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Gameplay preview

Last post 05-08-2008, 2:38 PM by Laurish. 21 replies.
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  •  05-01-2008, 11:57 AM 1151510

    Gameplay preview

    I have found some feeback about the rules on a french site. Here is a try of translation (I'm french speaking, sorry for my english)

    It seems that there will be 2 types of information on the base

    * Rotation for tracking of the life points of the mini.
    * There is a second element that can rotate for tracking the ticks of the mini. (personal clock of the mini)

    Each character has his small personal clock which makes it possible to know when it will be able to strike again while the game has a principal clock which indicates the status of the game.

    Each action which a character can try are detailed on a card with the standard format of CCG, delivered with the figurine. An action is defined by a range which is expressed in a number of hexes, a quantity of dice to throw to determine the inflicted damage and a number of units of times which will be charged to the personal clock of the character.

    Therefore, in practice, when Ruby launches a Ball of Fire (3 ticks) on Gorebelly at the 4th time of the principal clock, the validity of the range is checked, we launch the dice to calculate the inflicted damage undervalued by a throw of dice for the armor,the clock of Ruby is advanced 3 times this means that Ruby will not be able to act again before time 7 of the principal clock.

    Therefore, to try to summarize , the figurines are provided with a base making it possible to follow the points of life and the tempo of the character and are accompanied by a chart defining the special capacities as to launch a fate, an axe, a scraping-knife or ... . The inflicted damage is the difference between the throw of attack and the throw of protection, knowing that there are the damage due to the weapons and those due to the magic and that there is a also a system of critical throw making it possible to do big effect such a paladin which launches a care when he makes a critical damage.

    There are additional charts of actions, which allow you to customize the capacities of each character giving a richness to the game.

    Another innovation holds in the construction of the armies. Finished the old-fashioned system of points of army to be played it into 300 or 500 points, from now on each player comes with a definite number characters, having each one a certain number of points of honor.

    Of course, how bigger are the characteristics of a mini how bigger will be his points of honor. As each player aims to mark as many points of victory than its characters cumulate points of honor, this means a system where three small minis can win against three large minis, since the objective to be reached will be less honor points.

    To finish all this small world moves on a hexagonal grid plated on a map made up of grounds which can block the line of sight, some terrain elements will give attack bonus like he hillc or in defense like the forest. Once all the points of life are lost the mini dies, but as everybody knows nobody dies in World of Warcraft and a dead character returns after two times on the principal clock.
    Arrows fly through the air, axes crush the unwary, and spells illuminate the landscape. From the forests of Ashenvale to the rolling dunes of Tanaris – Horde, Alliance & Monsters battle for domination!

    My wow mini blog: http://phildebwow.wordpress.com
  •  05-01-2008, 1:12 PM 1151621 in reply to 1151510

    Re: Gameplay preview

    seems they made combat rolls same as in WoW board game from Fantasy Flight Games....
    ie bunch of dice rolls for every attack)=

    My trades
  •  05-01-2008, 1:42 PM 1151681 in reply to 1151621

    Re: Gameplay preview

    The only thing I immediately didnt like about that was that dead minis come back to life. I'll wait to see how it actually plays out.
  •  05-01-2008, 2:04 PM 1151726 in reply to 1151510

    Re: Gameplay preview

    2039185:
    The inflicted damage is the difference between the throw of attack and the throw of protection, knowing that there are the damage due to the weapons and those due to the magic and that there is a also a system of critical throw making it possible to do big effect such a paladin which launches a care when he makes a critical damage.

    I don't get it exatcly. Do you think, there will be a hard target number? Like all 8's and more on a D10 are a hit? I mean, adding all dice together would be way to much.

    Btw: Thank you phildeb for keeping us informed. Your Blog is my #1 resource, keep it up!
  •  05-01-2008, 2:17 PM 1151749 in reply to 1151681

    Re: Gameplay preview

    thanks a lot for the translation. It was clear enough to  mostly follow what was said.

    Sounds like for a melee (weapon) attack the attacker rolls the number of dice it says for the attack, and the defender rolls the number of dice that his defense symbol says. The difference is how much damage is dealt if the attack number is more than the defense number.

    If an attack is a magic attack then the attacker rolls his dice for the attack, and the defender rolls his resist dice I think instead of his armor defense. Then compare to see how much damage is done.

    I have to say I like the attack system(I am one who enjoys throwing a bunch of dice), and the tick system for time keeping track of time. It sounds like the base for recordkeeping is generic, so it is just a matter of the correct color for the correct faction. It's still nice for record keeping though.

    The figures coming back to life does seem odd to me too, but I will give it a chance. I can see why they had to do it with the difference in point totals. The larger point force needs to kill more points worth of units to get the win, so they may need to kill the smaller units multiple times to get the win. Though it also sounds like there will be other objectives that can score victory points too.

    This game definitely has me excited.

