Hello everyone! I will be updating this post as questions are answered and issues resolved.
So, with some of us being in the play test group for the Dreadmire expansion, and for the edification of us all, I thought I would set up this thread.
It's my intent to explain step by step how combat works, this being the one and only difficult thing about this game.
I'm not an expert, but I have a lot of game play under my belt and a history of explaining rules in an easy to understand fashion.
I really really hope that those that are more learned than I will chime in and correct any errors I make.
To make it simple, I'll be using card interaction examples to show the rule (as I understand it). There will be card specific resolutions, so check if you've encountered the same problems and got the same solutions.
I have simplified some of the text for the sake of expedience and have only done so when it doesn't sacrifice anything. My clarifications are in blue, the most pertinent info is in purple.
General note: You can never skip any of these steps, they happen even if there is no action to do during it.
Step One: Reveal Enemy
Step Two: Reaction
Step Three: Fight
Step Four: Advancement Phase
Step Five: Wrap-Up Phase
For "First Strike" effects, like the Swarmers and the Sparkjumper. follow all the rules for the Fight step, just skip the part about dealing damage simultaneously. If a card is dealt more damage than it's Hit Points, it doesn't get a chance to swing back. Two first strikers cancel out each other's ability, so combat is handled as normal.
If at any time a card's Hit Points are exceeded by it's Damage, it is killed. Check the steps of Fight for how that works. The rules say you only check for death in the Fight step, but this is contradicted in numerous places in examples and FAQ.
And that's it!
Hope this helps, hope I get a lot of feed back on it too!
So, with some of us being in the play test group for the Dreadmire expansion, and for the edification of us all, I thought I would set up this thread.
It's my intent to explain step by step how combat works, this being the one and only difficult thing about this game.
I'm not an expert, but I have a lot of game play under my belt and a history of explaining rules in an easy to understand fashion.
I really really hope that those that are more learned than I will chime in and correct any errors I make.
To make it simple, I'll be using card interaction examples to show the rule (as I understand it). There will be card specific resolutions, so check if you've encountered the same problems and got the same solutions.
I have simplified some of the text for the sake of expedience and have only done so when it doesn't sacrifice anything. My clarifications are in blue, the most pertinent info is in purple.
General note: You can never skip any of these steps, they happen even if there is no action to do during it.
Combat is broken up into the following steps
1) Reveal Enemy
2) Reaction
3) Fight
4) Advancement
5) Wrap-up
Step One: Reveal Enemy
- Players flip the first enemy in lane (the one closest to the troopers) face up (ignore this step if the closest enemy is already flipped up)
- If the enemy card as a REVEAL effect, it happens now (and it only happens when it is flipped face up, so ignore this effect if it's already face up)
- This REVEAL can ONLY be interrupted by a card that explicitly states it can be used in response to a REVEAL effect.
- Some cards (Pulsar Bomb and Shotgun) can cancel REVEAL effects (they don't happen at all), some cards just mitigate the damage suffered without cancelling the effect (Med pack and Medical Shuttle) and some do something else (Bio-Enhancer).
- Manticore Exoskeleton deals damage if the Reveal effect does damage
- Manticore Exoskeleton deals damage if the Reveal effect does damage
- Effects that happen at the beginning of each combat happen now (Regeneration)
Step Two: Reaction
- All players can play Special Abilities of cards in play and Instant Cards from their hands (you can only play Special Abilities from your hand if it's explicitly on that card). Generally if a card says "Once per round..." now is the time to use that card. This is NOT the only time Instants can be played.
- This is the step where your buddies can help you deal with enemies. This is also the step where they can play cards to help themselves before their turn.
- Telekinesis can be used to search their own discard pile for an item, they can then choose to use that item on you or themselves.
- Weapons Research and Armory Wave 2+ abilities don't have to target the currently active player
- Drop Ship can't be used during this step, it's lacking the Instant symbol
- Hi-ex Grenade can only be used in this step
- This is the step were you prevent damage you are going to suffer (Med Pack, Medics, Manticore Exoskeleton), this means it is never put on the Trooper card.
