One of the most important things in Ruin is the spellcasting. Spells can be anything from a mental attack using carefully honed powers to conjuring a giant ball of fire.
They can be cast in many forms, but the way that they work in terms of game play is very specific. During the combat phase a unit with spells may instead of attacking, cast a spell. You must specify the target and the spell being cast at the beginning of the combat phase. The target unit must be in range of the spell at the beginning of the combat phase and must still be in range at the end of the attack step.
Spell templating on a card with be as follows:
-First, bold text will say Spells:
-Then, in italic text, the spells that unit can cast will be grouped by the number of uses they have. Some spells only have a few uses, some can be used an unlimited number of times.
-Then, it will have a dash, list the name of the spell, a Semi colon, the range, then a colon, then the effect of the spell will be printed, so a spell section might look like this:
Spells:
3 Uses -Defensive Attunement; Range 2: Target ally gains "If this unit has a local or adjacent Kaalik ally, it gains +2 Armor" for 5 turns.
2 Uses -Mind Blast; Range 3: Deal 1 DMG to target unit
1 Use -Force of the Swarm; Range 2: Deal X DMG to target unit, where X is ½ the number of Kaalik units in play, rounded up
Spell effects are put on the stack at the end of the combat step, just after combat damage has been put on the stack, but before either player has a chance to play any instant speed abilities.
Many spells have a number of turns that they last. The number of turns a spell has left loses one at the end of your turn. So, for example, if you cast a spell that lasts for five turns, at the end of the turn you cast it on, it will have four turns left.
Terminology in spells:
Range: The maximum number of hexes away the target unit or hex can be. So for example, If a spell has range 1, you can target a unit in the hex of the caster or a unit adjacent to the caster, but not one two hexes away.
Target: this means that the spell will require you to select a target at the beginning of the combat phase
Unit: this means any unit within range of the spell. Alone, without any other specifications, it also means that they can target the caster of the spell if you so desire.
Hex: this means any hex within range of the spell (unless modified by local or adjacent)
Ally: this means a unit other than the caster that is controlled by you
Enemy: a unit in range controlled by your opponent
Hex: a single cell on the board
Local: in the same hex as the unit or hex referred (usually the caster)
Adjacent: in a hex next to the unit or hex referred to (usually the caster)
Monday, October 29, 2007
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