Post by omicron27 on May 27, 2008 23:06:36 GMT -6
Godling/Demi
Point of the Game:
To win the game, a player must activate the Jurisdiction 'Apotheosis'. This particular Jurisdiction, however, requires 10 Sacred Mana, and 50 Mana to use.
Terms:
Affiliated Panels-See Panel Affinity
Artifact-Artifacts are randomly placed in new Sections, with a 50% chance that a new section will have an Artifact. The Artifact will then be randomly placed on a panel or panel-to-be randomly. Once a Unit reaches a panel with an Artifact, that Unit starts carrying the Artifact. Once the Unit returns to their Base Obelisk, that player earns as many Sacred Mana as that Artifact was worth. If a Unit is defeated while holding the Artifact, the Artifact is transfered to whatever Unit defeated it.
Base Obelisk-Every player chooses where to set their Base Obelisk in the Base Section at the start of the game. The Base Obelisk counts as a soldier when calculating Range. The Base Obelisk can NOT be destroyed. The Base Obelisk is the place that Artifacts must be returned to to gain Sacred Mana.
Base Section-The Section that is already existing in the beginning of the game. It is always eight by eight (sixty-four) panels large, and never has a Nexus.
Battle-When two troops are adjacent to eachother, and one of those troops has loyalty to the player who's turn it is, that player can choose to engage the two troops in battle. A battle consists of several Skirmishes. Before a Skirmish, the player decide which unit(s) they want in that Skirmish. These Skirmishes continue until one Troop has no Units left or both sides agree to withdraw.
Block-A Block is an object that covers a Panel, making it unpassable for Units. Eight Blocks are created in random locations on the Base Section in the beginning of the game. Blocks can be created through Jurisdictions. Block can be deleted by Jurisdictions, but also by any Troop with a Pow. of 30 or higher.
Board-Anything that is used to represent Panels.
Bond-Realms are bound when Panels from an Extension connect the Realms. Binding Realms that together will have more than eight Sections is illegal.
Conquer-The player who has the most Influence in a Section has Conquered it. A player that has Conquered 5 or more Sections in a Realm has conquered the Realm.
Extension-Created by a player. It consists of a chosen number of Panels, which can be placed onto any free space by the player, as long as: It is within the Range of the player. It is connected to the rest of the Extension. It does not cross over any other panels. It does not illegally Bind two Realms. It is connected to at least one other panel. It only exists in one section.
Mana-These are required to perform Jurisdictions. In the beginning of a player's Turn, that player receives Mana. How much Mana earned is dependant on how many Sections and Realms have been Conquered. If no Sections or Realms are conquered, a player receives one Mana at the beginning of his or her turn. The eqation is "GP = Sections Conquered * 3 + Realms Conquered * 5".
Hand-A hand consists of 7 card of the four suits. A hand can have no more or less than 7 cards, so when a card is used a new one must be drawn to bring the hand back up to 7.
Influence-Influence is calculated thusly: Units in Section + Obelisk 'Influence' * 10. The player with the most Influence on a Section has 'Conquered' that section.
Jurisdiction-A command initiated by a player that costs Mana. Jurisdictions may only be used within Range.
Nexus-That which links Realms together. Each Nexus is connected to one other Nexus. A Nexus cannot normally connect to another Nexus in the same Realm. There may be no more than one Nexus in a Section. If a Unit comes into contact with a Nexus, that Unit will move to the related Nexus. If two Realms that have related Nexuses bond, the two Nexuses will still work.
Obelisk-A Block that holds a Jurisdiction. This Jurisdiction may affect only the Affiliated Panels.
Oubliette-The Obelisk Jurisdiction 'Trap' sets all Affiliated Panels to 'Trap' Panels. When a Troop moves over a 'Trap' Panel, there is a 50% chance that they will be dropped into the Oubliette. All troops in the Oubliette are out of play, and can only be returned by the 'Rescue' Jurisdiction.
Panels-Spaces that Units may (or may not) move onto.
