Houses and Nations
- Cyclops follows Classical Greek rules for pluralization, e.g.
thesis => theses, basis => bases, hence Cyclops =>
Cyclopes.
Rules
Houses and Nations
House Mana Types
Recruit Baseline Stats
Nation Abilities
Analysis
What's the best nation ability?
Trivia
In Grehen's lore, which individuals converted to a different
house?
Rules
Houses and Nations
- A house encompasses a philosophy, culture, or way of life. There
are 12 houses in Sanctum.
- A nation is a race of persons. There are 12 nations in Sanctum. Every
novice and recruit
is a member of a nation.
- Every nation is affiliated with one house. (The members of this nation serve
a Mage of this house, namely you, the player.)
- Members of each nation are almost always affiliated with the corresponding
house. However, there are many special cases in Grehen's long history where
some individuals of one nation converted or defected
to a different house.
Usually, you speak of the nation of an individual or recruit, or group
thereof.
- For instance, you'd say a Keeper group, instead of a
Death group.
- Ngozi would describe herself as a Human, not as a War gal.
However, you speak of the house of a spell, monster, or deck.
- You'd say a Despair spell, not a Shadow spell.
- You'd call a Boggart an Unmaking monster, not a Misfit
monster.
- You'd say My Making deck, not My Dwarf deck.
House Mana Types
- Every house has two mana types, which are called
primary and secondary.
- Almost all of a house's spells have equal or greater primary mana cost than
secondary mana cost. Exception: All of the 5-for-2 structure
mana generators cost 0+5 mana, using only their house's secondary mana.
Recruit Baseline Stats.
A hypothetical “nationless” recruit has the following baseline (unmodified)
stats:
These baseline stats are modified by the recruit's nation
ability and class.
Nation Abilities. Every
nation has a nation ability. All recruits of this nation automatically
gain the nation ability (no matter what house they're actually associated with).
Some spells can change a recruit's nation, in which case he immediately loses
his old nation ability and gains his new nation's ability. Some spells can cancel
a recruit's nation ability.
9 HP nations
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Recruits of these nations start with 9 maximum and current hit points
(instead of 7).
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Cyclopes (Body)
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Gargoyles (Justice)
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Misfits (Unmaking)
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Combat nations
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Recruits of these nations gain a 1-point damage bonus at the start of
every combat.
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+1 hand damage in combat
round 2.
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Imps (Abomination)
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Keepers (Death)
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Humans (War)
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+1 missile damage
in combat round 1.
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Elves (Life)
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Satyrs (Nature)
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Terrainwalk nations
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Recruits of these nations can enter, exit, and stand in the indicated
terrain safely.
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Mountainwalk.
These nations are not blocked by mountains or volcanos. (They still take
volcano damage.)
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Dwarves (Making)
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Shadows (Despair)
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Waterwalk. These
nations are not blocked by water, and do not drown in water.
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Djinni (Mind)
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Visions (Hope)
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Notes:
- Hit point changes. If a recruit changes from a 7-HP nation to a 9-HP
nation or vice versa, the recruit gains or loses maximum hit points
only.
- Hit point cap. However, a minion's current
hit points are always capped to its maximum hit points. If its maximum
hit points are reduced below its current hit points, its current hit points
are also lowered to be equal to its (new) maximum hit points.
- Multple attacks. If a combat-nation recruit has multiple
attacks of the proper attack
type in the specified round, all of those attacks will get the
damage bonus.
- Terrain-walk changes. If a recruit with terrainwalk changes to a
nation without terrainwalk while standing in that terrain, he'll suffer the
effects. (The Penumbra spell can drown an entire group of Djinni
or Visions over water by changing them all to Shadows!)
Analysis
What's the best nation
ability? There are many techniques to estimate this. Here are a few.
- By mana value. Find a spell that's roughly equal to your
nation ability. We have:
- Mountain Climb (1 mana), Water Breathing (1 mana). Conclusion:
Terrain walk is worth about 1 mana per group.
- Reaper (1+1 mana), Rangefinder (2+0 mana). Both of these spells have
two parts, (a) +1 damage for their host, and (b) +1 for the entire group,
in round 1 or round 2 only. We want to isolate (b). But we know that (a)
is worth 1 mana, c.f. True Aim, Vicious Strength. So (b) must also be
worth 1 mana. Conclusion: The combat bonus is worth
about 1 mana per group.
- Fortitude (3+0 mana). Conclusion: Having 9 HP is worth about
3 mana per group!
- So the mana value metric suggests that 9 HP is the best
nation ability.
- By head-to-head combat. As you know, in most games, your Horde will
collide with the enemy Horde at center town. Assume that both Hordes are completely
naked (i.e. no spells). Consider who wins.
- Any combat nation will defeat any terrainwalk nation, regardless
of initiative.
- Any 9 HP nation will defeat any combat or terrainwalk nation, regardless
of initiative.
- Conclusion: By this reasoning, 9 HP is a huge advantage! In general,
your opponent has to outrace you by 1 card in the first 6 turns just to
break even at center town.
Trivia
In Grehen's lore, which individuals
converted to a different house? Here's a partial list:
- The Imp Bloodspike converted from Abomination to Hope, and took the
name Heartsong. (Atonement, Unerring Focus)
- Ngozi's Human son Ozande converted from War to Justice, and became
a Justicar. (Nemesis)
- Ovo, Brass of the Sky, is a Vision who turned from Hope to Unmaking.
(Jumping Land)
- Fingle was a Dwarf who studied Chaos, and was exiled. After being
taken in by Misfits, he converted to Unmaking. (Fingle, Fingle's Folly,
Chaos Fog)
You can find other incidents by browsing the card flavor texts and the histories
of Grehen.
v2.20.00 Last updated 2009/03/26
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