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How to Play The Far Wilds

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 Deck 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 Points than your opponents. The person that controls the most Flux Points 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. [[Image:"../../images/control.jpg"]]

Flux & Flux Points:

Flux is a measure of magical energy that you use to cast spells and pay for other effects. Every player gains 2 flux a Round. You can gain extra flux by controlling Flux points. Flux points are controlled by the player that controls the space the flux point is in. Each flux point you control also gives you 1 flux a Round.

The person that controls the most Flux Points at the end of any round gains 2 Glory.