Official rules proofreading

Forums The Edge Rules discussion Official rules proofreading

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  • #12488

    Awaken
    Keymaster

    Hello all!

    First of all I would like to once again thank you for your time and effort. Your help on grinding those rules is essential. You guys are awesome for finding the time and lending us your game experience.
    We especially count of your feedback regarding:
    1. Wording
    2. Language correctness
    3. Layout readability
    4. “Awesomeness” of spells and abilities (what are your favorites?)

    Below you will find game manual – it is work in progress yet, but please – focus on cards for now, as we need to send them to a printing comapany soon!
    CARDS ARE IN THE POST ATTACHMENT (layout is not 100% final, few changes here and there)
    You can also downloadthem here

    Take a look at a game play video

    Please, post your feedback in post, so we can have an ongoing discussion and choose the best solutions!

    Thanks,
    Marcin

    The Edge – Game manual – first version

    1. Game set up

    Crystals
    Every game, crystals will be set up by players themselves – this way, every battle will be a little bit different regarding game terrain and overall terrain balance.
    What needs to be mentioned here is the fact, that players will set up whole board, so there is no possibility to set up crystals near “your side” of the table.
    Crystal set up rules:
    Crystals must be placed at least 6 inches from any other crystals.

    Crystal set up check list:
    1. Give each player 4 crystals. This is starting mana pool and it stay in players resources.
    2. Place 3 crystals in the middle of the table.
    3. Give each player 3 crystal pools to dispose: 2 crystals pool, 1 crystal, 1 crystal
    4. Roll D6 who will start set up. Higher score wins.
    5. Player choose one of its crystal pool and place it on the board
    6. After that opponent is choosing one of his crystals pool and place it on the board
    7. Players are placing crystal pools one after another until all crystals (not counting 4 crystals starting mana pool) are placed on the board.

    Squad
    Placing squads will take place on the whole board. Players will set up squads one after another until they both will be done.
    This is the moment, when it gets very strategical – you want to be as close to crystals as possible. You also need to counter enemy units with your own to balance the deployment through the board.
    Squad set up rules:
    – Squads must be placed at least 3 inches away from crystals
    – Squads must be placed at least 3 inches away from enemy
    – If squad consist of more than one unit, they need to be placed in BTB contact (you are measuring 3 inches from the closest unit)
    – You can place your units whole board

    Set up check list:
    1. Both players place their Squad cards on their side of the table
    2. Both players place HP tokens on their units (number of tokens = number of small shields)
    3. Both players place their models next to corresponding squad card
    4. Players roll D6 for who will start with unit set up. Higher score wins)
    5. First player choose one squad and place it on the board.
    6. Opposing player choose one squad and place it on the board.
    7. Players are deploying squad after squad until all models are placed on the board.

    Progress cards

    Before your first turn, both players should choose one progress card and attach it to appropriate squad.
    Place rest of the progress cards on your side of the table.

    Spell cards

    Before the first turn, both players should shuffle their spell cards deck and draw 5 cards. Place rest of the cards on your side of the table. This will be your Spell deck.

    Victory tokens

    Each player should place 7 victory tokens on his side of the table.

    2. Order of turn

    Starting player:
    Player who lost D6 roll on the squad set up faze, now starts and will activate the squad first. Next turn will be started by his opponent and so forth.

    After set up every turn will play as follows:
    1. Squad activation
    – (possible) Discard a spell card and draw a new one
    – Move
    – Action (this can be played in reverse order, first action then move)
    – (After assault) Combat / shooting
    – (if combat was not successful) counterattack
    – Meanwhile you can play equipment, special and action spells.
    – Draw up to 5 spell cards
    2. Ending all activations
    3. Gathering crystals
    4. Refresh
    5. Progress

    Squad activation

    Players activate squads one by one (f.e. Chapter player, then Demon player and so on).
    You can choose a squad to activate and after the activation extinguish the squad card by tapping it (one squad can be activated only once in turn).
    If you are choosing to active squad composed of more units then one, all of them must move and activate simultaneously (but do not have to be in BTB contact, more later).

    Ending all activations

    If one player have more squads to activate then the other, he makes the extra activations on the end (so he will have few activations in raw)

    Gathering crystals

    After all activations players gather crystals from the board and add them to their crystals pool. Those crystals stay them until end of turn.
    – If your model is alone in BTB contact with a crystal – you can gather one crystal from the crystal pool.
    – If there is your and your enemy model in BTB contact with a crystal – no one gathers the crystal.
    – If there is no one in BTB contact with a crystal – no one gathers the crystal.

    One squad can gather only one crystal (even if there are f.e. 3 crystals next to each other). The same goes for situation where you have more units in squads – even if they will split and touch other crystals, you can choose only one to gather.
    If you have more squads near crystal pool (for example 2 squads are touching 3 crystals pool) you can gather 2 crystals.

    Resfresh

    Refresh your units and spell cards by un-tapping them
    Refresh your crystal tokens (you can now use them once again)

    Progress

    Choose next progress card and attach it to your squad card. It lasts until end of the game, but if this squad die – remove the progress card from the game as well.

    3. Movement

    Each squad have it movement on squad cards.
    If a squad have more than one unit in it, each unit can move separately in different direction.

    Movement should be measured from the edge of the base.
    – You cannot move through obstacles or the enemy units (you need to go around them).
    – You can move through your own units, as they would not be there
    – You cannot move through crystals
    – If the unit base cannot fit though the space between two obstacles – unit cannot pass and need to go around it.
    – If on the way of the model there is a factor increasing or decreasing the squad movement is decreased or increased on the whole distance.

    Proposition of few terrain modifications to movement – but you can think of your own! Be creative ; )
    – Small water -25%
    – Swamp -50%
    – Forest -10%

    Measurement: at all times you can measure and test possible movements (movement, spells, shooting etc.)
    4. Assault

    To assault enemy unit you need to come into BTB contact with this unit.
    As a benefit from the assault, if there will be tie in the Initiative statistic, assaulting player will win it.
    There is no penalty for breaking the combat and moving away from the enemy.

    Squads composed out of more units: Each unit in a squad have its own separate assault. They can perform it on different units.

    If your unit will come in BTB contact with units from the same squad, it will have possibility to combat with all of them. But if the units are from different squad, only one unit can be attacked then.

    5. Combat

    Combat is considered as an action. You can choose to first move then assault, or first assault and then move.
    If there is more than one unit in a squad, each of it have its own combat (e.g. if there are 4 pilgrims in the squad and they are BTB contact with enemy model, there will be 4 separate combats happening played one after another).

    Combat break down to:
    1. Initiative test
    Higher number on squad card wins. If there is a tie, attacking squad wins.
    2. Attack roll vs defense roll
    Player who won initiative test, starts combat and roll D6 and add his attack modificator on the squad card. Then defending player rolls a D6 and add his defense modificator on the card.
    If any roll will be 6, roll again and add it.
    If overall attack score will be higher then defending score – Attack was successful and add one wound. Opponent cannot counter attack.
    If overall attack score was same or lower then defending score – Attack was unsuccessful and opponent can counter attack.

    3. (possible) counter attack
    Perform counter attack similar to the normal attack – Attack roll vs defense roll (without Initiative test).

    Re-rolls
    Some squads have “re-roll” text next to this statistic. This means, that after attack and defense roll if the player will not be satisfied with the result, he can decide to re-roll his dice.

    6. Shot

    Shooting is considered as an action (therefore you can either shoot or attack).
    You can either first move and then shoot or shoot and move.

    If there is more than one unit in the squad each unit shoot separately into different targets.

    If you decide to shoot an enemy, you make a D6 roll against opponents defense roll.
    7. Spells and abilities

    Squads abilities
    Squad cards have not only statistics but also special abilities that you can play. They can be of different type regarding the time of play. As long as squad is not dead, you can play them.

    Cost
    To cast a spell or ability you need to pay appropriate crystal cost. Take crystals out of your unused crystals mana pool and move them to your used crystal pool.

    Time of play

    There are 4 major types of spells and abilities regarding time of playing them.
    Instant
    You can cast them anytime (on your and your opponents turn) with one limitation – you cannot play them inside combat faze (rolling dice). You can cast spells before or after rolling attack and defense dices.

    Equipment
    You can cast them only in your turn.
    There are few exceptions marked as “Instant” – you can play those equipment’s as instants.
    Special
    Special cards that have defined time when can they be played in the rules text.

