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A Post-Apocalyptic Turn Based Strategy Game - page 15 / 58





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Edit Deck Menu

Once you click “Edit Deck” from the “Main Menu” you will be directed to the “Edit Deck Menu.” Here you will choose a deck you will edit. Clicking on a deck name lets you view more information about the deck. You can then click on “Edit” to continue to the ”Deck Builder/Editor” interface or “Delete” to remove it permanently from the list.

Iron Man Menu

Once you click “Iron Man” from the “Main Menu” you will be directed to the “Iron Man Menu.” Here you can choose to either create a new game or continue a previously saved game. Iron man games can only be saved when you exit the game and multiple saves are prohibited.

The Basics of Game Play

Armageddon Empires is a challenging strategy game based on the interaction of a variety of simple concepts. Mastery of the following game play aspects is essential for success on the battlefield.

Victory Conditions

The object of every game is to capture or destroy your enemies’ stronghold(s). Just like the capture of the King in a chess game, the game is over for a player when his stronghold falls. The stronghold card is unique in a player’s deck and only one stronghold card can be included in any deck. During the course of the game a player may transfer his seat of power from his present stronghold card to another eligible facility card. The new stronghold will receive the “HQ” special ability and the original will then lose it. When a player’s “HQ” is captured, the player has until the end of the present turn to recapture it or he will be eliminated from the game. If a player’s “HQ” is destroyed, the player will be eliminated at the end of the turn no matter what action the player undertakes during the remainder of the turn. The best the player could then hope for would be a draw, should he destroy his opponents’ stronghold(s) (“HQ”) that same turn.

Dice and Challenges

Throughout different points in the game, dice will be rolled to decide the outcomes of many different events. The dice used in Armageddon Empires are six sided with half of the sides being empty (denoting failure) and half possessing an icon (denoting success). When the dice are rolled the number of successes are counted up and added together and then compared to either the opponent’s number of successes or a fixed number in some cases. This process is called a “Challenge.” In combat challenges when one ground unit fires upon another, the number of success rolls for the defender is subtracted from the number of success rolls for the attacker and the damage if any is the difference between them. A zero or negative result means no damage is done. The story isn’t always that simple however as the players can often attempt to modify the outcomes by re-rolling die or playing tactic cards to alter the dice pools or change the results. Keep this basic explanation in mind when you see the mention of a “Challenge.” Greater detail on the mechanics of specific types of challenges will follow later in this manual.

Armageddon Empires

NOTE: Some challenges are hidden in that you do not directly see the dice rolled but rather only the results. For example, observation checks (challenges) are carried out by the computer automatically at the beginning of every round of turns and whenever an army moves into a new hex.

The Player Deck

Each player brings a pre-constructed deck of cards and tiles to the game. The deck is built in the “Create/Edit Deck Menu” which is accessed from the “Main Menu” via either the “Create Deck” or “Edit Deck” buttons. Each deck is built around a single faction and must contain a minimum of 40 cards and a maximum of 100 cards. There are four basic types of cards that can be added directly to your deck: heroes, units, facilities and attacks. Each card has a certain point value that is added to the deck’s total point value. The maximum card value for a deck is 275 points. Every deck must include one and only one copy of a stronghold (facility) card. This stronghold card is the initial starting position of each player’s “HQ.” Each faction has access to three different types of stronghold cards which vary in cost and special abilities. In addition to cards, the player’s deck also contains hexagon tiles that are played out before the game begins. These tiles allow the player to be assured of a certain amount of starting resources or favorable defensive terrain when play commences. Every deck must have a minimum of 1 tile and a maximum of 10 tiles. Like cards, tiles also have point costs and the maximum point total for tiles in any deck is 15.

Card Types

The four types of cards that can comprise a player’s deck are as follows:

Heroes: Heroes represent individuals who lead your armies, create new technology or tactics cards, or undertake special operations missions like assassinations or sabotage on behalf of your empire. Only one copy of a hero can be added to a deck and once eliminated a hero can never be brought back in to play. Heroes all have the following key attributes:

Command Rating: The hero’s command rating (CR) determines how many units can be included in an army led by that hero without suffering a penalty to each unit’s attack and defense strengths (described later). An army without a hero cannot exceed the base command rating for their faction which is usually 2 units. Unless the army is a garrison (described later), units simply cannot be added beyond the base CR if a leader is not present. Thus a hero allows for the creation of larger and more powerful armies. If a hero commands more units than his CR then a penalty is incurred. The penalty is -1 to every unit’s attack and defense strengths for every two units over the hero’s CR. Thus a hero with a CR of 4 would suffer a -1 penalty to his army if he had 5 or 6 units under his command, and -2 if he had 7 or 8. The CR of any garrison without a leader is the faction’s base CR + 2. A garrison can always exceed it’s factions base CR + 2 limit but like a hero led army it suffers the same performance penalty. If a less capable leader commands a garrison, i.e. a leader with a CR of 2, then the garrison’s CR supersedes that of the leader. A garrison is created automatically at any location where you have a stronghold or outpost facility (discussed below).

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