Panel Affinity-Every Panel has an Affinity to one of six different colors. These affinities play into the game when an Obelisk rests atop one of them. For example, 'Trap' Obelisk is sitting on a Panel with a black affinity. This means that all black panels in that Realm will become 'Trap' Panels. There may be more than one operating Obelisk on one Panel Affinity.
Power-The Power of a Unit is added to a Hand at the conclusion to a Skirmish.
Range-Each player has his or her own Range. Range affects where the player may activate Jurisdictions. A player's range begins at zero, which means that no Jurisdictions may be made. This can be raised by one for a rising amount of Mana. To increase their Range to one, one must spend one Mana, to increase it to two, one must spend two Mana, to increase it to three, one must spend three Mana, etc. Range is that many Panels away from any Soldier Unit, as well as any Panels within that Range. Range can transcend Sections, but not Realms. A player may only increase Range one point at a time.
Realm-Dimension which is connected to other realms only by Nexus. Realms may normaly only have 6 or less Sections.
Sacred Mana-Some Jurisdictions require a certain amount of Sacred Mana before they can be used. Sacred Mana cannot be lost once gained. Each Artifact has a random Sacred Mana value, between one and six.
Section-A Section is part of a Realm that is made of one Board. The Base Section is the only section that exists in the beginning of a game, but with Extensions more Sections can be created.
Skirmish-A Skirmish is part of a battle. Once the unit(s) are selected for a Skirmish, each player, starting with the offender, plays a card out of their hand to increase their power that many points, (i.e.4 of hearts increases power by 4.) The two parties go back and forth laying down as many cards as they can, and whoever has the most power at the end of the Skirmish wins. All units of a losing side of a Skirmish are destroyed. These are the requirements for laying down cards: the card must be the same suit as the unit in the Skirmish. You may lay down no more than the number of loyal units in Skirmish * 2. Only Units of the same suit may fight together in the same Skirmish.
Speed-A statistic of a Unit that determines how many Panel it can move during a turn. A troop's Speed is that of it's slowest member. However, a Cavalier can carry a Soldier, and three Cavaliers can pull a tank, which let's that troop move 2 spaces.
Troop-A group of Units on the same Panel. Normal Troops can hold no more than three Units, but one Troop for each player can hold four.
Turn-Each player gets a turn, (turn order goes clockwise.) The person that goes first is he whom rolls the lowest in the deciding roll in the beginning of the game.
Unit-A Unit is created to interact with the Realm they are in. Each Unit has a loyalty, generally to the player who created it. On a player's turn, they may move the Troops that are loyal to them the number of Panels of their Speed statistic. In battle, a Unit's Power statistic is added to whatever hand you have in play.
Units:
Soldier-Spd.1 Pow.0 Cost=2GP
Cavalry-Spd.2 Pow.0 Cost=3GP
Tank-Spd.1 Pow.5 Cost=3GP
Jurisdictions:
Irradicate-One troop is destroyed. Sacred Mana required=1 Cost=Pow. of Troop*2
Subjugate-One enemy troop comes under your command. Sacred Mana required=5
Cost=Pow. of Troop*3
Swift-One troop can move one more panel this turn. Cost=Cost of Troop/2
Rescue-Retrieve one unit from the Oubliette and put it under your command
Sacred Mana required=1 Cost=1
Force-One unit's pow. is increased by three for one turn. Cost=1.
Block-Create Block, Range=Range/2. Sacred Mana required=1.
Break-Destroy Block, Range=Range/2.
Obelisk-Create Obelisk, Range=Range/2.
Sacred Mana required=5 Cost=Dependant on type of Obelisk.
Disintegrate-Destroy Obelisk, Range=Range/2. Cost=Cost of Obelisk.
Apotheosis-You Win! Sacred Mana required=10. Cost=50
Monsters:
BanderSnatch-Spd.1 Pow.22
Attack=3/4, attack strongest
Wait=1/4
Else move random
Int.1
Allies:
1.Jabberwocky
2.None
3.None
Basilisk-Spd.1 Pow.20
Attack=1/1
Else move to Nexus
Int.3
Allies:
1.None
Extra-The Unit(s) that kill the Basilisk die.
