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Sanhueza at GAME-O-GAMI
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EDIT 11/2014: The rules and images shown in this thread are OLD. For the latest rules, images, and info, go to this thread: http://www.boardgamegeek.com/thread/1263231/immortal-announc...





----------------------------------------------------


An ongoing preview of the rules for LAW started this week! You can learn how the game is played through these focused chapters.

Discussion thread on BGG
http://www.boardgamegeek.com/thread/865184/legends-at-war-a-...

Preview series on the GAME-O-GAMI website
http://www.game-o-gami.com/tag/legends-at-war/







The rules and images shown are works-in-progress, so you can rest assured that they will be much more polished by the time Legends At War is released. Chapters 1, 5, and 9 have been previewed so far (skipping around to cover the key elements of the game, then we'll go back and fill in the gaps...) More updates to come!

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Sanhueza at GAME-O-GAMI
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The preview has been updated with Chapter 4: Abilities, and the first part of Chapter 8: Game Modes.

You can follow this preview series on the GAME-O-GAMI website:
http://www.game-o-gami.com/tag/legends-at-war/




 
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Sanhueza at GAME-O-GAMI
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Several more updates have been posted on the blog. Here are the links to all four game modes:

Pantheon Skirmish http://www.game-o-gami.com/2012/10/10/game-design-legends-at...

Ragnarok Skirmish http://www.game-o-gami.com/2012/10/12/game-design-legends-at...

Pantheon Campaign http://www.game-o-gami.com/2012/10/15/game-design-legends-at...

Ragnarok Campaign http://www.game-o-gami.com/2012/10/17/game-design-legends-at...




 
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Sanhueza at GAME-O-GAMI
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Happy New Year, everyone!

I am happy to present to you the complete current version of the Legends At War rulebook. The game is currently in closed beta testing, and I am REALLY looking forward to the print-and-play open beta coming very soon!

Legends At War rules, Beta v1.25:
http://www.game-o-gami.com//wp-content/uploads/2012/12/game-...


Players have been picking up the game pretty quickly once they start playing. I am interested to find out how well the rules stand up to blind playtesting... Any suggestions for clarifying or streamlining these rules is very much appreciated.

Thank you, and enjoy!
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Sanhueza at GAME-O-GAMI
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Hello everyone!
After more playtesting, balance changes, and editing, the LAW rulebook has been updated to Beta version 1.5!

Legends At War rules, Beta v1.5:
http://www.game-o-gami.com/wp-content/uploads/2013/03/game-o...


Changes Include:
1) "Re-branding" of the Game Modes. Instead of presenting the rules with 4 distinct game modes and having players "pick-their-poison", the game is now presented with a "Standard" mode and "Variants". What used to be the Pantheon Campaign is now the Standard game mode. Ragnarok Campaign is now Ragnarok Variant. The Pantheon Skirmish and Ragnarok Skirmish modes have been combined into a single Skirmish Variant (players pre-build their combinations of 6 character cards from any mix of pantheons, instead of drafting.) There is also now a "Tutorial" which is simply a 1-round version of the Standard mode, to get players in and out of their first game quickly.

2) Better organization of the rulebook. Taking the VERY HELPFUL editing advice of BGG user PBrennan, I moved around some of the chapters for what is hopefully a better flow. The "Game Mode" and "Battle" sections come earlier now, and the strategy/flavor/fine-detail elements are left towards the end of the rules. Some redundancies have been eliminated, but others still probably remain, needing future cleanup. More images will also need to be added later.

3) Tweaks to some abilities (most notably the Skinwalker ability) for game balance.


More will follow, including more images, and printable cards and boards. Your feedback on both the game, and the editing of these rules, is most deeply appreciated. Thank you, and enjoy!
 
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New Rules! Beta v2.0 has been released! You can check out the leaner, meaner Legends At War rule book here:

http://boardgamegeek.com/filepage/93140/rules-beta-v2-0-edit...

