Relations
Semantics
Relations: Monsters that Hunt One Group
Relations Off the Board
Spells for Relationships
What spells create Relation monsters?
Semantics
Relations: Monsters that Hunt One Group.
The Sanctum: Oppositions expansion set introduced the game concept of
relations. In general, a relation is a special behavior between two specific
groups, such that they notify each other of significant events. More
specifically, this idea was used to define a hunter relation, where one
group tends to hunt the other group, that is, move toward it by the shortest
path. Oppositions defined 3 new monster types that use different variations
of the hunter relation.
For now, a relation group is a monster group that hunts (or is hunted),
and a relation spell is the spell that creates such a monster group.
The following rules apply to relations:
- Host group. Each relation spell is targeted on a recruit group. This
group becomes the host group.
- Monster group. Each relation spell creates a separate monster group.
- Hunting behavior. Either the monster group hunts the host group,
or vice versa. The hunting group always takes the shortest possible route
toward the host group.
- It's still a monster. The monster group will fight any hostile
groups it meets along the way, just like a normal monster does.
- Bereavement. When the host group dies, or is dispelled, the monster
group performs a bereavement action. Each monster has a different action,
as explained in its text.
- Only one on a group. Two groups with the same type of relation spell
cannot join each other. However, a group with any relation spell can join
a group that doesn't have it. Relations currently must be 1-to-1. Many-to-1
relations aren't handled yet.
Relations Off the Board. Relations interact
curiously with boardhops, because the relation concept
of notify significant other of events conflicts somewhat with the
boardhop concept of no events while you're off the board. The following
additional rules apply.
- Hunt the departure square. If the hunted group leaves
the board, the hunter group continues to hunt that group's departure square.
- Bereaved from afar. If the host group gets removed
while off the board, the monster group is bereaved normally.
- Bereaved while away. If the monster group is bereaved while it
is off the board, it generally applies its normal bereavement action, except
when this would be unsafe.
Spells for Relationships
What spells create Relation monsters?
Spell
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Monster Behavior
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Host Behavior
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Bereaved
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Alabaster Guardian
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player-controlled or seeks host group
|
player-controlled
|
player-controlled
|
Tindelhunden
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Hunts target group
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player-controlled
|
Suicides*
|
Questing Beast
|
Avoids combat
|
Hunts Questing Beast
|
Goes free
|
- Alabaster Guardian: This monster is friendly to its host group. As
of Sanctum 1.60, Alabaster Guardian is player-controlled as long as it's close
to its host group, otherwise it seeks its host group. When bereaved,
it becomes player-controlled.
- Tindelhunden: This monster group is always hostile to its
host group, and will automatically change sides as necessary to ensure this.
When bereaved, it is removed
from the game. If it kills its host group in combat, it will promptly
remove itself! It is like a one-shot guided missile.
- Exception: If a Tindelhunden group is bereaved
while off the board, it goes free
instead! This means it simply becomes a normal monster group. Rationale:
A group off the board is inside a boardhop container, and there
isn't yet a way to safely remove a group from the game while it's inside a
boardhop.
- Questing Beast: This monster group turns the usual hunter relation
around: It becomes the quarry, and its host recruit group becomes the hunter!
When bereaved, a Questing Beast goes free, and thereafter it's just like any
other (fairly weak) monster. You can be killed in combat by a free Questing
Beast!
v2.10.00 Last updated 2005/08/05
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