  •  05-01-2008, 3:50 PM 1151844 in reply to 1151510

    Re: Gameplay preview

    As I see it there's no other way to balance a small honor point party with a larger than to have killed party members resurrected. And I must say I like it and will be eager to try the system out.
  •  05-01-2008, 4:57 PM 1151906 in reply to 1151510

    Re: Gameplay preview

    Very nice feedback.
    Oridean

    "Do I have to say more..."


  •  05-01-2008, 8:25 PM 1152201 in reply to 1151749

    Re: Gameplay preview

    you say you like throw bunch of dice? Then think about this - Draenei Paladin throw 4 dice for attack, minis like Ruby (casters) have armor 1, ie they will throw just one die for defense roll. They have just 5 hp - they will die 3/4 times from first attack from any melee class. Same for Draenei Paladin resistance roll vs Ruby magic attack - she roll 6! dices, and paladin only just two for his resistance! ie with this system you will kill opposing figures just with one roll (almost always).

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  •  05-01-2008, 8:51 PM 1152230 in reply to 1152201

    Re: Gameplay preview

    This is where Ruby player hopefully taps a  protector to  soak damage done?

    ps. don't forget that wowminis dice is supposed to have a crit roll capability? Read about this somewhere but don't quite know how this works in-game.

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  •  05-01-2008, 10:19 PM 1152274 in reply to 1152201

    Re: Gameplay preview

    1306780:
    you say you like throw bunch of dice? Then think about this - Draenei Paladin throw 4 dice for attack, minis like Ruby (casters) have armor 1, ie they will throw just one die for defense roll. They have just 5 hp - they will die 3/4 times from first attack from any melee class. Same for Draenei Paladin resistance roll vs Ruby magic attack - she roll 6! dices, and paladin only just two for his resistance! ie with this system you will kill opposing figures just with one roll (almost always).

    Thats what i tried to show. I dont think it'll work that way. Maybe there is some target number (like a 5 on a D10 what would be 50:50 chance) for all rolls. So Hodoon throws 4 dice e.g. (2,5,7,9) and scores three success' (5, 7 and 9). Ruby now has the chance to roll one die for armor to decrease the number of success' from 3 to 2. But those two will definitely hurt poor little Gemsparkle.

    That is a way the combats could be without having one-shots all the time!
    Similar results could be achieved be special dice. I read somewhere there will be special dice with the Crit symbol on it. Maybe there are also hit and miss symbols so you don't have to mess with numbers. But the system would be the same as above.

    Anyone out there that got hands on the game and can tell how this works?
  •  05-01-2008, 11:05 PM 1152287 in reply to 1152274

    Re: Gameplay preview

    Have to agree with Raketenmann, if you are rolling say 6d6 for an attack and a defender is getting 1 d6 to defend than with will wind up being a turtle game with players using pieces with the best range and nuking anything than comes within range.

    I would say if you are rolling 6 vs 1 than you would probally need 5 and 6 or 6 to count as a hit and each hit doing 1 damage and a 4, 5 or 6 to block 1 hit.

    Or if symbols on a d6 probally 3 hit symbols 2 block and 1 crit per die.  This acourse a guess but otherwise if it is 6d6 for 6-36 vs 1-6 reducation, that game would last for 1 or 2 matches than go into the closest forever and ever.

  •  05-01-2008, 11:21 PM 1152291 in reply to 1151510

    Re: Gameplay preview

    I'm pretty sure that the number on the stat card is not the number of dice you throw but a number that is added to the dice throw.
  •  05-01-2008, 11:24 PM 1152292 in reply to 1152287

    Re: Gameplay preview

    1098812:

    Have to agree with Raketenmann, if you are rolling say 6d6 for an attack and a defender is getting 1 d6 to defend than with will wind up being a turtle game with players using pieces with the best range and nuking anything than comes within range.

    I would say if you are rolling 6 vs 1 than you would probally need 5 and 6 or 6 to count as a hit and each hit doing 1 damage and a 4, 5 or 6 to block 1 hit.

    Or if symbols on a d6 probally 3 hit symbols 2 block and 1 crit per die.  This acourse a guess but otherwise if it is 6d6 for 6-36 vs 1-6 reducation, that game would last for 1 or 2 matches than go into the closest forever and ever.


    Not if you use intecept or stelth or burst-run or....

    {With prayer, and dentures, Omedus overcame his difficulties with cannibalism.}
  •  05-02-2008, 12:39 AM 1152321 in reply to 1152292

    Re: Gameplay preview

    True, however that will also depend on how far away intercept/charge will work.  Stealth in a table top game is not as good as in game, cause your oppenent will see you moving and AoE you if able.   After that if all figures a 1 shot targets, the game willl fail in short order.
  •  05-02-2008, 3:38 AM 1152376 in reply to 1152321

    Re: Gameplay preview

    I'm willing to bet after 2 years in developement they understand what they are doing.... UDE did a good job with the TCG, so lets try hold off on the wild speculations. This is supposed to be "THE BEST MINI GAME EVER".... capslock, cruise control to coolness
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