Beholder-Spd.1 Pow.31
Attack=5/6, attack strongest
Wait=1/6
Else wait
Int.4
Allies:
1.Goblin
2.Pomornik
3.Spectre
4.Mer
5.Jabberwocky
6.Dragon
Extra-Flees if both minions are destroyed.
C233749[Quiver]-Spd.0 Pow.5
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C449327[Ballista]-Spd.0 Pow.17
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C519387[Trebuchet]-Spd.0 Pow.34
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C66406[Apocolypse]-Spd.0 Pow.99
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
Dragon-Spd.2 Pow.50
Attack=1/1, attack weakest
Else wait
Int.3
Allies:
1.Wyrm
2.None
3.None
4.None
Deity-Spd.8 Pow.100
Attack=1/1,attack strongest
Else wait
Int.5
Allies:
1.Kraken
2.Dragon
3.Fenrir
4.Ziz
Einherjar-Spd.2 Pow.26
Attack=2/3, attack strongest
Wait=1/3
Else move random
Int.3
Allies:
1.Valkyrie
Extra:Only one Einherjar can be in a battle.
Empusa-Spd.2 Pow.16
Attack=1/1
Else move to Artifact
Int.2
Allies:
1.Imp
2.Imp
6.None
Fenrir-Spd.6 Pow.60
Attack=2/3, attack weakest
Move=1/3, move to weakest troop
Else move random
Int.2
Allies:
1.Lycanthrope
2.None
Goblin-Spd.1 Pow.6
Attack=1/2, attack random
Flee=1/2, flee random
Else move random
Int.1
Allies:
1.Goblin
2.Goblin
3.Goblin
4.Goblin
5.Lycanthrope
6.Ogre
7.Troll
8.None
Golem-Spd.1 Pow.32
Attack=1/4, attack random
Wait=3/4
Else wait
Int.1
Allies:
1.None
Imp-Spd.2 Pow.8
Attack=1/1
Else move random
Int.1
Allies:
1.Imp
Jabberwocky-Spd.2 Pow.25
Attack=1/2, attack random
Move=1/2, move random
Else move random
Int.1
Allies:
1.BanderSnatch
2.None
3.None
Kitsune-Spd.3 Pow.11
Attack=1/3, attack weakest
Move=1/3, move to weakest troop
Wait=1/3
Else move random
Int.2
Allies:
1.None
Kraken-Spd.1 Pow.40
Attack=2/3, attack strongest
Wait=1/3
Else wait
Int.2
Allies:
1.Pomornik
2.None
3.None
4.None
Lizardman-Spd.1 Pow.15
Attack=1/3, attack weakest
Move=1/3, move to weakest troop
Wait=1/3
Else move random
Allies:
1.Lizardman
2.Lizardman
3.Lizardman
4.Basilisk
5.None
6.None
Lycanthrope-Spd.3 Pow.14
Attack=2/3, attack weakest
Flee=1/3, flee strongest
Else move random
Int.2
Allies:
1.Lycanthrope
2.None
Mer-Spd.1 Pow.17
Attack=1/4, attack random
Move=2/4, move to Nexus
Wait=1/4
Else move random
Int.3
Allies:
1.Pomornik
2.Pomornik
3.Pomornik
4.Mer
5.Mer
6.Mer
7.Kraken
8.None
Ogre-Spd.1 Pow.20
Attack=5/6, attack strongest
Wait=1/6
Else move random
Int.1
Allies:
1.Troll
2.None
3.None
4.None
5.None
6.None
Phantasm-Spd.7 Pow.70
Attack=1/4, attack random
Move=3/4, move random
Else move random
Int.1
Allies:
1.Spectre
Phoenix-Spd.4 Pow.12
Move=1/1, move random
Int.1
Allies:
1.Roc
2.None
3.None
Extra:Revives after being killed
Pomornik-Spd.1 Pow.9
Attack=1/2, attack weakest
Flee=1/2, flee strongest
Else move random
Int.2
Allies:
1.None
Revenant-Spd.1 Pow.11
Attack=1/2, attack random
Move=1/4, move to Nexus
Wait=1/4
Else move random
Int.1
Allies:
1.Skeleton
2.Spectre
3.None
Roc-Spd.3 Pow.18
Attack=1/2, attack random
Flee=1/2, flee random
Else move random
Int.1
Allies:
1.None
Skeleton-Spd.1 Pow.13
Attack=1/1
Else move to Nexus
Int.1
Allies:
