Structures
A structure represents a city or habitat where people live. In game terms,
a structure has the following properties:
- Position. A structure occupies 1 square on the board.
- Ownership. A structure can be captured. Thereafter, it generates
its output for its new owner.
- Generator. A structure generates mana, novices, and recruits.
Structures
Types of Structures
Sanctum
Town
Colony
Structure Rules
Plains Terrain and Square Dispel
Capturing Structures
Novice Production
Special Rules for Sanctum Entrances
Spells That Create, Destroy, and Capture Structures
Which spells create a colony?
What spell combos can create a town?
Which spells can destroy colonies?
Which spells, or spell combos, can destroy towns?
Which spells can capture structures?
Which spells cause structures
to move?
Structures
Types of Structures. There are
3 types of structures in Sanctum.
Structure Type
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Novice Rate
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Mana
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Train Recruits
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Train Mana
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Sanctum
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1 per 4 turns
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* per turn
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swordsman, archer
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2 house types
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Town
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1 per 2 turns
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1 per turn
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swordsman, archer
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no
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Colony
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1 per 2 turns
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1 per turn
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swordsman, archer
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no
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Sanctum. A Sanctum
is a player's home fortress. You win
the game by capturing your opponent's Sanctum.
- The plural of sanctum is sancta.
- The red
and blue players begin the game with 1 Sanctum each.
- Sancta are never unowned. (The only way you can lose your Sanctum is by
having your opponent capture it, which ends the game.)
- A Sanctum can train its novices as
mana.
- A Sanctum is not a spell
target. It cannot be targeted by any square spells, structure spells,
or terrain spells.
Town. A town is a permanent
habitat.
- Every game begins with 4-6 neutral
towns on the board.
- A town is a valid spell target
for structure spells.
- Some spells can destroy friendly towns. No spells create towns directly.
Colony. A colony is
a vulnerable habitat. Every colony always has the following helper
spell:
Colony
When this spell expires, or is dispelled, the colony is destroyed.
- A colony is always created from a spell. It may be neutral
or owned, depending on the spell.
- A colony is a valid spell target
for structure spells.
- Every game begins with no colonies on the board.
- Some spells change a colony to a town, or a town to a colony.
Structure Rules
Plains Terrain and Square Dispel.
A structure always has plains terrain.
It is immune to all terrain-changes.
- When a structure is created, it dispels all spells in its square, and changes
its square's terrain to plains.
Capturing Structures.
At the start of a game, the only structure you own is your Sanctum. If you want
more, you'll have to capture them.
- Each structure checks for ownership at the start
of each turn.
- During this check, if a recruit group
hostile to the structure's owner is in the structure's square, then
that group's owner captures the structure.
- When you capture your opponent's Sanctum, you win
the game!
- When you capture a town or colony:
- Ownership. The structure changes its
ownership to you.
- Color. The structure is redrawn in your side's color.
- Eliminate novices. All novices in the structure are eliminated.
- Reset turn count. The structure's
novice turn count is reset to its novice
rate.
- Choose mana. You immediately choose
the structure's mana type
for its 1 point of mana per turn.
- Any mana type. You may choose any of the 6 mana types.
You aren’t restricted to your house’s
2 mana types. This is the main way to “splash” 1 point of a
3rd mana type into your deck, to gain access to a wider
range of spells.
- Unchangeable. Once you've chosen a structure's mana type,
you cannot change your choice later. It is fixed for as long as you
own this structure. (Of course, if you lose the structure and then
recapture it, you'll get a new choice then.) Some spells temporarily
change a structure's mana type.
- Town mana display. Each town or colony displays its current
mana production at the top of the town sidebar. (Click the structure
on the board to open its sidebar.) This includes its own 1 point of
mana, plus all mana produced by all active
spells on this structure (only).
Novice Production.
Every turn, all owned structures update their novice production. Exception:
Structures that were captured this turn skip this step, since they have already
reset their novice turn counts.
- Turn count. Each structure shows a novice
turn count, which is the number of turns remaining until this structure
will produce its next novice.
- Decrement. At the start
of each turn, each structure (that was not captured this turn) decrements
its turn count by 1.
- Add novice. If this reduces the turn count to 0, and the structure
is not full, then:
- 1 novice of the structure owner's
nation
is added to that structure;
- The structure's turn count is reset to its novice
rate.
Special Rules for Sanctum Entrances.
A Sanctum entrance is one of the 4 squares orthogonally adjacent to each Sanctum.
(You are a powerful Mage, so your Sanctum is a vast, sprawling piece of real
estate.)
- Not a structure. It doesn't count for any game effect that counts
structures.
- No ownership. It cannot be captured. You just move through it.
- No production. It doesn't produce any novices or mana. It doesn't
train recruits.
- Always plains. It always has plains
terrain, and is immune to all terrain-changes.
- Untargetable. It is not
a spell target. It cannot be targeted by any square
spells, structure spells, or terrain
spells.
- Uncolonizable. A colony cannot be created on
a Sanctum entrance by any means.
In some regards, Sanctum entrances are just like normal squares.
- Monsters and computer-controlled
groups can enter Sanctum entrances. They can return from off
the board into them.
- Spells that pick random squares can pick Sanctum entrances.
Exemplar: Bolt of Somersaults can teleport
a group onto an enemy Sanctum entrance.
Spells That Create, Destroy, and Capture Structures
Which spells create a colony?
- Civilize, Found City: These spells create a neutral colony.
- Dracha, Encampment, Settlement: These spells create a colony owned
by the recruit group's owner.
- (Ghost Town:) This spell changes a town to a colony. That's similar
to creating a colony.
What spell combos can create
a town? No spells create a town directly. There's only one spell
combo that does it:
- Colony-creation spell + Auberol's Grace: Auberol's Grace changes
a colony to a town. Creating the colony first is up to you.
Which spells can destroy colonies?
In general, any spell or effect that dispels all spells on a structure will
automatically destroy a colony (because that's what the Colony helper
spell says will happen).
- Ancestral Home, Entropia, Gogar's Wrath, Maelstrom: These spells
destroy a targeted colony.
- Earthquake: This spell destroys all colonies adjacent to its target
square.
- Justicars: This spell destroys every colony that its recruit group
enters.
- The Unmagicking: This spell destroys all colonies on the board.
- (Encampment:) This spell is a conjuration. When it expires, it automatically
destroys its own colony.
Which spells, or spell combos,
can destroy towns? Towns are much harder to destroy than colonies.
- Gogar's Wrath, Maelstrom: These spells destroy a friendly
targeted town only. You can't cast them on neutral or enemy towns.
- Ghost Town + untargeted dispel: This combo first changes 1 or more
enemy towns to colonies, then uses the colony-destroying spells to finish
them off. Since Ghost Town itself prevents you from targeting the colonies
further, you must use an untargeted dispel, which means Earthquake, Justicars,
or The Unmagicking. All of those are very far from Ghost Town's mana path
(and deliberately so).
- (Seelie Court + The Unmagicking): This combo casts Seelie Courts
on 1 or more enemy towns, waits until they're all off the board, and then
casts Unmagicking to strand them there. This does not actually destroy
the towns. But it does deny their novices to your opponent, which is usually
enough to win.
Which spells can capture structures?
- Change of Heart: Instantly captures a neutral
town or colony.
Which spells cause structures
to move? Note: Currently, structures never actually move.
The game engine simulates structure movement by destroying the original
one, and creating a new one.
- Ancestral Home: Whenever the owner trains recruits in this town,
the town moves!
- Defensive Pact: When it executes, a random friendly town
or colony moves to the target square!
v2.20.00 Last updated 2009/03/27
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