    Passive
    Works all the time (for example +2 bonus to defence) or activates only when specific conditions are meet (for example Angel of Death “Vengeful passion”)
    Duration
    There are three duration times:
    – Until end of turn
    – Until end of game (or the squad that it is attached to is dead)
    – If not précised, the effect is one-off
    After spell effect have finished, placed it in the graveyard.

    Unused crystals
    There are various spells and abilities that will be the more powerful, the more unused crystals you will have at your disposal. Number of unused crystals are counted AFTER playing the spell (therefore, you decrease them by the cost of spell)
    Green crystal represents your unused crystal (icon will be better later on 😉 )

    Spell queue
    Spells and abilities are considered from the most recent, to the oldest. This way, if you will play instant spell and your opponent will play instant spell after you, his spell will have an effect first.
    If after such an action there are no condition for the spell to happen (e.g. your unit will be pushed out of combat), spell is cancelled and it gets into pile of used spells without effect (but you do not refresh your crystals back).

    Reminding about effects

    Reminding about an effect that is on the table is always on the side of benefiting player. If this player will not remember and mention about this effect until end of activation (or before combat)– the effect do not take places and there is no going back.

    Spells with squad picture and name

    Those spells can be played only by assigned squad. For example Shield Bash can be played only by Holy Knight (pick one of 3 holy Knights and play this card with him).

    Spells for dead Squads

    If all your squads from certain type (e.g. all Holy Knights) will be dead, and you will have a card with this squad on your hand – you can play it as an instant, for no crystal cost and add bonus from the lower left corner.
    Use this mechanism only if all squads from certain type are dead.

    • This topic was modified 1 year, 12 months ago by  Awaken.
    • This topic was modified 1 year, 12 months ago by  Awaken.
    • This topic was modified 1 year, 12 months ago by  Awaken.
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    #12519
    Profile photo of Dan
    Dan
    Participant

    Hey,

    I’m checking out the rules now, ready to play test later this evening. The checklists are very useful!

    I don’t understand the progress card mechanic, or which the progress cards are. At a guess, these are the ones named Angel of Death DEATH FROM ABOVE and seem to give extra abilities to your units. I read the rules as:
    – put all of these cards to one side.
    – at the start of the game, choose 1 and attach it to the relevant unit.
    – at the end of every game turn, choose another (any?) progress card and add that to the relevant unit.

    Does that sound right?

    Cheers,

    Dan

    #12527
    Profile photo of Dan
    Dan
    Participant

    Hi,

    I rounded up a group of experienced gamers last night to test the game and give feedback on the rules. We had 1 game on a 6×4 board with plenty of scenery. We didn’t really know how to balance sides so we tried to match what was used in the game play video. Chapter had: Angel of Death, 3 Holy Knights, 2 Snipers and 4 Pilgrims. Demons had: Son of Khyber, Master of Elements, 2 Hounds and 4 Terror Cultists. Language/wording suggestions coming later when I get chance to organise them into a readable format.

    Game thoughts:
    • All players really enjoyed the game. It’s different and the cards really help with that. We liked that progress cards let your units effectively level up as the game progressed. Crystals are a very good idea because it stops the game from being a messy scrum in the middle of the table and forces you to think tactically about whether to assault the enemy or collect a crystal. One suggestion was the idea of a unit taking a wound whenever it collects a crystal to signify a dangerous process.
    • We had some excellent cinematic moments like when a Hound grabbed a Holy Knight, dragged him down a hill and ditched him in a river where it started to eat him.
    • The checklists and turn/phase order lists were very helpful.
    • Thematic idea of deployment – why are the forces split across the table? We could see the reason from the perspective of game mechanics, but how does this work with the game narrative?
    • Son of Khyber is a BEAST! Once this guy got going, he started tearing up the field. We had to think twice before attacking it, and that’s a good thing considering it’s a big demon. It really earned the Killing Spree card played on it.
    • The game took 2 hours with a lot of looking things up and discussions to clarify rules. Could be perhaps 1 hour with printed decks of cards and some experience.
    • Liked the teleporting Hound (Son of Khyber ability or spell card – I’d have to check how it happened) but it could move from board corner to corner – a long way!
    • Demons used a lot of spells. Chapter didn’t use as many.

    Items to Clarify (what needed discussion or we couldn’t find in the rules)
    • How are forces balanced? Is there a scenario to suggest what each player takes?
    • How many models are in each squad?
    • Is there an indication of board size? We used 6×4 in our test game.
    • Initiative is vague. Assuming that a combat consists of both sides getting attacks. Or does only the winner of initiative attack?
    o Yesterday, we played it as the winner of initiative attacks first. If no wounds are scored, the defender counterattacks. The defender then makes an attack. Again, if no wounds are scored, the original attacker gets a chance to counterattack.
    o In the case of combats involving squads, the rules suggest that every model gets to fight (we assumed BTB contact). My group was split regarding whether the attacker got to make an attack against every model in the squad or whether it was just one. Say a Son of Khyber attacks a Pilgrim squad of 4 models. Does the Son of Khyber have 4 separate combats – 1 for each in BTB contact? Or does the Son of Khyber attack 1 Pilgrim and all 4 Pilgrims get to attack back when it is their turn in the initiative? In our game, we had a combat between the Angel of Death and a Terror Cultist squad with 4 models. We played as follows:
     Angel of Death won the initiative so attacked first.
     If the Angel of Death missed, 1 Terror Cultist could counterattack.
     The 4 Terror Cultists then had attacks against the Angel of Death.
     If any Terror Cultists missed, the Angel of Death could counterattack. This meant that the Angel of death could attack up to 5 times (1 normal attack, 4 possible counterattacks).
    • Do units get locked in combat or can they move out of BTB contact with an enemy?
    • Reroll initiative at start of turn? Who starts first on turn 2, 3, etc.?
    • How do you gain VPs? Some cards mention stealing VPs or suggest that you gain some form of VPs for killing a unit but the rules don’t cover the circumstances or how many VPs.
    • What is the win condition? Does a game end after 4 turns? 5 turns? When a faction is wiped out?
    • How many wounds does a squad get? Does every member of the squad get the number of wounds on the card? E.g. a Pilgrim squad has 1 shield listed on the card so would take 2 wounds to kill them. Do 2 wounds kill 1 model or the whole squad?
    • Assault/combat/attack – make sure only 1 word is used when it is a keyword.
    • Put line of sight in for shoot attacks.
    • When is the hand of spell cards filled back up to 5? Our group was split on this – some suggested that you immediately draw another card after using one, another suggested that you draw back to 5 at the end of each unit’s activation, while another thought was that you draw back up at the end of the turn when all units on both sides have activated.

    The group felt that it’s not yet ready for printing. There’s a lot of good stuff but needs clear wording first. We suggest that another couple of iterations of playing and refining the wording of the rules, and clarifying where needed, with new players would go a long way to changing it from a good game to a great game.

    Dan

    #12529
    Profile photo of Akumilitus
    Akumilitus
    Participant

    Reading through and trying to better the game manual with everything below, there is a lot down here and I hope you can see what I did go around and change. If there are a few things you should be aware of is it the fact that you often use the word “will” even if it doesn’t fit and you need to decide whether you will use the word Units or Squad. Since a squad indicates there will be several units, while a unit can just be 1 model. You mix match them and I began by saying Unit or squad but stopped since you were doing it so often. Try to find coherency. Other than that I hope what I written down below will be helpful. I am going for looking at the card till saturday, might do it tomorrow but if not I will do it on saturday and hopefully it will be of great help. I am not english but I am trying my best. :)

    (Hope you appreciate this help, was enjoyable trying to make you improve on the game. Though I am wondering if the first player whom get the advantage of placing his units first, get a disadvantage from going second, sure he can place his units first on a more favorable spot but the opponent get to see how his units are places before him and can find great counters.)

    /J.P Enbom

    What needs to be mentioned here is the fact, that players will set up the whole board, so there is no possibility to set up crystals near “your side” of the table.

    I think you mean something like this instead “What needs to be mentioned here is that there are no player sides and the players will set up their units on the whole board.

    Each crystal must be placed at least 6 inches from any other crystal. (Remove the s from crystals)

    Inside Crystal set up:
    1. Give each player 4 crystals. This is starting mana pool and it stays in players resources. (forgot an s)
    3. Give each player 3 crystal pools to dispose: 2 crystals pool, 1 crystal, 1 crystal (I understand after the video but could be clearifed or worded differnetly)
    4. Roll a D6 who will start set up. Higher score wins. (Forgot an A before d6, sounds better and tell us actually how many dice we should use.)
    5. Player chooses one of its crystal pool and place it on the board (Forgot an s on choose)
    6. After that the opponent chooses one of his crystals pool and places it on the board (Some word modifications)
    7. (Here you just say: Repeat step 5 and 6 until both players’ crystal pool are placed on the board.)