1.Skeleton
2.Skeleton
3.Spectre
4.Revenant
5.None
6.None
Spectre-Spd.4 Pow.13
Attack=1/2, attack random
Move=1/2, move random
Else wait
Int.4
Allies:
1.Skeleton
2.Skeleton
3.Spectre
4.Revenant
5.None
6.None
Troll-Spd.1 Pow.21
Attack=5/6, attack strongest
Wait=1/6
Else move random
Int.1
Allies:
1.Ogre
2.None
3.None
4.None
5.None
6.None
Valkyrie-Spd.2 Pow.24
Attack=2/3, attack strongest
Wait=1/3
Else move random
Int.3
Allies:
1.Einherjar
Extra:Only one Valkyrie can be in a battle.
Wraith-Spd.2 Pow.29
Attack=1/1
Else move random
Int.2
Allies:
1.None
Wyrm-Spd.3 Pow.15
Attack=1/1, attack weakest
Else move random
Int.1
Allies:
1.Wyrm
2.Wyrm
3.Wyrm
4.Wyrm
5.Wyrm
6.None
Ziz-Spd.3 Pow.80
Attack=1/3, attack strongest
Move=1/3, move random
Flee=1/3, flee random
Else wait
Int.2
Allies:
1.Roc
2.Roc
3.None
Point of the Game:
To win the game, a player must activate the Jurisdiction 'Apotheosis'. This particular Jurisdiction, however, requires 10 Sacred Mana, and 50 Mana to use.
Terms:
Affiliated Panels-See Panel Affinity
Artifact-Artifacts are randomly placed in new Sections, with a 50% chance that a new section will have an Artifact. The Artifact will then be randomly placed on a panel or panel-to-be randomly. Once a Unit reaches a panel with an Artifact, that Unit starts carrying the Artifact. Once the Unit returns to their Base Obelisk, that player earns as many Sacred Mana as that Artifact was worth. If a Unit is defeated while holding the Artifact, the Artifact is transfered to whatever Unit defeated it.
Base Obelisk-Every player chooses where to set their Base Obelisk in the Base Section at the start of the game. The Base Obelisk counts as a soldier when calculating Range. The Base Obelisk can NOT be destroyed. The Base Obelisk is the place that Artifacts must be returned to to gain Sacred Mana.
Base Section-The Section that is already existing in the beginning of the game. It is always eight by eight (sixty-four) panels large, and never has a Nexus.
Battle-When two troops are adjacent to eachother, and one of those troops has loyalty to the player who's turn it is, that player can choose to engage the two troops in battle. A battle consists of several Skirmishes. Before a Skirmish, the player decide which unit(s) they want in that Skirmish. These Skirmishes continue until one Troop has no Units left or both sides agree to withdraw.
Block-A Block is an object that covers a Panel, making it unpassable for Units. Eight Blocks are created in random locations on the Base Section in the beginning of the game. Blocks can be created through Jurisdictions. Block can be deleted by Jurisdictions, but also by any Troop with a Pow. of 30 or higher.
Board-Anything that is used to represent Panels.
Bond-Realms are bound when Panels from an Extension connect the Realms. Binding Realms that together will have more than eight Sections is illegal.
Conquer-The player who has the most Influence in a Section has Conquered it. A player that has Conquered 5 or more Sections in a Realm has conquered the Realm.