This is the rules set that will be used for the upcoming print-and-play release. Your thoughts and suggestions are very very much appreciated, as always.

Main changes from the previous version:
- Updated the card and board images, and included graphics for the various icons within the rule book.
- Isolated the "Standard" game in its own prominent position, and moved all variant modes to the end of the rule book.
- Added a new "Team Battle" game variant. 2-v-2 mayhem!
- Added new abilities (like Phoenix and Reflect), updated the descriptions for older abilities, and took out some abilities which will be included later in expansions. Expansions? EXPANSIONS!
- Various rules changes and editing massages, to improve the game balance and flow of learning how to play.


Standard game example:
 


Ragnarok Variant example:
 


Skirmish Variant example:
 




More to come!
 
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Sanhueza at GAME-O-GAMI
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One of the big changes in Beta v2.0 of LAW is the addition of the 4-player Team Battle variant. This variant balances the social play and increased possibilities of 4-player matches, with the more controlled and strategic play of 2-player matches.

If this kind of match-up will appeal to you, you're in luck... Today's rules preview teaches you how to play Team Battle in Legends At War!


---------------------------------


How to Play - TEAM BATTLE
Team Battle is a variant of the Standard game, for 4 players competing in teams of 2. Teammates ally their pantheons, combine control tokens, and share a single capture pile. The team with the most victory points at the end of the third round wins the match.

Setting Up
One complete pantheon is needed per player in the match. Sort the cards into their respective pantheons, so there are at least 4 complete pantheons for players to choose from. Choose the board pieces you want to play with, or simply gather a random selection. At least four board pieces are needed for this match.

Decide the members of each team. Teammates must sit opposite of each other, so that the teams will take alternating turns during the match. For example, Player 1 (Team A) will take his turn, followed by Player 2 (Team B), Player 3 (Team A), and Player 4 (Team B). Each team is assigned a distinct color for their control tokens.

Determine who goes first. You can do this by a coin toss, or by letting an experienced player volunteer to go first. The turn order begins with this player, and then continues going clockwise.

Going in turn order, each player chooses a pantheon to play, taking all 18 cards from that set. All players add the 9 level I cards from their chosen pantheons to their decks, and set the remaining cards down as their reinforcement piles. Over the course of the match, each player will have 2 sets of cards under their control: a deck, and a reinforcement pile. Each player will also have access to his team’s capture pile, which he shares with his teammate. During the match, teammates can communicate their plans publicly, but cannot physically reveal their hands, decks, or reinforcement piles to each other.


ROUND 1
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Board Phase
Going in turn order, each player selects one board piece and lays it down to create the combined board. The first player places his board piece in whatever orientation he chooses. The other players must place their pieces so that at least two spaces on the new piece touch edges with spaces already placed down. See “Chapter 2: The Boards” for more information. When all players have finished placing their board pieces, the Battle Phase begins.

Battle Phase
See “Chapter 6: Battle” for the rules of the Battle Phase. In the Team Battle Variant, the rules of Battle change in the following ways:

1) Teammates share control tokens, and ownership of cards on the board. All cards with a particular team’s control token on them are considered allied, regardless of which teammate played them or captured them.

2) Because cards controlled by a team are allied, cards placed on the board by a player do not attack other cards controlled by his team.

The battle ends when either no more open spaces remain on the board, or when any player has no cards remaining in his hand at the start of his turn.

End of Round 1
The winner of this round is the team which controls the most cards on the board at the end of the battle. In the case of a tie, see “Resolving Ties.” The team which wins Round 1 gets the 1-point victory card. In the case of a complete tie, neither team gets the victory card for this round. The team which won this round chooses which teammate will go first during the next round.

Each team removes the cards under their control from the board, along with all control tokens and markers. Cards under a player’s team’s control from his own pantheon return to his deck. Cards under a team’s control from the opponents’ pantheons are added to the team’s capture pile. Any cards in a player’s hand or deck from opponents’ pantheons are also added to his team’s capture pile. All other cards in a player’s hand return to his deck.


