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Groups
A group is the fundamental game piece. It's the main unit you see on the board.
Most of your game play consists of moving your groups around.
Group Rules
Groups and Sprites
Minions and Groups
Group Types
Joining Groups
Entering Structures
Groups and Sprites.
- A group on the board always occupies 1 square.
- A group on the board is drawn as a sprite.
- A monster group's sprite shows the type
of the monster.
- A red or blue recruit
group's sprite shows its owner's nation (regardless of the nations
of the recruits in the group).
- A neutral recruit group's sprite shows the nation of the first
recruit in the group.
Minions and Groups.
- A group can contain a maximum of 8 minions.
- A group must contain at least 1 minion. When a group becomes empty,
it “dies”, and is removed from the game. Some spells react to this.
- Every minion always belongs to a group.
- Whenever a new minion is created in an empty square, a new group is automatically
created for it.
Group Types. A group's type is determined
by the type of the minions it contains.
- There are 3 types of groups in Sanctum.
- Recruit group. A group containing only
recruits (archers and/or swordsmen) is a recruit group.
- Monster group. A group containing only
monsters is a monster group.
- Minion group. Any group is a minion group (or simply group
for short). Recruit groups and monster groups are special cases of minion
group.
- A group never contains both recruits and monsters.
Joining Groups. Recruit groups can join each
other by moving into the same square. This tends to greatly increase their
combat power. Large groups of recruits become the strongest units in
the game, easily able to kill even the strongest monsters.
- Joining rules. Two groups may join with each other if:
- They are both recruit groups.
- They are friendly to each other (both red or both blue).
- They are both player-controlled.
- They don't exceed the maximum group size.
- Some spells prevent groups from joining.
- Bots can't join. A computer-controlled recruit group never joins
other groups. Some spells can cause your recruit groups to become computer-controlled,
even though they remain friendly. Some spells can create neutral recruit groups,
which are computer-controlled.
- Training is joining. When you train new recruits in a structure that
already has a group, your new recruits automatically join that group. Spells
that prevent groups from joining will also prevent this kind of training.
- Can't unjoin. There is no way to unjoin a group.
Once a group joins, its members must stay together. Some spells can remove
one minion from a group.
- Monsters can't join. Monster groups never join each other, unless
explicitly stated in the monsters' card text. Some monsters can join with
other monster groups of the same type.
Entering Structures.
- Only player-controlled recruit groups can enter and capture
structures. Some spells prevent recruit groups from entering structures.
- Computer-controlled recruit groups never enter structures. Unclear
whether they can return from off the board into a structure. Unclear whether
a structure can move under them.
- Monster groups never enter structures. They cannot return from off
the board into a structure.
- You win the game by capturing the enemy Sanctum, which is a structure. It
follows that only a recruit group can win the game. Monster groups
can never win the game by themselves!
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