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In the video game you can prepare for the coming battle by cast spells, etc. But in the card game you can’t do anything until after the enemies attack, and they always attack first. To simulate preparation allow the first hand of each encounter to be of any size, but at the end of the first enemy activation any cards over 6 must be discarded down to 6. This rule also replaces the Mulligans rule.
I know this isn't Guild Ball, but I had no idea where else to start it... I'll be honest. I F^*&&ING LOVE guild ball. Of all the tabletop games I've played (there are many), Guild Ball is easily my favourite. I play weekly, usually many games per week and the game just doesn't seem to get old. Which brings me to my question - are Steam Forged working on, or going to release a more combat-driven game in the future? I'm so enamored with the game system of Guild Ball that I would adore something similar in a more combat-driven game. I'd back that project in a heartbeat, and I'm fairly confident my friends would, too.
Maybe I am overlooking it but I can not find what the range increments are for spells. it is not listed in the core rule book that was included with the game. I have looked on a couple of different sites and have found answers to some of my other questions but not how far these spells can target things. I thought I saw 2 nodes as an answer, but cant seem to confirm that. If anyone knows can you link me to where that is answered. Thanks in advance.