ROUND 2
--------------------
Reinforcement Phase
Round 2 begins with the Reinforcement Phase. During this phase, the players will add powerful new cards from their reinforcement piles to their decks. Players do this simultaneously, ignoring turn order. Cards taken from the reinforcement piles are not revealed to the other players, including teammates.

Players who have less than 9 cards in their deck choose level II cards from their reinforcement piles, adding these cards to their decks. A player does this until either he has 9 cards in his deck, or has no more level II cards remaining in his reinforcement pile, whichever occurs first. Players cannot add level III cards to their decks until Round 3.

Next, the players may discard cards of their choice from their team’s capture piles, placing these cards face up in the Underworld. For each captured level I card that a player discards in this way, he may choose a level II card from his reinforcement pile and add it to his deck. Teammates must agree upon which player is discarding which card(s) from their shared capture pile.

Battle Phase
Once all players have announced that they are finished reinforcing, a new Battle begins. The player who goes first can choose a new direction as north on the board, when he plays his face down card. The battle ends when either no more open spaces remain on the board, or when any player has no cards remaining in his hand at the start of his turn.

End of Round 2
The winner of this round is the team which controls the most cards on the board at the end of the battle. In the case of a tie, see “Resolving Ties.” The team which wins Round 2 gets the 3-point victory card. In the case of a complete tie, neither team gets the victory card for this round. The team which won this round chooses which teammate will go first during the next round.

Each team removes the cards under their control from the board, along with all control tokens and markers. Cards under a player’s team’s control from his own pantheon return to his deck. Cards under a team’s control from the opponents’ pantheons are added to the team’s capture pile. Any cards in a player’s hand or deck from opponents’ pantheons are also added to his team’s capture pile. All other cards in a player’s hand return to his deck.


ROUND 3
-------------------
Reinforcement Phase
Round 3 begins with the Reinforcement Phase. Players who have less than 9 cards in their deck choose level III and level II cards from their reinforcement piles, adding these cards to their decks. A player does this until either he has 9 cards in his deck, or has no more cards remaining in his reinforcement pile, whichever occurs first.

Next, the players may discard cards of their choice from their team’s capture piles, placing these cards face up in the Underworld. For each captured level I card that a player discards in this way, he may choose a level II card from his reinforcement pile and add it to his deck. For each captured level II card that a player discards in this way, he may choose a level III card from his reinforcement pile and add it to his deck. Teammates must agree upon which player is discarding which card(s) from their shared capture pile.

Battle Phase
After the Reinforcement Phase, the final Battle begins. The player who goes first can choose a new direction as north on the board, when he plays his face down card. The battle ends when either no more open spaces remain on the board, or when any player has no cards remaining in his hand at the start of his turn.

End of Round 3
The winner of this round is the team which controls the most cards on the board at the end of the battle. In the case of a tie, see “Resolving Ties.” The team which wins Round 3 gets the 5-point victory card. In the case of a complete tie, neither team gets the victory card for this round.

Each team removes the cards under their control from the board, along with all control tokens and markers. Cards under a player’s team’s control from his own pantheon return to his deck. Cards under a team’s control from the opponents’ pantheons are added to the team’s capture pile. Any cards in a player’s hand or deck from opponents’ pantheons are also added to his team’s capture pile. All other cards in a player’s hand return to his deck. Any cards remaining in a player’s reinforcement pile are discarded to the Underworld.


End of the Match
After the end of Round 3, count the number of victory points each team has. Each card in a team’s capture pile is worth 1 victory point to that team. If a team has any victory cards, that team adds the values on those cards to its victory point total. The team with the most victory points wins the match.

In the case of a tie, each team adds up the total levels of the cards in their capture piles and decks. The team with the highest level total wins. If this number also results in a tie, then the match is a draw.

--------------------------------------------


That's it! I'm happy to take any suggestions you would like to offer, and answer any questions you would like to ask. More updates are coming!

 
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