    Squads:
    Placing squads will take place on the whole board. Players will set up squads one after another until they both will be done. (change the last part, maybe instead say “until they both have no more units to place” or familiar instead of done, sounds like it is used wrong.)
    -Squads must be placed at least 3 inches away from enemy (Enemy models? enemy player? Enemy what? Probably better to say Enemy models here since that is obvious what you mean.)
    –You can place your units whole board (Confusing and repeating, do we really need to know once more that we can place our units on the whole board? And the sentence is incorrect, should probably say “–Units can be placed anywhere on the board as long as it don’t break the rules above/below.”

    Set up Check List:
    4. Players roll a D6 for who will start with unit set up. Higher score wins) (another “a” missing)
    5. First player chooses one unit or squad and places it on the board. (Some small fixes)
    6. Opposing player chooses one unit or squad and places it on the board. (Same fixes as above)
    7. (Works fine but could say as above: Repeat step 5 and 6 until both players units are placed on the board)

    Spell Cards:
    Before the first turn, both players should shuffle their deck of spell cards and draw 5 cards. Place the remaining cards on your side of the table. This will be your Spell deck.

    Starting player:
    The player whom lost the D6 roll on the squad set up phase, starts the game and will activate one of their squads or units first. Next turn will be started by his opponent and so forth. (Last sentence seems off for me. Cannot really see it though.)

    After set up:
    May want to take another look at this, especially the whole list for 1. since all of it is not obvious what you are trying to tell us.

    Squad activation

    Players activate squads/units one by one (f.e. Chapter player, then Demon player and so on). (Just adding the word units since 1 angel of death is a unit not a squad.)

    You can choose a squad to activate and after the activation extinguish the squad card by tapping it (Only one squad/unit can be activated once per turn). (Last () changed)

    If you are choosing to active a squad composed of more units than one, all of them must move and activate simultaneously (but do not have to be in BTB contact, more of this later). (Some corrections and might be advicable to tell us where this will be described more like “Page nummer X or chapter X”)

    If one player have more squads to activate than the other player, he makes the extra activations at the end of the round (so he will have a few activations after one another). (Changes of how things are described or corrections)

    Gathering crystals

    After all activations been fulfilled, players begin to gather crystals from the board and add them to their mana pool. Those crystals stay with them until end of their turn. (Bunch of things wrong with this sentence, like you call the 4 crystals at the start a mana pool but now you call it a crystal pool, keep it coherent and not confusing. The crystal pool was the pool players put out on the board, the mana pool is the one they use in game or am I mistaking? Other than that the last sentence seems to make no sense, I take a crystal only to lose it the moment my turn end? What? I don’t get what you mean by this one.)
    – If your model is alone in BTB contact with a crystal – you can gather one crystal from the crystal pool. (Coherence error, now you call squads models? Try to keep to one or few words that repeat themselves throughout.)
    – If you and your opposing player have a model in BTB contact with the same crystal pool – no one gathers the crystal. (The first part of this is worded wrong, just trying to change it to better.)
    – If there is no one in BTB contact with a crystal – no one gathers the crystal.

    One squad can gather only one crystal (even if there are f.e. 3 crystals next to each other). The same goes for situations where you have more units than 1 inside of a squad – even if they are split and touch other crystals, you can choose only to gather one. (Made som changes but may need even more overlooking than I did.)

    If you have more squads near crystal pool (for example 2 squads are touching 3 crystals pool) you can gather 2 crystals. (I will just completely change this whole meaning to this instead:)
    “If you have more than one squad with BTB contact to a crystalpool, all those squads can gather as many crystals there are squads. (As long as it follows the rules mentioned above and there are enough crystals for each squads, 2 squads cannot pick up 2 crystals if there is only 1.)”

    Choose a new progress card and attach it to one of your squad cards. It lasts until the end of the game, but if this squad dies – remove the progress card from the game as well. (Some small changes)

    3. Movement

    Each squad have different movement written on their squad cards. (Changes added to this line)
    If a squad have more than one unit in it, each unit can move separately in different directions. (Small changes and now you decide to call them units?)

    –You cannot move through obstacles or the enemy’s units (you need to go around them). (Added a ‘s as “The enemy’s unit” instead of the enemy unit)
    –You can move through your own friendly units as long as it is possible to end the movement with BTB contact and the unit is not placed ontop of the other unit. (This sentence need to change, I tried to do it but I am not sure I did a good job.)
    –If the unit base cannot fit though the space between two obstacles – the unit cannot pass and need to go around the obstacle.
    –If on the way of the model there is a factor increasing or decreasing the squad movement is decreased or increased on the whole distance. (Confusing sentence)

    4. Assault:
    To assault enemy unit you need to come into BTB contact with the enemy unit. (Small change to clearify you mean the enemy unit)
    As a benefit from the assault, if there is a tie in the Initiative roll, assaulting player win. (Small changes)

    Squads:
    If your unit come to BTB contact with units from the same enemy squad, it will have possibility to do combat with all of them. But if the units are from different squads, only one unit can be attacked. (Changes on how it is said.)

    5. Combat
    (e.g. if there are 4 pilgrims of the same squad engaged in combat and they are all in BTB contact with an enemy model, each pilgrim of the same squad will enter their own combat, therefore each pilgrim will enter their own combat against the enemy unit begining with the first pilgrim and ending with the last one. In the end 4 combats have happened.). (Going into the () and changing it a bit, tried to make it sound better but may not be going the right direction.)

    Player who won the initiative test, starts combat and roll a D6 and add his attack modifier written on the squad card. Then the defending player rolls a D6 and add his defense modifier from his squad card. (Changes of what was written to a more accurate statement)
    If any roll ends with a 6, add it to the total attack/defend sum and roll another D6. (Changed it to a more accurate sentence)
    If overall attack score is greater/higher than the defending score – the attack was successful and add one wound to the enemy model and the opponent cannot counter attack. (More small changes)
    If overall attack score was equal to or lower than defending score – the attack was unsuccessful and the opponent can now counter attack. (Small changes again)

    3. (possible) counter attack
    Perform a counter attack similar to the normal attack – Attack roll vs defense roll (without Initiative test). (Just added a)

    Re-rolls
    Some squads have a “re-roll” text next to one of their modifiers, this means that after an attack and defense roll have been made, he can decide to re-roll his dice. (Changed this and removed unnecessary text.)

    6. Shoot (Shoot not shot)

    You can either first move and then shoot or shoot and then move. (Small change, added 1 word “then”)

    If there is more than one unit in the squad that is shooting, each unit shoot separately into different targets. (Made a slight word change but wondering whether you mean that you cannot shoot the same target or if you can shoot the same target? Since right now you are saying that shooting units cannot target the same target, they MUST shoot different enemy units. Is this correct or wrong?)

    If you decide to shoot an enemy, you make a D6 roll against opponents defense roll. (This is more me asking than anything, are shots weaker than attacks since they don’t use attack or is attack supposed to be added here? You are not telling me with this sentence.)

    Cost
    To cast a spell or ability you need to pay the appropriate crystal cost. Take crystals out of your unused mana pool and move them to your used mana pool. (Some small changes, keep saying mana pool instead of crystal pool, removed crystal mana pool but.. well might be useful to mention since it is really clear you mean the crystals the players own.)

    Time of play (This might just be me but I am not sure “Time of Play” is necessarily something one says or writes. Maybe something more of “Play time” or “Times effect can be played”, just.. something about “Time of Play” Sounds wrong. Might need more english expertise though.)

    Instant
    You can cast them anytime (on your or your opponent’s turn) with one limitation – you cannot play them inside of a combat phase (rolling dice). You can cast spells before or after any player are rolling attack or defense dice. (Changes some parts to make it more accurate english.)

    Equipment
    You can cast them only on your turn. (Changed in to on, since that is accurate english.)
    There are few exceptions marked as “Instant” – you can play those equipments as instants. (removed ‘s, the equipment do not own instant, it is not something they have or belong to them.)

    Passive
    Works all the time (for example +2 bonus to defence) or activates only when specific conditions are met (for example Angel of Death’s “Vengeful passion”) (Some small changes)

    Duration:
    –If not précised, the effect is one-off (Confusion of what this means. One off?)

