Groups
A group is the fundamental game piece. It's the main unit you see on the board.
Most of your game play consists of moving your groups around.
Groups and Sprites
- A group on the board always occupies 1
square.
- A group on the board is drawn as a sprite (draggable image, with
movement and combat animations).
- A monster group's sprite shows the type
of the monster.
- A red or blue recruit
group's sprite always shows its owner's nation
(regardless of the nations of the recruits in the group).
- A neutral
recruit group's sprite shows the nation
of the first recruit in the group. If the first recruit
changes nation, or another recruit becomes the first recruit, or the
group gains or loses neutrality, it promptly redraws its sprite to
match!
- A group sprite is a valid spell
target.
Group Attributes
Groups and Sprites
Group Types
Minions in Groups
Group Dynamics
Ownership (Means They Fight for You)
Player's Group Sequence
Control (Means They Listen to You)
Player-controlled
Computer-controlled
Ownership Does Not Imply Control
Joining Groups
(You Can't) Split Groups
Occupying Structures
Group Attributes
Group Types. A group's
type is determined by the type of the minions it contains.
- There are 3 types of groups in Sanctum.
- Recruit group. A group containing only
recruits (archers and/or swordsmen)
is a recruit group.
- Monster group. A group containing only
monsters is a monster group.
- Minion group. Any group is a minion group
(or simply group for short). Recruit groups and monster groups
are special cases of minion group.
- A group never contains both recruits and monsters.
Minions in Groups
- Max 8. A group can contain a maximum of 8
minions.
- Min 1. A group must contain at least 1 minion.
When a group becomes empty, it “dies”, and is removed from the game. Some
spells react to this.
- Containment. Every minion always belongs to a group.
- Auto-create. Whenever a new minion is created in an unoccupied
square, a new group is automatically created for it.
Group Dynamics
Ownership (Means They Fight for You). Every
group on the board is owned by exactly one player
at all times (which could be the neutral
player). Equivalently, we say that the group is on its owner's side,
e.g. in the card text phrase Group joins caster's side. Some
spells temporarily change ownership of a group.
- Dot color. A group always shows its owner's group dot color.
- Friendly. A group is friendly to all
other groups who have the same owner.
- Hostile. A group is hostile to all other groups who have a
different owner.
- Exception: Neutral
groups are always hostile, even to each other!
- Some monsters are always hostile to all other groups, even if they
have the same owner.
- Fights for. A group always fights
for its owner's side, i.e. against all hostile groups.
Control (Means They Listen
to You). Control means the ability to issue movement
orders to a group you own.
- Player-controlled. A player-controlled
group accepts your movement orders during the player
orders phase, and executes them faithfully during the movement
phase (unless they get overwritten
before then by another game effect). Friendly recruit groups are usually
player-controlled.
- Computer-controlled.
A computer-controlled group is an autonomous agent. During the player
orders phase, it ignores you, and you cannot issue any movement orders
to it. During the movement
phase, it calls its own bot (AI for
movement) to overwrite its own movement
orders. Monster groups and neutral recruit groups are usually computer-controlled.
A skillful player can anticipate her own computer-controlled groups' behaviors
to indirectly influence their movement through judicious placement and timing.
Ownership Does Not
Imply Control. Ownership (whether they'll fight for you) and
control (whether they'll listen to you) are orthogonal concepts. Gaining
one does not automatically grant the other. In the real world, many cats
and some dogs are owned but not controlled! All card texts of spells
that affect either property always specify exactly what you get. For example:
- Changes both: Group joins caster's side, and becomes
player-controlled. If the group
had a bot, its bot is suspended as long as your
spell takes precedence. When your spell leaves play, the group's previous
bot is restored!
- Changes ownership only: Group joins caster's side /
becomes neutral
(but keeps previous control by computer or player).
- Changes control only: Group becomes computer-controlled,
and ...
Joining Groups. Recruit
groups can join each other by moving
into the same square. This tends to greatly increase their combat
effectiveness. Large recruit groups become the strongest units in the game,
easily able to kill even the strongest monsters!
Occupying Structures
v2.20.00 Last updated 2009/03/23
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