Extension-Created by a player. It consists of a chosen number of Panels, which can be placed onto any free space by the player, as long as: It is within the Range of the player. It is connected to the rest of the Extension. It does not cross over any other panels. It does not illegally Bind two Realms. It is connected to at least one other panel. It only exists in one section.
Mana-These are required to perform Jurisdictions. In the beginning of a player's Turn, that player receives Mana. How much Mana earned is dependant on how many Sections and Realms have been Conquered. If no Sections or Realms are conquered, a player receives one Mana at the beginning of his or her turn. The eqation is "GP = Sections Conquered * 3 + Realms Conquered * 5".
Hand-A hand consists of 7 card of the four suits. A hand can have no more or less than 7 cards, so when a card is used a new one must be drawn to bring the hand back up to 7.
Influence-Influence is calculated thusly: Units in Section + Obelisk 'Influence' * 10. The player with the most Influence on a Section has 'Conquered' that section.
Jurisdiction-A command initiated by a player that costs Mana. Jurisdictions may only be used within Range.
Nexus-That which links Realms together. Each Nexus is connected to one other Nexus. A Nexus cannot normally connect to another Nexus in the same Realm. There may be no more than one Nexus in a Section. If a Unit comes into contact with a Nexus, that Unit will move to the related Nexus. If two Realms that have related Nexuses bond, the two Nexuses will still work.
Obelisk-A Block that holds a Jurisdiction. This Jurisdiction may affect only the Affiliated Panels.
Oubliette-The Obelisk Jurisdiction 'Trap' sets all Affiliated Panels to 'Trap' Panels. When a Troop moves over a 'Trap' Panel, there is a 50% chance that they will be dropped into the Oubliette. All troops in the Oubliette are out of play, and can only be returned by the 'Rescue' Jurisdiction.
Panels-Spaces that Units may (or may not) move onto.
Panel Affinity-Every Panel has an Affinity to one of six different colors. These affinities play into the game when an Obelisk rests atop one of them. For example, 'Trap' Obelisk is sitting on a Panel with a black affinity. This means that all black panels in that Realm will become 'Trap' Panels. There may be more than one operating Obelisk on one Panel Affinity.
Power-The Power of a Unit is added to a Hand at the conclusion to a Skirmish.
Range-Each player has his or her own Range. Range affects where the player may activate Jurisdictions. A player's range begins at zero, which means that no Jurisdictions may be made. This can be raised by one for a rising amount of Mana. To increase their Range to one, one must spend one Mana, to increase it to two, one must spend two Mana, to increase it to three, one must spend three Mana, etc. Range is that many Panels away from any Soldier Unit, as well as any Panels within that Range. Range can transcend Sections, but not Realms. A player may only increase Range one point at a time.
Realm-Dimension which is connected to other realms only by Nexus. Realms may normaly only have 6 or less Sections.
Sacred Mana-Some Jurisdictions require a certain amount of Sacred Mana before they can be used. Sacred Mana cannot be lost once gained. Each Artifact has a random Sacred Mana value, between one and six.
Section-A Section is part of a Realm that is made of one Board. The Base Section is the only section that exists in the beginning of a game, but with Extensions more Sections can be created.
Skirmish-A Skirmish is part of a battle. Once the unit(s) are selected for a Skirmish, each player, starting with the offender, plays a card out of their hand to increase their power that many points, (i.e.4 of hearts increases power by 4.) The two parties go back and forth laying down as many cards as they can, and whoever has the most power at the end of the Skirmish wins. All units of a losing side of a Skirmish are destroyed. These are the requirements for laying down cards: the card must be the same suit as the unit in the Skirmish. You may lay down no more than the number of loyal units in Skirmish * 2. Only Units of the same suit may fight together in the same Skirmish.
Speed-A statistic of a Unit that determines how many Panel it can move during a turn. A troop's Speed is that of it's slowest member. However, a Cavalier can carry a Soldier, and three Cavaliers can pull a tank, which let's that troop move 2 spaces.
