Novice Training Orders
To (issue an order to) train a novice,
click its structure on the board to
open its town sidebar, then drag-and-drop the novice's button onto the desired
To untrain a novice, just re-drag it (to nowhere).
New Group of 2 New Recruits
Training 3 Novices in a Sanctum
(as Mystery mana, swordsman, archer)
Effects of Training Recruits
Effects of Training and Untraining Mana
Leaving Novices Untrained
Training Recruits. Any
structure that produces novices
can train them as recruits.
- Any class. You can train a novice as 1 of any class of recruit.
- To train a swordsman,
drop the novice onto the sword icon.
- To train an archer,
drop the novice onto the arrow icon.
- Max 8. You can train any number of recruits in each structure
each turn (up to the maximum of 8).
Effects of Training Recruits.
The new recruit appears immediately on the board.
- Commits novice. The novice is marked as committed.
- New group. If this structure's
square is unoccupied, then a
new empty recruit group
is created in the square, and your new recruit joins it. After this, the
square is occupied (by your new group). The group's
sprite immediately appears in the structure's square. You can target group
spells on this group in the same turn.
- Training is joining. If this structure's square already contained
a recruit group, your new recruit automatically joins that group. Some
spells prevent joining, so they also prevent this kind of training.
- New tile. Its recruit
tile appears in the left sidebar. You can target individual
spells on this tile in the same turn.
- Potent recheck. All members of the group in this structure immediately
recheck all potent spells.
Untraining Recruits. You
can cancel a novice training at any time during the player
orders phase, before you click Confirm Orders. Just re-drag it to nowhere
(i.e. drop it anywhere that isn't a training icon).
- Removes tile. This novice's recruit
tile immediately vanishes. Any individual
spells that you targeted onto this recruit are automatically uncast, and
refund their mana to your mana pool.
- Flushes group. If this novice was the sole recruit in a new group,
and the group is now empty, then the group's
sprite is immediately erased from the board. Any group
spells that you targeted onto this group automatically uncast, and refund
- Potent recheck. Otherwise, if a group still exists in this structure,
all members of the group immediately recheck
all potent spells.
Training Mana. Your Sanctum
can also train a novice as mana.
- House mana. You can choose only your house's 2
mana types. The other 4 mana training icons are disabled.
- Max 1. You can train only 1 novice as 1 point of mana per turn. After
you commit one novice as mana, both mana training icons are highlighted
(disabled), and ignore further drops that turn.
- Slow rate. Your Sanctum produces new novices slowly
(1 every 4 turns). Plan your mana path wisely!
Effects of Training and Untraining
- Credit. When you train a novice as mana, its 1 point of mana is immediately
added to your mana pool. You can use this mana to cast a spell this turn.
This is the standard way to cast a 1-cost spell on turn 1 of the game.
- Foreclosure. When you untrain a mana novice, its 1 point of mana
is immediately deducted from your mana pool. If you are at 0 current
mana in that mana type (because you already used that mana to pay for a spell
targeting), then your most recent spell casting
order that uses this mana type is automatically cancelled, which uncasts
that spell and refunds its mana cost.
Leaving Novices Untrained.
You can leave novices untrained as long as you want. Having a stockpile of untrained
novices is sometimes more advantageous than training them right away. Caution:
Some spells eliminate novices!
- The Popup Defense. When the opponent
is besieging one of your structures with an adjacent recruit
group, and is threatening to enter
and capture it, you can
stall for time by training 1 novice as a recruit each turn. This creates a
new group in the structure, which blocks non-friendly groups from entering.
- With init, fight. If you have initiative,
you must stand still and fight. You will probably lose, so this is
only a delaying tactic.
- Without, retreat. If your opponent has initiative,
then you can order your new group to exit the structure in any unblocked
direction (which avoids a combat at poor odds). Since your opponent moves
first, she will still bounce off your group's back, and be unable to enter
the structure. If you do this with enough groups of 1 recruit each,
you could eventually build up a substantial group adjacent to your town
that might even beat off your opponent's attack!
- The Turtle Defense. If your opponent has spells that can damage or
otherwise target recruits and groups, you can keep your strength in
reserve by leaving them as novices, which most spells cannot hurt in
v2.20.00 Last updated 2009/03/22