Saturday, January 26, 2008

Rules Schmules: Terrain


The terrain rules for Ruin are fairly simple. Each player has a pile of 3 Terrain Cards at the beginning of the game. No two of your three cards maybe be the same. Each player shuffles their card and reveals it. The map pictured on it becomes their half of the field. The ruin cards are marked with hexes and color-coded to tell you the terrain type of each hex.

Terrain Types:
In Ruin there are 4 terrain types. Three are the standard terrain; Rock, Forest, and Dirt. The only special terrain type is water.

Dirt: Dirt terrain represents dirt, low grassland, and other non-rocky areas with little foliage. It is generally a neutral terrain for most races, though some excel at it, such as the burrowing Kaalik, attuned from so many years of tunneling.

Forest: Forest terrain can be the literal leaf-green, arboreal forest that comes to mind, but can also just be any overgrown piece of land.

Rock: tough mostly representing craggy and mountainous areas, rock can also be the stone floor of a temple or the streets of a city

Water: Water is usually a small stream or pond, and has special rules attached to it. Only Flying units may move on water terrain. Some units have the Keyword Ability Swimmer, which allows them to move over water terrain as though they had flying. To all other units, water is impassable. Water confers a +0 bonus to attack and a +0 bonus to defense

Walls:
Walls are on the border of select hexes in the game. If a hex is terramorphed, all walls on it still remain in their original position. You cannot move or attack through a wall, though you can move around it.

Blank tiles:
As Ruin maps are symmetrical, at the beginning of the game, there are 4 gaps on the map. Use a random method such as dice rolls or flipping a coin. The player that wins chooses to either go first, or place terrain in these 4 spots. Whichever player does not go first places the terrain. In games 2 and 3 of best 2 of 3 matches, the loser of the previous game receives the choice. Walls may not be placed. The tiles may not be water tiles, only Forest, Rock, or Dirt.


Terrain Cards:
a sample terrain card looks like this. The ? Hexes denote where the coin-flip tiles are placed. The A is where your opponents artifact is placed. The R is the return where your artifact must go, and the space where your units spawn into the map. The gray is rock, the green is forest, the brown is dirt, and the blue is water. The places where the border between hexes is a thick white line denotes a wall.

Friday, January 25, 2008

It's been such a long time.

I think we should be posting. I am sort of in charge of the color commentary here (or the non-boring posts if you will) and think that you could all do with a long awaited update. We have not started open beta testing as Tyralis had hoped, more than likely because of me withholding my concept Zantillan units that I never seem to be satisfied with. However we are very close. We have a healthy amount of terrain and assistants needing only a little more in the Explorer and artifact categories. I will be supplying much of the last units so expect a balance for Sothkin Chemist in the mix from my artifact/assistant/explorer units that will be on the chopping block soon (hopefully this weekend). Seriously, in our private testing the Sothkin Chemist has come out as a strong unit when standing alone, or in an army designed around him. He is broken (if you'll excuse the Magic term, which you will have to because I am writing this) and there need to be other options. Not specifically to counter the Chemist, but just things that stand a chance. A small spoiler about the upcoming units is a vast increase in Zantillan magic users (to go in that Elf/Zantillan deck you have all been dying to build) as well as the long awaited "teleportation" explorer that has been in the works since the very beginning. I hear also that the other two Zantillan leaders will be making an appearance (of course I have! I am designing them). Very excited...more frequent updates durring open beta we promise!

-Very truely yours:
-Lord Holdhurst
-Mrs. Badcrumble
-Vince

and other design members of Ruin. Who remind you to throw more dots on every time!

Tuesday, December 18, 2007

Unit of The Week: Sothkin Chemist


It's time again for everyone to drop what they're doing and listen to my insane rantings about army construction. To the left you can see the walking piece of awesome that is the Sothkin Chemist. I predict that when the open play testing starts in a week or two, this unit is going to be in many many dominant armies until people start adapting their strategies to avoid him self-destructing their army away. The unit was one I made when first experimenting with the goblins, trying to capture the flavor of a bumbling goblin that sometimes healed with his potions but quite often just blew himself up. It took Gavin only a short time to realize that this unit could be the key piece of an extremely dominant army that wins by trading 2 or 3 for one of your units for theirs. Tonight, I'm going to show you two armies, one of which is the army Gavin has designed and has done extremely well in internal testing, the other of which is the army that I have designed to make maximum use of the piece.

Army One: Gavin's "The Boom Deck"

Explorers: 3
1x Lord Raleigh the Cruel- Provides Long-Range support with the unlimited range Addled Stupor and range 4 Cull the Weak
1x Archmage Tarode- Simply amazing, pumps up basically every unit in the deck, especially giving that crucial extra point of defense to the Sothkin Chemist
1x Hyduk, Shaman Leader- Whipping Rod can take out weakened enemy units or spur a last minute flag capture. Fiery Miasma is a great 1 hex spell that only affects enemies.