    Unused crystals
    There are various spells and abilities that will be more powerful, the more unused crystals you have at your disposal. Number of unused crystals are counted AFTER playing the spell (therefore, you decrease them by the cost of spell)
    Green crystal represents your unused crystal (icon will be better later on) (Small changes)

    Spell queue
    This way, if you play an instant spell and your opponent also play an instant spell after you just played it, his spell will have an effect first.

    spell is cancelled and it gets into the pile of used spells without effect (but you do not refresh your used crystals). (Small changes, mostly accurate but might need another overlook than mine.)

    Reminding about effects

    Reminding about an effect that is on the table is always on the side of benefiting player. If this player will not remember and mention about this effect until end of activation (or before combat)– the effect do not take place and there is no going back. (A bit harsh and anti-friendly game-rule ain’t this? Shouldn’t this be more up to the opposing players to decide what happened with the buff instead of having it as an dirty technique of “Oh look my opponent have forgotten about his buff, better not mention it and just play around it as long as he forgotten about it.” It kind of tells us it is good to be a bad player.)

    If all your squads from certain type (e.g. all Holy Knights) are dead, and you have a card with this squad on your hand – you can play it as an instant, for no crystal cost and add bonus from the lower left corner. (Just removed the will and changed it to more fitting, you guys really love using the word “will” even if it doesn’t fit in.)

    Use this mechanism only if all squads from certain type are dead.

    • This reply was modified 1 year, 11 months ago by Profile photo of Akumilitus Akumilitus.
    #12531
    Profile photo of Dan
    Dan
    Participant

    Card feedback below. I have a version with the specific changes highlighted if you’d like that emailed instead for clarity.

    General Checks
    • Sometimes D6 is used, sometimes K6. D6 would be the most common usage in English language games.
    • Sometimes B2B, sometimes BTB – needs to be consistent.
    • Defence/defense – sometimes the British (c) spelling is used, sometimes American (s).
    • Attack/assault/combat. These are quite confusing and hard to tell the difference at times, if there is one.

    Suggested changes:
    Rha’Zack Mercenary
    Bring Rha’Zack Mercenary into play in BTB contact with your unit. Rha’Zack cannot gather crystals.
    Suggest ‘All friendly units’ instead of ‘All your units’.
    At the end of your turn, pay @ or remove Rha’Zack Mercenary from the game.

    Death from Above
    When Angel of Death successfully wounds an enemy, cause one additional wound.

    Surprise Assault
    If Holy Knight uses…

    Courage
    If Holy Knight is in combat with an enemy unit…
    –Also clarify whether the card means that the enemy has more HP remaining or has more starting HP.

    Killers Squad
    When the whole squad of Pilgrims assaults the same enemy unit…
    In this assault Pilgrims fight at -1 initiative.

    Automatic Crossbow
    K6 or D6?

    Ethereal Lurking
    If you used Ethereal Lurking, you cannot collect crystals with this Hound.

    Haunting Shadows
    Enemy units within 4 inch range from a cultist receive -1 penalty to defence for each @.

    Healing
    Should this say squad or unit?

    Dodge
    Should under assault say in combat instead?

    Augmented Charge
    Chosen squad (unit?) gets a free attack instead of its assault.
    –I don’t understand this card. Is it saying that a squad/unit attacks instead of attacking? What’s the difference between an attack and an assault?

    Shards of Time
    At the end of this activation…

    Power Overload
    Deal 1 wound to all units (models?) within 4 inch range.

    Merciless Tactics
    At any time, you can pay…

    Aura of Atonement
    Enemies within 3 inch radius of the Angel of Death must pay 1 additional crystal for any spell of ability.

    Judgment Day
    Suggest changing the effect to: all friendly units within 2 inches from Angel of Death.

    Brotherhood of Steel
    Create an impassable barrier between each 2 Holy Knights that are within 3 inches from each other.

    Shield of Faith
    If your attacked unit is within 4 inches of any Holy Knight, the Holy Knight is attacked instead.

    Fake Death
    If a Pilgrim is about to die…

    Whispers of Ish
    Bring a dead unit back to the game.

    Shadow Strike
    Instead of a normal move, move your unit up to 10 inches (+2 inches for each @).

    Rebirth of Terror
    Pay @ to bring a cultist back to play. Any number of cultists can be returned to play this way.

    The Hunt
    Capital D on the last instance of Demon.
    Fade into Shadows
    Ignore the first assault or shot that targets the equipped squad.

    Chilled to the Bone
    No capital letter on inches.

    Crystal Aegis
    Use when a unit within 8 inches of Master of Elements takes a wound.
    Ignore the received wound.

    Into the Fray
    Does this mean how many wounds Son of Khyber has remaining or how many wounds it has taken?

    Battle Shout of Khyber
    Move all enemy units within 3 inches of Son of Khyber into BTB contact with him.

    Angel of Death AWERS Vengeful Passion
    Refresh 1 crystal when Angel of Death wounds an enemy in counterattack.

    Pilgrim REWERS
    Card is blank?

    Sniper Squad (both sides)
    Change distance to range.

    Hound (Ethereal Vision Mode)
    If the enemy that…
    Master of Elements
    Change distance to range.

    Son of Khyber
    Target one enemy unit that is in BTB contact with a Hound and move it, together with the Hound, to Son of Khyber.

    Son of Khyber (Khyber’s Calling)
    For each wound (taken?) increase the Son of Khyber’s…

    Terror Cultist (Unholy Rite)
    How far do you move the target?

    #12552
    Profile photo of Akumilitus
    Akumilitus
    Participant

    Here comes my look at the cards, so far I am only down to all demon spell cards, need to look at the remaining chapter cards and the ones below that, but I have yet to come that far and need a short break. Will finish it by today. :)
    Likewise what Dan said either use defence or defense, find coherency. Other than that you may noticed that I think you should add “(Crystal symbol) used/spent” on a lot of them, since that is the way I am understanding the cards to work, but I Know some cards are supposed to be more powerful the more crystals you have unspent. You need to clearify whether it is about using extra crystals for buffs or having extra crystals for buffs.

    Terror Cultist:
    Madness:
    D6 instead of K6, maybe also: “+1 for each (symboL) used”
    If the enemy loses, (Instead of if he)
    move the selected enemy unit into a chosen direction and exhaust it. (How far can they move the enemy?)
    Beacon of Demise:
    You can re-roll your defense roll for one cultist unit. (Instead of “for a”)
    Sacrifice unit after the combat (Added the)

    Son of Khyber:
    Battleborn:
    (For each wound of what? Other than that the sentence seems fine.)
    Huntdown:
    Choose one enemy unit that is in BTB contact with a hound and move the targeted enemy unit together with the hound to the son of Khyber. The son of Khyber can then perform an additional combat against this unit. (Changed the whole sentence. Now what is RAGE?)

    Master of Elements:
    Fireball:
    Range: 12 inches (Probably better than saying “12 inches distance”)
    Add +1 for each 2 (Symbol) used. (+1 of what exactly?)
    Damage all units within 3 inches of the selected target point. (Sounds odd just saying damage all units with in 3 inches)

    Fire Bolt. (Same as above, X inches distance sounds weird and +1 for each symbol equals what?)

    Hound Ethreal vision mode:
    Smell of blood (Bloodscent? Maybe that should be it’s name instead because Smell of blood doesn’t sound that awesome. Bloodscent do.)
    If the enemy unit that you are assaulting already have a wound, you can re-roll your attack roll. (Small changes on how it is worded)
    Hound:
    (I Might be wrong, but I think assault and only are supposed to change place)

    Sniper:
    (Probably should say 16 inch range or like I mentioned above: “Range: 16 inches”)
    (Once again add +3 to what roll?)
    Same for normal mode.

    Pilgrim:
    Low Blow:
    (I am not sure but this could be said clearer or it is missing an “a” or “the”.)
    Desperate teamwork:
    When attacking, if all pilgrims are within 3 inches from each other. (Just added the word within.)

    Angel of Death:
    (Nitpicking but “Place 1 wound on the Angel” should probably be “Place 1 wound on the Angel of Death”)
    Vengeful Passion:
    Refresh 1 crystal when the Angel of Death wound an enemy unit in a counter-attack. (Small changes)

    Spells:
    wave of Madness:
    Attach this Equipment to an enemy unit within 8 inch range from any Terror Cultist model.

