Gameplay preview

It seems that there will be 2 types of information on the base

  • Rotation for tracking of the life points of the mini.
  • There is a second element that can rotate for tracking the ticks of the mini. (personal clock of the mini)

Each character has his small personal clock which makes it possible to know when it will be able to strike again while the game has a principal clock which indicates the status of the game.

Each action which a character can try are detailed on a card with the standard format of CCG, delivered with the figurine. An action is defined by a range which is expressed in a number of hexes, a quantity of dice to throw to determine the inflicted damage and a number of units of times which will be charged to the personal clock of the character.

Therefore, in practice, when Ruby launches a Ball of Fire (3 ticks) on Gorebelly at the 4th time of the principal clock, the validity of the range is checked, we launch the dice to calculate the inflicted damage undervalued by a throw of dice for the armor,the clock of Ruby is advanced 3 times this means that Ruby will not be able to act again before time 7 of the principal clock.

Therefore, to try to summarize , the figurines are provided with a base making it possible to follow the points of life and the tempo of the character and are accompanied by a chart defining the special capacities as to launch a fate, an axe, a scraping-knife or … . The inflicted damage is the difference between the throw of attack and the throw of protection, knowing that there are the damage due to the weapons and those due to the magic and that there is a also a system of critical throw making it possible to do big effect such a paladin which launches a care when he makes a critical damage.

There are additional charts of actions, which allow you to customize the capacities of each character giving a richness to the game.

Another innovation holds in the construction of the armies. Finished the old-fashioned system of points of army to be played it into 300 or 500 points, from now on each player comes with a definite number characters, having each one a certain number of points of honor.

Of course, how bigger are the characteristics of a mini how bigger will be his points of honor. As each player aims to mark as many points of victory than its characters cumulate points of honor, this means a system where three small minis can win against three large minis, since the objective to be reached will be less honor points.

To finish all this small world moves on a hexagonal grid plated on a map made up of grounds which can block the line of sight, some terrain elements will give attack bonus like he hillc or in defense like the forest. Once all the points of life are lost the mini dies, but as everybody knows nobody dies in World of Warcraft and a dead character returns after two times on the principal clock.

(Try of a traduction of a french review of the game on wowminis.fr)

~ by phildeb on May 1, 2008.

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