Guide
to SpiritWars® |
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| Physical Spirits: | ||
| As physical spirits leave the courtyard of your castle, they assume a physical presence on the playing field (map). The control and movement of these spirits represent the physical aspects of SpiritWars. | ||
| The Castles: | ||
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The
fundamental concept of SpiritWars dates back to Each player begins the game with a castle on the playing field. As the game progresses, the players will summon creatures from Castles can be damaged by direct attacks from combat pieces in play and by magical spells. If a castle ends a turn with a defense rating of zero or less, the game ends. The one exception to this occurs if both castles have identical below-zero ratings. For example, both castles have a defense rating of -1. In that case, the game continues until one castle ends a turn with a lower defense rating than the other. There are no draws in the land of Valhalla. |
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| Energy Spirits: | ||
| Almost
every action in the game requires energy resources (or points).
While the players' castles generate some These physical spirits normally have low defensive ratings, no offensive power and can not move. They do, however, have the ability to generate new energy resources at the beginning of each turn that they remain in play. Energy spirits, when activated, can enter the playing field in any Most energy pieces create one energy point per turn, although some enhanced units can create more than one point (including a few like the Aqueduct that creates one blue and one white energy point each turn). Energy pieces that are placed on a terrain location that matches their Homeland receive an energy production bonus of one point per turn. |
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| Defenders: | ||
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Like energy
pieces, defenders can't be moved once they are positioned on the playing field. They
also follow the same activation rules as the energy pieces, being placed The distinguishing attribute of Defenders is that while they can not attack, they can intercept an enemy attack directed at another piece. A Defender has a special attribute called "blocking range." If an attacking piece is within this distance from the Defender, the The majority of Defenders have a "blocking power" of zero, which means that they absorb the intended damage and do no damage in response to the attack. If the Defender's blocking power is greater than zero, it has the ability to inflict damage on the attacking unit. Defender's get the same defensive bonus when placed on their Homeland terrain type as do other combat pieces. |
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| Combat Units: | ||
| The
primary offensive tool in SpiritWars is the physical spirit which creates a combat
unit. These are used to attack the opposing player's playing pieces and castle. Combat units are the only physical playing piece that can be moved on the playing map. They must enter play, when activated, in one of the map locations adjacent to the player's home castle. If there are no adjacent spaces open, no new combat units may enter the playing field. Study
the individual attributes of each piece carefully. |
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