    (Use of K6 again when you want to use D6 and don’t just say D6, say how many D6s! This game seems to only want 1 D6 for everything so mention it by saying “a d6″ or familiar.)
    It cannot move and take any actions (Small change)

    A Murder of Terrors:
    Once again you should probably say “for every (Symbol) used”. Other than that it really could use to change the way it is said.
    Example of how you could change it around: “Select 1 cultist squad, that squad as well as all cultist units from another squads within a 3 inch range of any of the targeted squad’s models recieve a +1 to their attack for each (symbol) used.”

    Battle Shout of Son of Khyber:
    All enemy units within 3 inches of Son of Khyber must move into BTB contact.

    Crystal aegis
    (Inches should probably be said “Inch range” instead of inches.)

    Chilled to the bone:
    -from the master of Elements, targeted unit cannot make a move action. (Just editing the part that seemed off.)

    Fetch Boy (Might just be me but it sounds a bit silly of at title. :) )
    (Another case of “the hound” should be used instead of “Hound”.)
    “Is assault” probably “Is an assault”.

    Scent of Fear:
    (It is mostly correct but it is also saying stuff that is not leading anywhere. It tells me that I can move a hound within 2 inches but not to where or what. Then it tells me that the hound can take over the assault.)
    You probably want to remove the last line and add something like this instead as an continuation from the first sentence. “-Or your unit that is being attacked into BTB contact to the enemy unit and take the assault.”

    Fatal Wound:
    A hound, not Hound.

    Prey and Preditor:
    Missing a few words, for the first hound it should say “the hound” and the second it should say “that hound”. Other than that this spell is really a lot like Scent of Fear, just stronger… is there a point to keep them both so alike?)

    Fade into Shadows:
    “You can ignore the first assault or shot” (All good and well done, but then you go on and say something that makes no sense.”In turn that target equipped squad.” I believe you mean something like “at the same turn this unit equipped this equipment.”

    The Hunt:
    If this squad dies, gain 2 VP from opposing player.
    (On the other sentence change “takes” to gains instead.)

    Rebirth of terror:
    Remove “from” in the last sentence and change it to “of”

    Shadow Strike (Not sure why it is called this and not Shadow Stride or Shadow sprint or something along those line since you are not attacking.)
    Change “By 10 inches” to “up to 10 inches” and “Add additionally +2 inches for each (Symbol) spent/used”

    Brace of Impact:
    (just add “used/spent” after the symbol.)

    Song of Fire (same as above)

    Whispers of Ish (Needs an overlook, I am not really sure how to fix it but I am pretty sure you need to actually look at what you are stating and what you want it to say. Because it sounds like you are supposed to kill your own squad so that you can revive them, or you are just wounding them so that they can be revived later? I don’t know what you mean.)

    #12553
    Profile photo of AR_Marcin
    AR_Marcin
    Moderator

    Hey guys,

    Thanks, a lot of awesome stuff there. I am especially very happy that you had an occasion to play it @Dan.

    I will be sure to reach everything twice and put corrections to everything that is needed. For past week I had also tons of games, trying to check out the gameplay flow as well as debug as many spells as possible.

    This is very complicated task (since the skills we did put in the game are quite complicated and can easily make a wombo-combo that can break the game). On the other hand, we want to make the rules on cards short and intuitive.

    Anyway, we will keep on working very hard and if we will be not 100% confident about the rules, we will move the deadline with the print (again, only cards needs to be printer, rules will be PDF version, so we have more time to work on that. Therefore I will be focusing right now only on cards).

    One way or another – huge THANKS for your help. You guys are amazing.

    #12555
    Profile photo of Akumilitus
    Akumilitus
    Participant

    I am surprised how different Chapter and the Demon Spells are written. It is like Chapter have gotten a lot more attention than the demons. Because the most of the cards I read are 98% accurate with the exception that I might have added. Though there is a lot of them whom just say “look another crystal that is not telling me anything, hopefully it will tell me what it means in the rules!” or “Here you use Defense.”. There is some of them that have slight changes that I really like to see added to them if you are going to print these as the final version and hopefully we can have at least up to 90% of a grammatically, word and litterally good card deck that is coherent and extremely clear what each card do. Because in my book rules should be VERY VERY clear to what they indicate, what they mean. The worst that can happen is it being too vague that the players are scratching their heads for not understanding the rule or having inconsistent rules such as “On page 120 it tells me I can always make a move, but on page 176 it tells me I can only make a move if I use an action.” That was a random example. :)

    Hope I could help and here is the last bits of cards I ventured through, still surprised how well Chapter was written compared to Demon.

    Chapter Spells:

    Headshot
    Just add “a” before Sniper.

    Charged Shot
    K6, you want D6.

    Fake Death
    Just add “a” before Pilgrim

    Last man Standing
    (Only thing confusing is something I mentioned before. Each 2 Crystal/symbol what? And do you want to use Defence or Defense?

    Shield of Faith
    If your attacked unit is within 4 inch range from any holy knight, then that holy knight can take over the assault instead. “Move the holy knight to BTB contact” (or somethinglike that).
    Defense and crystal again. Same as above.

    Storm of Blades
    “Inch range” or just “inches”? Which one do you prefer?

    Winged Death
    “a K6″ (Though D6 preferbly)

    Swift Justice
    (I cannot say since I don’t fully knows how the game works, but does this card mean I can instant kill a unit or does it mean that I can only instant kill it if it has no HP tokens? Does 0 HP tokens mean that it is already dead or what does that imply?

    Judgement Day
    Defense and crystals once again.
    Other tahn that the last part of the card that says
    “From Angel of Death” should probably say “from the Angel of Death”

    Aura of Atonement
    “In a 3 inch radius” (I am pretty sure it should say)

    Merciless Tactics
    “-you can play a (symbol) as an instant” Added “a”

    The will of the one
    “bring it back to the game-” You forgot “the”. (Just to clearify you might want to say “Exhaust that unit”. Clearity is better in my book.)
    Also crystals that doesn’t tell me anything again. (Might be said in the rules but just on the card it is not clear whether I use them or just have them.)

    Power Overload
    At the end of “your/enemy’s/the” next turn. (Which next turn is it? The enemy’s? Your turn? Who’s turn?)

    Shards of time
    “After the end this activation” Missed “the” before end.

    Gears of War
    Defense and green crystal again. :)
    As well as “until the end of the current activation” instead of “of current activation”.

    Augmented Charge
    Crystal again. (Just the usual of me not knowing what you mean by it, if you tell me it will say what it means in the rules then I am all ears, just make sure if it says “You can use crystals to gain additional buffs from abilites and spells by each (Green crystal Symbol) used” remember to add “Used” To all crystal cards like this.

    Chant of the one
    Defense (Just mentioning it so that if you want to use Defence instead that you need to change this card too.)

    Booby Trap
    (Is there anyway to remove this spell? That is all I am wondering since if not it is really powerful to lock certain units.)

    Progress Cards:

    Demons:

    Fear Incarnated
    (Which turn is it? The enemy’s? Your turn? Who’s turn?) Just like Power Overload you don’t tell whos or which turn it works on.)

    Haunting Shadows
    “Enemy units within 4 inch range from any cultist” (Added “Any” since you just say “Cultist”) Other than that you say “Defence” here but most of the time you use “Defense”. Keep it coherent and crystals again.

    Killing Spree
    (Feel like you should add “the” before Son of Khyber.)

    Taste of Blood (Say this instead “The Taste of Blood”, sounds better.)
    (Same as above, add “the” before Son of Khyber, other than that I feel like “perfoms” should say “gains”. Performs basically says that he is already doing it.)

    Snow Storm
    (“the” again before “Master of Elements”

    Ethereal Lurking
    (Only complain is as I mentioned on 2 others before: (Which turn is it? The enemy’s? Your turn? Who’s turn?) Just like Power Overload you don’t tell whos or which turn it works on.)

    Profane Pestilance
    (just add “a” before “Hound”)

    RHA’ZACK MERCENARY
    Here you use on the upper text “B2B” instead of “BTB” use “BTB” preferrably than B2B.

    Battlebanner
    “All your units within-” (You said “All your untis in-” It is a spelling error and you say within in this case.)

    Other than that I am not sure the mercenary is really worth 1 crystal every turn, if it is just the Rha’zacks turn then I think it is more worth it even if it’s power is.. good but I am not 100% sure how worth the crystal cost it is.) Also if the Rha’zack is killed does the opponent still gain 2 VP? If he does then I am not sure it is that worthwhile of a unit.

