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#1 Titeman

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Posted 15 October 2009 - 04:27 AM

I know they said the rules themselves will be quite a departure from Battlemist, but for those of us unfamiliar with it, what was Battlemist actually like?...


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#2 doc_cthulhu

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Posted 15 October 2009 - 06:52 AM

And is it (as I understand it) basicly Twilight Imperium Fantasy? Seems a bit odd as there's only 16 board pieces.

 


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#3 Hagard

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Posted 15 October 2009 - 08:59 AM

Battlemist Rules Summary:

Goal: Collect 5 (or was it 10?) Stars (Victory Point/ That can be used as MANA for Spells (more Stars = more Spells or more powerfull Spells)

 

Phase I (Council of Mages)

Replenish Stars

Draw 1 Actioncard (Handlimit 7)

The Council (Vote for Events 1Vote +1Vote per Big City)

 

Phase II (Economy)

Harvest (Get Resources in Areas you Control (have a Unit Present))

Recruit (Build Forces: Swordmen 1Wood 1Iron, Bowmen 2Wood 1Iron, Horsemen 1Wood 2Iron)

Place Units (Unitlimit 3 per Big City, 1 Per City)

HERO (you may build one Hero for 5Wood and 5 Iron in your Homeprovince)

Grey Guild (Buy one Star: Price Depends on Stars in your Possesion)

 

Phase III (Individual Phase) (i am not going to list more details for each phase)

(Roll Dice for Initiative)

You can send your Heroes on Quests (to find Stars)

Move Your Armys

Battle

Trade (Action Card) or Trade with the Union 3:1

Cast Spells (Cost Stars (but they replenish in the next phase)

 

Phase IV (Upkeep)

Per Unit pay 1 Grain

Per Horsemen 1 Iron (do not forget the Grain from Per Unit)

Per City / Big CIty  1Iron 1Wood

 

The Expansion added Sea specific things and new Victory Conditions (as well as more to do for your Heroes) (if i remember correctly)

 

So yes it felt like Twilight Imperium in a Fantasy Setting but now think more like

Twilight Imperium plus Warrior Knights plus Warcaft The Boardgame (The Joined Hexes to balance Resource Distribution thats why you only need 16 Elements (most are 2,3 (and some 4) Joined Hexes ) plus Game of Thrones (redundant because this is more like Twilight Imperium III plus Warrior Knights)

 

 

 

 



#4 Old Blue

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Posted 15 October 2009 - 09:08 AM

Mahalos for the summary



#5 Hagard

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Posted 15 October 2009 - 09:11 AM

a forgot that you could build towns and citys (cost as much as a hero (city must be build on town)

and every race had special abilitys (spells that cost stars to cast)

Like:

Song of Fire * (Wizard Council) Destroy 2 Resources of an Opponents Stockpile

Eyes of the Hawk *** (Before Battle) Your Archers may fire twice this Round

etc...

 

Fun to play.... but the Questing System was a bit dull (Simplyfied it was: draw a card...hooray a star...or resources..)



#6 Trump

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Posted 15 October 2009 - 09:21 AM

I just hope it's not even remotely like Quest for the Dragonlords (and I really doubt it'll be at all similar).  THAT is a real stinker of a game.



#7 Hagard

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Posted 15 October 2009 - 10:45 AM

A quick search resulted in

globetrotter-games.com/game/eBaMist.htm

so if you want to read the old rules head there

regarding Questing:

ok it was draw a card   if it is an artefact ignore it

if it is an adventure travel to the given destination or battle a monster

completed a quest- draw a card    if it is an artefact take it (travel back to your homeprovince)

it it is an adventure.... tough luck ... travel to the given destination or battle a monster etc....

 

ach   go read the rules....then read the description of runewars and you will gain more insight...



#8 Titeman

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Posted 16 October 2009 - 04:38 AM

Awesome.  Thanks for all the info!...


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Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup...




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