- This is the step where your buddies can help you deal with enemies. This is also the step where they can play cards to help themselves before their turn.
Step Three: Fight
- First Troop and First Enemy do their Power in damage to each other is dealt simultaneously (if there is damage reduction is play, factor it in now)
- Put a number of Damage Tokens on each card equal to the modified damage dealt
- Any card that is triggered by dealing damage is now applied or used
- Mk1 Ol Fashioned Chainsaw happen now
- Manticore Exoskeleton deals damage now
- Hyperion Assault Battery can be used now (if you did at least one point of damage), zero damage is not considered damage
- Defender Mk-IV Exo Suit can transfer some of the dealt damage to it's self now.
- Bile Slug burns it's opponent and deals the base damage
- Cerberus happens at the start of EACH Fight step (that means it happens multiple times in a combat)
- Any card that is triggered by dealing damage is now applied or used
- If the total number of Damage Tokens on a card is equal to or greater than it's Hit Points, it is killed. Troops and their equipped cards go to your discard pile, Enemies go to the encounter deck discard pile
- A card that is killed still have their effects happen
- Gore Mosquito can survive it's death if the trooper doesn't over kill it enough. If it is dealt 3 damage and kills it's enemy, it gains 2 hit points, bringing it up to 5 total hp with only 3 damage. If it is dealt 5 damage and it kills it's enemy, it gains 2 hit points, bringing it up to 5 total hp with 5 damage, which kills it for real this time.
- Gatherer still does it's damage to the base.
- Drone only does it's draw reduction effect once, but multiple Drones could cause you to lose multiple draws.
- Ajax Battle Suit still gives it's power bonus to remaining troops
- Experimental HPS Savior Armor keeps it's trooper alive for one more Combat, if the trooper killed the last enemy and is killed in return then it stays until the next round and then dies automatically at the end of the first Combat it fights in. There is no need to keep the armor on that trooper, it only dies if it fights.
- "Would be killed" and Burn do not count as kills, so effects that key off killing don't happen
- Survival effects happen if the card isn't killed (Deathspur, Swarm Caller)
- A card that is killed still have their effects happen
- If no one is killed, loop back to the top of the Reaction step and repeat. If at least one card is killed, go to the Advancement step.
Step Four: Advancement Phase
- Slide all cards forward until there is a card in both First Troop and First Enemy zones. You can't rearrange the card order during this movement, every things stays in it's relative position to each other.
- Start from the Reveal step until one or both sides is completely cleared.
Step Five: Wrap-Up Phase
- If there are no more enemies and you have at least one Trooper left, you are a bad ass and a winner.
- If there are no more troopers and you have at least one Enemy left, get ready for the hurt. Basically you'll get to do one last Hail Mary combat to stop them from eating your base
- Reveal the first enemy card (if it's not revealed) and complete it's effect if you can
- Reaction step, everyone has one last chance to play Special Abilities and Instants. Now is a good time for that Paratrooper.
- If a trooper is played then you start Combat all over again
- If the enemy is still alive after your best attempts to kill it, it does damage to the base equal to it's modified Power and is then discarded
- Repeat these steps for each enemy left in lane.
- If there are no cards left in play, you win the round. Kind of.
- This is when you do your trooper upgrades, if you're playing with the shiney heroes.
For "First Strike" effects, like the Swarmers and the Sparkjumper. follow all the rules for the Fight step, just skip the part about dealing damage simultaneously. If a card is dealt more damage than it's Hit Points, it doesn't get a chance to swing back. Two first strikers cancel out each other's ability, so combat is handled as normal.
If at any time a card's Hit Points are exceeded by it's Damage, it is killed. Check the steps of Fight for how that works. The rules say you only check for death in the Fight step, but this is contradicted in numerous places in examples and FAQ.
And that's it!
Hope this helps, hope I get a lot of feed back on it too!
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