    Chapter:

    Automatic Crossbow
    D6 not K6

    Courage
    “If a Holy Knight-” (Added “a”)
    “-with an enemy unit-” (Added “an”)
    “-you get a free attack-” (Should say: “the Holy Knight gets a free attack-“)
    “-before the actual combat.” (added “the”)

    Strength of the one
    “If a Holy Knight-” (added “a”)
    D6 instead of K6

    Surprise Assault
    “If a holy Knight” (added “a”)

    Verdict of Vengeance
    “Inch range” or just “Inches”
    “refresh the Angel of Death” (added “the”)

    Death from Above
    “If the Angel of Death successfully assaults an enemy unit” (Some small changes, like “the” before Angel and “an” before enemy and “unit” after enemy.)

    #12616
    Profile photo of AR_Marcin
    AR_Marcin
    Moderator

    Hey guys,

    First of all – @Dan, @Akumilitus – great thanks for your help. You guys are awesome and deserve a special thanks!

    I have implemented most of the comments you did make. We have followed your suggestion and take some more time before print – through additional week I did more testing with some of my friends experienced in the wargames and boardgames. I did gather a lot of good feedback, a lot of balancing and confusion that showed up.

    In the end we did decide to follow this rule:
    – Less text on cards, making them more intuitive
    – More text in the rulebook, to make everything VERY specific

    But as you pointed out – there are some things that were not clear or not coherent. So here are the changes that will be made before print:
    Layout:
    – Green crystal (sign of unused crystal) will be different
    – Cost of abilities on units will be bigger
    – Shields (HP tokens) will be a little different
    – 3 types of spells will be more highlighted: Instant / Equipment / Special
    – Free Attack will be highlighted to make sure it will stand out (as it has very important meaning in the mechanic)
    – Until end of game / Until end of turn – more highlighted

    Rules:
    – Overall balance after testing games. Changing few spells that were not useful into ones that have more game play potential.
    – All spells are written following specific methodology:
    a) What situation / who is the target / what needs to happen for effect to take place
    b) Effect / do XXX
    c) Limitation (use only once per turn etc.)

    – We have make cards consistent:
    Methodology:
    assault
    Attack
    Defense
    Free Atack
    Friendly squad
    Enemy squad
    BTB
    Exhaust
    VP
    HP Token
    Gather (crystals)
    Automatically

    Those terms will be later on explained in the rule book, so no one will have a problem / debate.

    – All pointed out problems will be fixed all “inches” into “inch range” etc.

    GRAMMATICAL CORRECTNESS
    – We have hired a English Professor (native) who will look through cards and see if everything is correct. He is also a game enthusiast and really liked The Edge ; )

    What will happen:
    Next week cards will go to print, to meet the December deadline shipping. Right now all cards are prepared for a Skirmish type of game with pre-defined armies.
    Later on, as we did say on Kickstarter, we want to escalate things into full right Wargame and everything will need to be modified for Wargame enviroment when you can build your own deck and army. So at this next step we are going to do way more balancing.

    Right now the work will follow on the Rule book, and again – we will love if you guys will take part in it!
    Cool thing…? We will put all the graphic effort into making it really beautiful. A lot of rules will be presented by graphics, so it will be easier to understand.

    …We are also heavily considering printing the whole thing, since a lot of people asked about it.

    Anyway guys, subscribe tot his topic and lets make The Edge a GREAT game you all deserve!

    Best Regards
    Marcin

    #12655
    Profile photo of Akumilitus
    Akumilitus
    Participant

    Glad I could help! :)

    Looking forward to where this will be going.and hope that it will all end up really good. Good to know you are going for the “Very Clear” rule. Since having confussion in a game is never fun, though don’t feel obliged to hurry up printing the book until you find it 100% done, might be advicable to see if you will need an Errata and then print that version.

    • This reply was modified 1 year, 11 months ago by Profile photo of Akumilitus Akumilitus.
    #12688
    Profile photo of AR_Marcin
    AR_Marcin
    Moderator

    Glad I could help! :)

    Looking forward to where this will be going.and hope that it will all end up really good. Good to know you are going for the “Very Clear” rule. Since having confussion in a game is never fun, though don’t feel obliged to hurry up printing the book until you find it 100% done, might be advicable to see if you will need an Errata and then print that version.

    Yes, we want to print the cards. Rule book will be in PDF, so we can work on it way longer (and still meet the deadline with shipping miniatures and all game components).
    Thanks for your input Akumilitus, greatly appreciated and I hope we will be able to count on you while we will work on our rule book!

    #13038
    Profile photo of AR_Marcin
    AR_Marcin
    Moderator

    Ok guys!

    I have worked on the manual, added a lot of stuff and clarification. Time to ask you guys for advice and feedback ; )
    Please, take a look at the next version in those dimension:

    1. Don’t look at grama / wording at this point. Later on it will be corrected by professionals
    2. I have added a little story elements here and there – do you think it is a good / bad idea? The way I see it, benefit is – we have a little more immersion, con is – we will have larger rules and I wanted to have it as short as possible.
    3. I have added “Remember” to highlight most important points
    4. I have added “Example” to make sure, everyone will understand in-game situation
    5. I have added very simple description of squads on both sides
    6. I have added a lot of content to make sure to cover every aspect of the game

    I will appreciate all the feedback, meanwhile I will continue to play test everything and try to find holes in the rules.

    ALSO: One important note – there will be a video explaining the game and a full gameplay, so that instruction will be only for the people who don’t like videos or will like to clarify during a game.

    The Edge – Game manual – test version

    “We had it all. Before the Judgment Day. We just didn’t know that, until everything was lost. It feels like eternity since I have seen the sun. Feel fresh breeze on my face. Wander through the woods. Cruel is The One, but in him we must trust if we ever hope to survive in those wastelands” – one of the last living witness of Judgment Day

    Welcome to the world of The Edge. There is no good or evil, just the survival. Here, you choose your story and decide what faction you will lead to domination. Be warned thou, this will not be an easy task – you will need to master not only your units and their skills, but also unique spell cards that can change the battlefield in the blink of an eye.
    Never forget to gather crystals, as they are your ultimate source of power. If you want to have any hope to win the battle in this world, you will need to plan your every move and never show mercy.

    Welcome to the world of The Edge.
    Survive, if you can.

    1. List of components

    Your starting set should contain:
    Chapter force:
    – Deck of 40 spell cards [ revers of a spell card ]
    – Deck of 9 progress cards [ revers of a progress card]
    – 6 squad cards
    – 11 blue health tokens (HP)
    – 7 yellow victory tokens (VP)
    – Models (Angel of death squad, Snipers squad (2), Holy knight squad x3, Pilgrims squad (4))
    Demon force:
    – Deck of 40 spell cards [ revers of a spell card[
    – Deck of 9 progress cards [ revers of a progress card]
    – 6 squad cards
    – 13 blue health tokens (HP)
    – 7 yellow victory tokens (VP)
    – Models (Son of Khyber squad, Master of elements squad, Hound squad x2, Terror cultists squad (2) x2)

    [Picture of the correctly set up components]
    2. First encounter, prepare to battle!
    “Other casts will never understand what does it mean to be a Brute. They don’t care about the beauty of the battlefield. They have never felt the joy of being one with Khyber and follow its code. I love it. Every fight. Every drop of blood. Pain will fade, but our legacy remains forever.” – Koltho, one of the Demon Son’s of Khyber
    TARGET OF THE BASE GAME SCENARIO IS TO REDUCE ENEMY VICTORY POINTS (VP) TO ZERO. EASIEST WAY TO DO THIS IS TO KILL ENEMY MODELS.
    REMEMBER:
    Crystals are essential part of the game, if you will fail to gather them, enemy will easily out-power you.

    Recommended board size: 4”x4” or 6”x4”

    Crystal set up

    Crystal set up rules:
    Crystals must be placed at least 6 inches from any other crystals.

    Prepare the battlefield:
    1. Each player gets 4 crystals, this is starting mana pool. They stay in both players resources and will remain there until end of the game.
    2. Place 3 crystals in the middle of the table
    3. Each player receives 3 additional crystal pools to dispose: 2 crystals pool, 1 crystal, 1 crystal
    4. Roll D6 who will start set up. Higher score wins.
    5. Player choose one of its crystal pool and place it on the board
    6. After that opponent is choosing one of his crystals pool and place it on the board
    7. Players are placing crystal pools one after another until all crystals (not counting 4 crystals starting mana pool) are placed on the board.

