We've already given you a brief idea of what WoE is. But how does it actually work? What are the central game mechanics? How do I have to imagine it?
After the first short introduction last week, today we would like to talk about the different types of cards you can use to control the fate of your game.
First of all, cards can be divided into two primary types: Units and Spells. It should be said up front that it's quite possible that new card types, subtypes, etc. will be added over the course of WoE's hopefully long history. Even we don't know yet where the journey will go in the long run and we hope you will accompany us on this not yet foreseeable way and let your ideas and wishes flow into the development.
Units
Units are cards that are summoned onto the field and have life points. Units can be further divided into three different subcategories:
Creatures: form the bulk of all units on the field. They are the backbone of most armies, can move (most of the time), have attacks, abilities and/or spells, and can be assigned conditions.
Machines: are very similar to creatures, but cannot be affected by conditions due to their mechanical origin.
Buildings: Buildings are immovable (mostly) constructs that are built in the summoner area. They are mainly characterized by defensive or supportive tasks. In addition, they have a natural defense (armor and magic resistance), which makes them much more resistant. Like machines, they cannot be inflicted with conditions. Beware of siege damage, however, as it is doubled on buildings.
Spells
Spells offer many tactical possibilities to directly influence the current events in the game. Be it through strengthening or weakening units, or more direct approaches.
Spells: Spells are the most typical type (hahaha) of spell cards. They are played, have a direct effect, and are discarded afterwards.
Enchantments: Enchantments are spells that cast/give a boost or bonuses to a unit and are permanently active (until the enchantment is actively removed).
Hexes: Are the opposite of enchantments and permanently weaken units.
Reaction Spells: Are spells that can be played on the opponent's turn, in reaction to the opponent's action. Important: You must spare essences at the end of your turn to pay the cost of the reaction spells on your opponent's turn.
Scrolls: Scrolls initially act like spells in terms of effect, but do not cost any essences. Scrolls are played face-up in one turn, so that the opponent can see them, and can be activated/used from the beginning of the next turn. Advantage over spells: no essence cost. Disadvantage: deployment delay and the opponent knows what to expect.
So much for the card types. Actually, we had promised you additional information about the playfield last week. However, since we are currently working on an update for the playing field, you will have to wait another week. But then we will have the latest information for you ;-)
Stay tuned and write in the comments! What do you want to know next? How can we further ignite your fire of enthusiasm? What would you find cool as game content?
See you soon!
Your WoE Team (Baer and Adri)