Troop-A group of Units on the same Panel. Normal Troops can hold no more than three Units, but one Troop for each player can hold four.
Turn-Each player gets a turn, (turn order goes clockwise.) The person that goes first is he whom rolls the lowest in the deciding roll in the beginning of the game.
Unit-A Unit is created to interact with the Realm they are in. Each Unit has a loyalty, generally to the player who created it. On a player's turn, they may move the Troops that are loyal to them the number of Panels of their Speed statistic. In battle, a Unit's Power statistic is added to whatever hand you have in play.
Units:
Soldier-Spd.1 Pow.0 Cost=2GP
Cavalry-Spd.2 Pow.0 Cost=3GP
Tank-Spd.1 Pow.5 Cost=3GP
Jurisdictions:
Irradicate-One troop is destroyed. Sacred Mana required=1 Cost=Pow. of Troop*2
Subjugate-One enemy troop comes under your command. Sacred Mana required=5
Cost=Pow. of Troop*3
Swift-One troop can move one more panel this turn. Cost=Cost of Troop/2
Rescue-Retrieve one unit from the Oubliette and put it under your command
Sacred Mana required=1 Cost=1
Force-One unit's pow. is increased by three for one turn. Cost=1.
Block-Create Block, Range=Range/2. Sacred Mana required=1.
Break-Destroy Block, Range=Range/2.
Obelisk-Create Obelisk, Range=Range/2.
Sacred Mana required=5 Cost=Dependant on type of Obelisk.
Disintegrate-Destroy Obelisk, Range=Range/2. Cost=Cost of Obelisk.
Apotheosis-You Win! Sacred Mana required=10. Cost=50
Monsters:
BanderSnatch-Spd.1 Pow.22
Attack=3/4, attack strongest
Wait=1/4
Else move random
Int.1
Allies:
1.Jabberwocky
2.None
3.None
Basilisk-Spd.1 Pow.20
Attack=1/1
Else move to Nexus
Int.3
Allies:
1.None
Extra-The Unit(s) that kill the Basilisk die.
Beholder-Spd.1 Pow.31
Attack=5/6, attack strongest
Wait=1/6
Else wait
Int.4
Allies:
1.Goblin
2.Pomornik
3.Spectre
4.Mer
5.Jabberwocky
6.Dragon
Extra-Flees if both minions are destroyed.
C233749[Quiver]-Spd.0 Pow.5
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C449327[Ballista]-Spd.0 Pow.17
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C519387[Trebuchet]-Spd.0 Pow.34
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
C66406[Apocolypse]-Spd.0 Pow.99
Attack=1/1
Else wait
Int.9
Allies:
1.None
Extra:Can attack from two spaces away, cannot be killed by defending this.
Dragon-Spd.2 Pow.50
Attack=1/1, attack weakest
Else wait
Int.3
Allies:
1.Wyrm
2.None
3.None
4.None
Deity-Spd.8 Pow.100
Attack=1/1,attack strongest
Else wait
Int.5
Allies:
1.Kraken
2.Dragon
3.Fenrir
4.Ziz
Einherjar-Spd.2 Pow.26
Attack=2/3, attack strongest
Wait=1/3
Else move random
Int.3
Allies:
1.Valkyrie
Extra:Only one Einherjar can be in a battle.