    REMEMBER:
    Players will set up their squads whole board, so there is no possibility to set up crystals near “your side” of the table.

    Gather your squads!
    Placing squads will take place on the whole board. Players will set up squads one after another until both will be done.
    You want to be as close to crystals as possible. You also need to counter enemy units with your own to balance the deployment through the board.
    Squad set up rules:
    – Squads must be placed at least 3 inches away from crystals
    – Squads must be placed at least 3 inches away from enemy
    – If squad consist of more than one unit, they need to be placed in BTB contact (you are measuring 3 inches from the closest unit)
    – You can place your squads whole board

    Short squads characterization:

    Chapter
    – Angel of Death
    Defensive on averse, aggressive on reverse. His skills work great with other models. He is capable of refreshing your crystals (very important skill) and heal himself.
    – Holy Knight
    Slow, defensive unit with low initiative. Have defensive skills, that protects other models. Once shifted, his card stays that way until end of the game.
    – Snipers
    Offensive distant shooters, that can deal a lot of damage, but very easy to be killed in close combat.
    – Pilgrims
    Easy to kill, offensive unit. They have special bonuses while fighting together.
    Demons:
    – Son of Khyber
    Offensive unit. If turned on the revers, gets stronger with every received wounds. His skills enable him to be activated more than once in turn and make more assaults.
    – Master of Elements
    Shooter that can use magic. On revers, he can cast area wounds as well as refresh crystals (very important skill). His skills can disable enemy or protect allies.
    – Hound
    Model with highest initiative and movement in the game and great attack, but almost no defense. They are very good at disabling enemy,
    – Cultists
    Easy to kill, but can be brought to life. While shifted, they can disable enemy squads.

    Set up check list:
    1. Both players place their Squad cards on their side of the table
    2. Both players place HP tokens on their units (number of tokens = number of small shields)
    3. Both players place their models next to corresponding squad card
    4. Players roll D6 for who will start set up. Higher score decides
    5. First player choose one squad and place it on the board
    6. Opposing player choose one squad of his own and place it on the board
    7. Players are deploying squad after squad until all models are placed on the board.

    [EXAMPLE PICTURE OF CORRECTLY SET UP BATTLEFIELD]

    Progress cards

    Before your first turn, both players should choose one progress card and attach it to appropriate squad.
    Place rest of the progress cards on your side of the table.

    Spell cards

    Before the first turn, both players should shuffle their spell cards deck and draw 5 cards. Place rest of the cards on your side of the table. This will be your Spell deck.

    Victory tokens

    Each player should place 7 victory points tokens (yellow tokens, VP) on his side of the table.
    Whenever model dies, you can take as many VP from your opponent as the number of small shields on the squad cards.
    Example:
    Shifted Master of Elements cast fireball and catch 4 Pilgrims in his range. He was able to deal 2 wounds – 1 wound takes of Pilgrims HP token and second one kills one Pilgrim model. Demon player takes 1 VP from the opponent
    You can also gain or lose VP thanks to spells, abilities and progress cards.

    REMEMBER:
    Once you will run out of VP tokens, you lose the game!
    2. Order of turn

    Starting player:
    Player who started set up faze, now will be second in activation. Next turn reverse the situation.

    Turn checklist:
    1. Squad activation
    – Chose squad to activate (it can’t be exhausted)
    – (possible) Discard a spell card from your hand and draw a new one
    – Movement
    – Action (this can be played in reverse order, first action then move)
    – Combat / shooting
    – Meanwhile you can play equipment, special and action spells.
    – Draw up to 5 spell cards
    2. Opponents squad activation (players activates their squads one by one until all squads are exhausted)
    3. Gathering crystals
    4. Refresh faze
    5. Progress faze

    REMEMBER:
    There is important difference between turn and activation. Activation is move and action of single squad. Turn is set of all activations.
    You draw up to 5 cards at the end of each activation.

    Squad activation

    Players activate squads one by one (f.e. Chapter player, then Demon player and so on).
    You can choose a squad to activate and after the activation exhaust the squad card by tapping it (one squad can be activated only once in turn, with the exception with special skills and abilities effects).
    If you are choosing to active squad composed of more units then one, all of them must move and activate simultaneously (but do not have to be in BTB contact, more later).
    Example:
    Chapter player choose to activate pilgrim squad. He first moves 2 pilgrims into BTB contact with hound and 2 into BTB contact with Master of Elements. After movement, you can now choose which pilgrims will attack and resolve the combat.
    Or
    Your Holy Knight is BTB contact with Son of Khyber, he decide to assault Son of Khyber and after combat he moves away to get into BTB contact with close by crystal.

    If one player have more squads to activate then the other, he makes the extra activations on the end (so he will have few activations in a raw)

    Gathering crystals
    “Crystals gave us hope for a better tomorrow. They gave us the power to change our destiny as a species and reach impossible. They are gift of our God, paid with blood and destruction. They are our legacy! We will not give them away!” Robun, common Eld-Hai priest.

    After all activations players gather crystals from the board and add them to their crystals pool.

    – If your model is alone in BTB contact with a crystal – you can gather one crystal from the crystal pool.
    – If there is your and your enemy model in BTB contact with a crystal – no one gathers the crystal.
    – If there is no one in BTB contact with a crystal – no one gathers the crystal.

    One squad can gather only one crystal (even if there are i.e. 3 crystals next to each other). The same goes for situation where you have more models in squads – even if they will split and touch other crystals, you can choose only one to gather.
    If you have more squads near crystal pool (for example 2 squads are touching 3 crystals pool) you can gather 2 crystals.

    REMEMBER:
    Crystals refresh every turn, the more you have them, the bigger your mana pool will be each turn.

    Refresh faze

    – Refresh your units and spell cards by un-tapping them.
    – Refresh your crystal tokens (you can now use them once again)
    – Remove all “Until end of turn” cards
    – Shift back your squads

    Progress

    Choose one of the remaining progress cards and attach it to chosen squad card. It lasts until end of the game, but if this squad die – remove the progress card from the game as well.

    3. Movement

    Each squad have it movement on squad cards.
    If a squad have more than one unit in it, each unit can move separately in different direction.

    Movement should be measured from the edge of the base.
    – You cannot move through obstacles or the enemy units (you need to go around them).
    – You can move through your own units, as they would not be there
    – You cannot move through crystals
    – If the unit base cannot fit though the space between two obstacles/enemies – unit cannot pass and need to go around it.
    – Increasing and decreasing movement effects works only if the squad is in the range of the effect. If it is passing by, movement is not affected.

    Proposition of few terrain modifications to movement:
    – Small water -25%
    – Swamp – 50%
    – Forest -10%
    – Stone road +25%

    Measurement: at all times you can measure and test possible movements (movement, spells, shooting etc.)
    4. Assault

    To assault enemy model you need to come into BTB contact with that model.
    If there is a tie in initiative, assaulting model wins initiative.
    There is no penalty for breaking out of combat and moving away from the enemy.

    Squads composed out of more models: Each unit in a squad have its own separate assault. They can perform it on different models.

    If your unit will come in BTB contact with units from the same squad, it will have possibility to combat with all of them. But if the units are from different squad, only one unit can be attacked then.

    Example:
    Son of Khyber move into BTB contact with 2 pilgrims from the same squad. He then may assaults both of them.
    Or
    Son of Khyber move into BTB contact with 2 different Holy Knight squads. He can assault only one of them.
    Or
    3 Pilgrim from the squad move into BTB contact with Son of Khyber and 1 move into BTB contact with Master of Elements. Each of them have separate assault.

    5. Combat

    Combat is considered as an action.
    REMEMBER:
    You can choose to first move then perform action, or first perform action and then move.

    REMEMBER:
    If there is more than one unit in a squad, each of it have its own combat (e.g. if there are 4 pilgrims in the squad and they are BTB contact with enemy model, there will be 4 separate combats happening played one after another).

    Combat checklist:
    1. Initiative test
    Higher number on squad card wins. If there is a tie, assaulting squad wins.
    2. Attack roll vs defense roll
    Player who won initiative test, starts combat and roll D6 and add his attack modificatior from the squad card. Then defending player rolls a D6 and add his defense modificatior from the squad card.
    If any player will roll 6, he can roll another dice and add the result. Do this only once.

