase your level of Domain. A certain level of domain is required to play certain cards.
Living: A unit unit that is not undead or a construct.
Melee: To attack another unit from an adjacent hex.
Movement rating: Once this reaches 0 due to movement penalties a figure cannot move anymore, or melee adjacent units.
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.
Permanent: A unit, Building or Enchantment on the map, or in effect on the map.
Play: To move a card from your hand and bring it onto the map for use.
Range: The number of spaces or hexes around a figure in which it can attack other figures without meleeing.
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.
Ruin: Left behind when a building is destroyed.
Sacrifice: Permanent under your control is removed from the game. Removing from the game is different from destroying a permanent.
Turn: 1 action is carried out by a player in a turn.
Undim: Permanent isn’t dimmed, it can still perform actions.
Unit: A character or creature on the map. A unit has 5 attributes, called the Figure attributes.
Viewing range: The area that a Figure can see unaided. This is one of the base attributes.
--Gamezfreak13 05:17, 22 August 2008 (UTC)