Empusa-Spd.2 Pow.16
Attack=1/1
Else move to Artifact
Int.2
Allies:
1.Imp
2.Imp
6.None
Fenrir-Spd.6 Pow.60
Attack=2/3, attack weakest
Move=1/3, move to weakest troop
Else move random
Int.2
Allies:
1.Lycanthrope
2.None
Goblin-Spd.1 Pow.6
Attack=1/2, attack random
Flee=1/2, flee random
Else move random
Int.1
Allies:
1.Goblin
2.Goblin
3.Goblin
4.Goblin
5.Lycanthrope
6.Ogre
7.Troll
8.None
Golem-Spd.1 Pow.32
Attack=1/4, attack random
Wait=3/4
Else wait
Int.1
Allies:
1.None
Imp-Spd.2 Pow.8
Attack=1/1
Else move random
Int.1
Allies:
1.Imp
Jabberwocky-Spd.2 Pow.25
Attack=1/2, attack random
Move=1/2, move random
Else move random
Int.1
Allies:
1.BanderSnatch
2.None
3.None
Kitsune-Spd.3 Pow.11
Attack=1/3, attack weakest
Move=1/3, move to weakest troop
Wait=1/3
Else move random
Int.2
Allies:
1.None
Kraken-Spd.1 Pow.40
Attack=2/3, attack strongest
Wait=1/3
Else wait
Int.2
Allies:
1.Pomornik
2.None
3.None
4.None
Lizardman-Spd.1 Pow.15
Attack=1/3, attack weakest
Move=1/3, move to weakest troop
Wait=1/3
Else move random
Allies:
1.Lizardman
2.Lizardman
3.Lizardman
4.Basilisk
5.None
6.None
Lycanthrope-Spd.3 Pow.14
Attack=2/3, attack weakest
Flee=1/3, flee strongest
Else move random
Int.2
Allies:
1.Lycanthrope
2.None
Mer-Spd.1 Pow.17
Attack=1/4, attack random
Move=2/4, move to Nexus
Wait=1/4
Else move random
Int.3
Allies:
1.Pomornik
2.Pomornik
3.Pomornik
4.Mer
5.Mer
6.Mer
7.Kraken
8.None
Ogre-Spd.1 Pow.20
Attack=5/6, attack strongest
Wait=1/6
Else move random
Int.1
Allies:
1.Troll
2.None
3.None
4.None
5.None
6.None
Phantasm-Spd.7 Pow.70
Attack=1/4, attack random
Move=3/4, move random
Else move random
Int.1
Allies:
1.Spectre
Phoenix-Spd.4 Pow.12
Move=1/1, move random
Int.1
Allies:
1.Roc
2.None
3.None
Extra:Revives after being killed
Pomornik-Spd.1 Pow.9
Attack=1/2, attack weakest
Flee=1/2, flee strongest
Else move random
Int.2
Allies:
1.None
Revenant-Spd.1 Pow.11
Attack=1/2, attack random
Move=1/4, move to Nexus
Wait=1/4
Else move random
Int.1
Allies:
1.Skeleton
2.Spectre
3.None
Roc-Spd.3 Pow.18
Attack=1/2, attack random
Flee=1/2, flee random
Else move random
Int.1
Allies:
1.None
Skeleton-Spd.1 Pow.13
Attack=1/1
Else move to Nexus
Int.1
Allies:
1.Skeleton
2.Skeleton
3.Spectre
4.Revenant
5.None
6.None
Spectre-Spd.4 Pow.13
Attack=1/2, attack random
Move=1/2, move random
Else wait
Int.4
Allies:
1.Skeleton
2.Skeleton
3.Spectre
4.Revenant
5.None
6.None
Troll-Spd.1 Pow.21
Attack=5/6, attack strongest
Wait=1/6
Else move random
Int.1
Allies:
1.Ogre
2.None
3.None
4.None
5.None
6.None
Valkyrie-Spd.2 Pow.24
Attack=2/3, attack strongest
Wait=1/3
Else move random
Int.3
Allies:
1.Einherjar
Extra:Only one Valkyrie can be in a battle.
Wraith-Spd.2 Pow.29
Attack=1/1
Else move random
Int.2
Allies:
1.None
Wyrm-Spd.3 Pow.15
Attack=1/1, attack weakest
Else move random
Int.1
Allies:
1.Wyrm
2.Wyrm
3.Wyrm
4.Wyrm
5.Wyrm
6.None
Ziz-Spd.3 Pow.80
Attack=1/3, attack strongest
Move=1/3, move random
Flee=1/3, flee random
Else wait
Int.2
Allies:
1.Roc
2.Roc
3.None