    If overall attack score will be higher than defending score – attack was successful and add one wound. Opponent cannot counter attack, end the combat.
    If overall attack score was the same or lower then defending score – attack was unsuccessful and opponent counter attack.
    3. (possible) counter attack
    Perform counter attack similar to the normal attack – Attack roll vs defense roll (without Initiative test).
    If successful, deal wound. If unsuccessful, end the combat.
    Example:
    Angel of Death assaults Son of Khyber. They have both initiative of 2, but since Angel of Death is assaulting one, he wins the initiative tests. Angel of Death roll was 5, Attack modifier is +2, so total is 7. Son of Khyber roll was 3, Defense modifier is +1, so total is 4. Angel of Death successfully deals one wound and combat ends.

    Remember:
    Even if you will initiate the combat, your opponent can start first if he have bigger initiative. Sometimes it is wise not to attack.

    Re-rolls
    Some squads have “re-roll” text next to Attack or Defense statistic. This means, that after he and his opponent roll, player can decide to re-roll his dice.

    Free attack
    Curtains skills and abilities can give you a possibility of Free Attack, this means you automatically win the initiative and your opponent cannot counter – attack.

    Dealing wounds
    If enemy squad have any HP token left, you are taking down this token. If there is no HP token lefts, you kill 1 model from this squad and take as many VP from your opponent, as the number of small shields on the squad cards.
    HP tokens are for the whole squads, therefore after taking it down, all next wounds will kill a model.
    If there is no remaining models in the squad, remove squad card from the game.
    Example:
    Pilgrim squad with no HP tokens receive 2 wounds, 2 Pilgrim models dies and your opponent takes from you 2 VP tokens.

    6. Shooting

    Shooting is considered as an action (therefore you can either shoot or attack).
    Remember:
    You can first shoot, then move

    If there is more than one model in the squad each model shoots separately and can choose different target.

    If you decide to shoot an enemy model in your range, you make a D6 roll against opponents defense roll.
    If your shot have area damages and covers multiple models, for each model you should roll shooting and defense roll.
    Example
    Master of Elements decide to use Fireball on a Pilgrim model and catch another Pilgris in the range of the shot. He first roll D6 + 2 (Demon player have 4 unused crystals) against first pilgrims D6. Then Master of Elements roll D6 +w against second pilgrims D6.

    If shot is successful it deals a wound.
    All shots must be target on the model (you cannot target on the ground, crystal or terrain). Range shots are measured from the edge of targeted model base.

    You can shoot even when in BTB contact with the enemy, there is no counter attack. When the enemy is in BTB contact with shooting unit, you can target only him.

    Line of sight

    – You can shoot through your own units without any penalty
    – You cannot shoot through obstacles
    – You cannot shoot through enemy models
    – You can shoot through crystals
    7. Spells and abilities

    Squads abilities
    Squad cards have not only statistics but also special abilities that you can play. They can be of different type regarding the time of play. As long as squad is not dead, you can play them following the overall rules.
    Shift
    Almost all your units have “Shift” ability, that will enable them to flip the squad card into revers.
    In all the cases, shifted unit will have different statistics and even abilities. Most of squads can be shifted only until end of turn.
    You can shift your squad anytime in this squads activation.
    Cost
    To cast a spell or ability you need to pay appropriate crystal cost. Take crystals out of your unused crystals mana pool and move them to your used crystal pool.

    Remember:
    Your crystal pool refreshes every turn, you can also refresh it with Angel of Death and Master of Elements skills.
    Time of play

    There are 4 major types of spells and abilities regarding time of playing them.
    Instant
    You can cast them anytime (on your and your opponents turn) with one limitation – you cannot play them inside combat faze (rolling dices). You can cast spells before or after rolling attack and defense dices.

    Equipment
    In most of the cases, equipment’s lasts until end of the game.

    Special
    Special cards have outstanding rule, that will be premised in the text.

    Passive
    Works all the time (e.g. +2 bonus to defence) or activates only when specific conditions are meet (e.g. Angel of Death “Vengeful passion”)
    REMEMBER:
    If a spell or ability is not marked as “instant”, you can use it only in your activation.

    Duration
    There are three duration times:
    – Until end of game (or the squad that it is attached to is dead)
    – Until end of turn
    – Until end of activation
    – If not precised, effect is a one-off
    After spell effect have finished, placed it in the graveyard.
    Target
    Spells can be targeting:
    – Squad
    – Model
    – Work Globally
    Remember:
    There is a big difference if spells targeting squad and model (e.g. all your pilgrims can have a Free Atacks, or only one model from the squad can have a Free Attack)

    If one model from the squad is in range of the spell or ability, the whole squad is.

    Unused crystals
    There are various spells and abilities that will be more powerful, the more unused crystals you will have at your disposal.
    Number of unused crystals are counted AFTER playing the spell (therefore, you decrease them by the cost of spell)
    Unused crystals are rounded down.
    All those effect will be marked with this symbol:

    Example:
    You have 4 unused crystal and decide to cast Fireball that cost one crystal. You get +1 bonus to your D6 roll (you used up 1 crystal, so you have 3 unused crystals and since you get +1 for every 2 unused crystals, you round the number down to 2).

    Spell queue
    Whenever you and your opponent will respond to a spell or ability by playing another spell or ability, the effects will be played from the most recent, to the oldest. This way, if you will play instant spell and your opponent will play instant spell after you, his spell will have an effect first.
    If after such an action there are no condition for the spell to happen (e.g. your unit will be pushed out of combat), spell is cancelled and it gets into pile of used spells without effect (but you have to spend your mana on it).

    Reminding about effects

    Reminding about an effect that is on the table is always on the side of benefiting player. If this player will not remember and mention about this effect until end of activation (or before combat)– the effect do not take places and there is no going back.

    Spells dedicated to a squad

    Those spells can be played only by assigned squad. For example Shield Bash can be played only by Holy Knight (pick one of 3 holy Knights and play this card with chosen squad).

    Spells for dead Squads

    If all your squads from certain type (e.g. all Holy Knights) will be dead, and you will have a card with this squad on your hand – you can play it as an instant, for no crystal cost and add bonus from the lower left corner.
    Use this mechanism only if all squads from certain type are dead.

    8. Other rules

    Healing
    You can heal only HP tokens, you cannot bring back dead models with healing spells.
    Sacrificing models
    If any of your model will die because of wounds you have caused yourself (e.g. in result of Angel of Death Inspiration), your opponents normally collects VP from you.

    Spells played on squads
    General rule is, if the squad will

    #13069
    Profile photo of Akumilitus
    Akumilitus
    Participant

    The only thing I noticed that need a change is the formatting, as you mention how one deploys a squad before you actually says how set up works, if anything put the whole:

    Set up check list:
    *STUFF HERE
    *

    Before you speak of how deploying squads work (3 inch range from one another etc), because as I was reading it I kept thinking about “Wait, do the crystal deployment decide if one is first or second?”, but then you mentioned exactly what I was looking for after I read the deployment rules.

    Other than that it seems good, it is definitively better. Though I still don’t agree on the “reminding about effects” as it still tells the player to be selfish and competitive without a friendly nature, and I am not even sure it is worth mentioning, if people forget an effect they forget one and then if they remember one they will speak about it with their opponent and together they decide what happens, many times they are allowed to use the effect many times they say “Well it didn’t matter anyway” and just let it go. It is the nature of the game. I am also saying this from experience while playing WH40K, there is a lot of rules that are easily forgotten and gets reminded after the player’s turn and then it usually becomes a short discussion on how to deal with it, many times the opponent want to give the opposing player a chance to actually use their rule since it makes the game more fair and fun.

    #13071
    Profile photo of Dan
    Dan
    Participant

    Good work, Marcin! These are much clearer and answer most of the questions I had from the previous version.

    I agree with Akumilitus regarding the “reminding about effects” rule. Personally, I would drop it from the rules and have players decide that between themselves. In most friendly games it won’t be an issue.

    #13072
    Profile photo of AR_Marcin
    AR_Marcin
    Moderator

    @Dan, Akumilitus

    Thanks for sparing your time with us guys! To be honest good text is around 50% of work to be done – the other one will be correct presentation and graphical presentation.
    I will continue working on that with a amazing graphical artist we just agreed to work with (after playing The Edge he agreed, he will do the work for the Starter Set 😉 ).

    Regarding “reminding about effects” – well, I think you are right. In my experience I tend to play with a lot of Die hard gamers, but from what I can see The Edge community is really great and full of people that wants to actually enjoy the models and the game in more story way.

    Ok, good to hear that you like the end result! I am going back to work, shipping time is closing! ; )

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