Assistants: 15
3x
Sothkin Chemist- Often taking out 2 or 3 enemy units, the Chemist is simply an all-star. Don't use it's healing ability much, as it only makes it an easier target for enemy magic-users
3x Winged Exploder- The next unit giving "The Boom Deck" its name can deal 2 damage to each local enemy unit when it attaches. this generally causes 2 units to each lose 2 life, which, combined with spell-casters, spells doom for most enemy assistants
3x Kaalik Acidspitter- The Kaalik Acidspitter, while somewhat of an odd choice for this army, is simply devastating on both offense and defense. Its acid ability combines well with Cull the Weak, and the 2 DMG ranged attack can destroy enemy assistants easily.
2x Arm of the Kel- The only real strong melee unit, the 5 life, 2 DMG Arm of the Kel packs a punch that can be used to tie down and eliminate enemy explorers with the help of Acidspitters and your spellcasters.
2x Hurir Battlemage- While a mediocre unit on melee attack and defense, the Dark Blaze spell shines when you need to rush a heavily fortified enemy.
2x Kel'Quiroth Cult Wizard- We have already covered the interaction between the Cult Wizard and Arm of the Kel here, but it also provides a finisher with tooth of the Kel powering a +1 DMG offensive to a unit already hit with a -3 DEF penalty.

Artifacts: 3
1x Crown of the Sea King- the Swimmer ability is highly useful when escaping
1x Demonic Amulet- gives +1 life for picking it up, with a useful ability
1x Seven League Boots- speed bonus makes for quicker retrieval

Terrain: 3
1x Western Outpost- Easily defensible, with great positions for casters to set up in
1x Wooded Mesa- Advantageous terrain for most of map
1x The Terrace- Choke points are ideal for blowing up chemists in

I am going to leave this space for a piece on how to play this army to be written later (perhaps by the army's creator, Gavin)

Army Two: John's "Two Birds, One Stone"

Explorers: 3
1x Archmage Tarode- Simply amazing, pumps up basically every unit in the deck, especially giving that crucial extra point of defense to the Sothkin Chemist
1x Tesl the Beckoner- Spawning Chemists in 1 turn range of enemy units makes me laugh. A LOT.
1x Tyralith, Magiloth Ancient- Tyralith is simply the best explorer to retrieve the artifact late in the game. Too early in the game for that? That's easy, just morph him into one of your other two explorers and save him for later.

Assistants: 15
3x
Sothkin Chemist- Often taking out 2 or 3 enemy units, the Chemist is simply an all-star. Don't use it's healing ability much, as it only makes it an easier target for enemy magic-users
3x Winged Exploder- This can deal 2 damage to each local enemy unit when it attaches. this generally causes 2 units to each lose 2 life, which, combined with spell-casters, spells doom for most enemy assistants
3x Apprentice Cryomancer- Nova's Light can protect your units while helping Cull the Weak, and Frost Nova is a great AOE spell.
2x Exterminator- Cull the Weak provides long-range backup for your units, while deathblow helps finish of stragglers of attacks by Exploders and Chemists.
2x Kaalik Acidspitter- The Kaalik Acidspitter, while somewhat of an odd choice for this army, is simply devastating on both offense and defense. Its acid ability combines well with Cull the Weak, and the 2 DMG ranged attack can destroy enemy assistants easily.
2x Belentae Knight- with 4 movement and 2 DMG, the drawback doesn't matter when you can move in and kill enemies quickly.

Artifacts: 3
1x Shield of Klorinor- Spell Resistance is amazing
1x Demonic Amulet- Gives +1 life for picking it up, with a useful ability
1x Seven League Boots- Speed bonus makes for quicker retrieval

Terrain: 3
1x Western Outpost- Easily defensible, with great positions for casters to set up in
1x Barricades- A sort of cross between Outpost and Terrace, Barricades is defensible and has choke points for Chemist destruction.
1x The Terrace- Choke points are ideal for blowing up Chemists in.

Play Strategy:
Playing the "Two Birds, One Stone" army is really quite simple. Use your strong offensive casters in support positions while trading multiples of their units for single ones of yours. When they have a brief advantage, simply retreat back into your well-defended maps and start picking them off by spells (as spells can go through walls). When you have Tesl the Beckoner out, you can use this strategy on their side of the board, putting your a turn or two of movement away from their artifact space. When you have Archmage Tarode out, you can play a little more riskily, as you can hold your own in melee combat. The general way the deck wins is by just killing off all of the enemies or by using Tyralith to steal their artifact when you've put them at enough of a disadvantage.

Differences Between the Two:
The army that Gavin uses is much more offensive, with 3x Acidspitter and 2x Arm of the Kel. My army tries to play defensively, and as such has more casters, such as the Apprentice Cryomancer. His explorers are much more concerned with support roles, whereas I am using my explorers as the warriors that I don't include among my assistants (yes I am aware that Tesl has basically no attack, but he spawns my army forward) Anyway, as it is getting late, I will try to update these again soon, but now guarantees.