WotV Twitter.png

Basics of Game Play

Back to War of the Vales main

Basics of Gameplay

-Choose two generals. 1 for each Faction, or 2 for a single Faction.

-You will need at least one d10  to play as well as some form of counters. The game runs on d10’s for combat and counters to mark resources as "depleted"

-You'll need pen and paper to keep track of HP values for your units, or you can use d10 dice on the units themselves. Whatever is easier for you as a player.

-Players that choose the Elven Faction are limited to only being able to ally with the Half-Elf Faction.

-2 War Machine max in play.

-4 Structure max in play.

-50 card minimum Main Deck.

-20 card Resource Deck.

-12 card No Man's Land deck

-Bountiful Resource cards are limited to 2 and only 2 copies of each can be in a Resource Deck.

-Basic Resources are limited to 4 of the same copy.

-Resource cards are kept separately from main deck in the Resource Deck.

-You can choose to either draw from the Resource Deck or Main Deck each turn. Not both.

-Resources are kept in the Resource Zone.

-Used resources (depleted resources) are indicated by placing a counter on them.

-Whenever you play a new unit the unit must be brought into play anywhere inside Row 1 of the play area.

-4 copies of each standard card(S) are allowed. 3 copies of Exceptional (E). 2 copies of a Rare(R) and only 1 Fabled(F).

-Game is won when both of a player's Generals are defeated.

 

 

Initial Phase

-Generals are placed in the General Spaces. (The 2 center spaces in the bottom row/Row 1)

-Each player rolls a d10. The highest number rolled gets to choose which player goes first.

-Each player draws 5 cards from their main deck.

-Each player automatically puts one random resource card into play from their resource deck. (the player’s resource deck is shuffled and cut, then the top card is laid into the Resource Zone)

-No Man’s Land cards are chosen and placed

-No resource can be played during each player's first turn (random resource card takes the 1st turn Resource drop).

-Unlike most games the player who goes first DOES get to draw a card, but only from the Main Deck.

 

Turn Phase

-Rally-

Remove counters from depleted resources.

-Draw-

You can draw one card from either the Resource Deck or Main Deck. The player who goes first can draw on their first turn, but only from the Main Deck. There is a max hand size of 6.

-Put a Resource into play-

You can draw a resource from your resource deck and put it into play, or into your hand. There is a limit of 1 resource per turn that can be put into play.

-Formation-

During this phase you can bring any number of units, war machines and structures into play.

-Use General skills/Standard Unit skills-

You can choose to use one skill from your Generals or your Standard units. 1 skill per General/unit a turn. Magic unit's spells are considered skills, but they are used during combat and use the attack for the turn, not the unit skill use for the turn.

-Movement-

Each player can choose to move any number of their units. You can move and engage in combat during the same turn.

-Combat-

Players can engage in any number of skirmishes or none. (Unit Magic is also mainly done during the combat phase).

-Reinforcement-

Second phase to play units, war machines and structures.

-End Phase-

All players remove defeated units from the field, add the points values of defeated units to the score (if playing for a score victory), use healing magics, and correct any altered HP values. Discard is done during the End Phase. All debuffs/buffs from any source other than equipment  are nullified unless otherwise stated. HP values carry over every turn except for structures. Structures repair all HP at the end of the turn if they were not destroyed. All unused stockpile resources are drained.

Card Types

Units: The backbone of your army. Comprised of one, or two, different Factions. Each Unit/General typically has their own special skills and abilities that can help you win the game, so pay special attention to them. Do not underestimate the importance of even the most basic of units.

Structures: These can range anywhere from simple guard towers, walls all the way to an armory or other things. Structures give garrisoned units a special bonus and most Structures offer a radial bonus to your friendly units.

War Machines: Powerful machines that, once put out into play, can be devastating to your opponent. They cost a lot of Resources to bring out into the battlefield but are worth every bit of it.

Resources: They fuel your army/game. They can be depleted(by putting a depletion counter on them) to add resources to your stockpile. You can then use the resources in your stockpile to play the cards from your hand out onto the battlefield. All resources are not the same. Most have different bonuses for having multiple copies of the same resource in play, and some are Bountiful in nature. Giving double the resources and sometimes even specific bonuses to a specific Faction.

Equipment: Pieces of armor, weapons, or relics you can equip your units, or generals, with to give them boosts to their stats.

World Magic: Powerful magic that can be cast by the player at any time during game play. They follow the "last in, first out" rule.

Actions: Are cast during the player's turn and only during the player's turn unless otherwise stated by the card.

No Man's Land: No Man's Land is the area in between both armies. No Man's Land represents the wild world of Astevar. Anything can be inside of No Man's Land. From Wild Units, abandoned Resources, impassable obstacles, traps, and lost pieces of equipment. You'll never know what is there until one of your units discovers it.

Different Formats to Play

You can play 4 different format types in War of the Vales:

  • Standard- The base format for War of the Vales. All cards can be used in this format.

  • Barbarian- A format that allows only Units and Equipment. No War Machines or Structures.

  • Warlock- A format that allows only Units, Relics and World Magic. No War Machines.

  • Rogue- A format that allows only Units, Equipment and Actions. No War Machines.

Basic introduction to War of the Vales

Units, Structures, War Machines and Resources

Movement and Equipment

Combat and Magic

World Magic and Actions

No Man's Land

The prototype of the playmat used to play War of the Vales and first play testing pics!

TCG_PlayTest1_2.jpg
TCG_Playmat.jpg
TCG_PlayTest1.jpg

Update 1 ( 01/02/2021 )

I printed out the Factions at home and have started cutting and laminating the cards in order to get prepared for the upcoming play-test event at The Game Cache on the 23rd.

War of the Vales-Laminated-Back.jpg
War of the Vales-Laminated.jpg
War of the Vales-Unlaminated.jpg
War of the Vales-Faction Face.jpg
War of the Vales-Faction Printouts.jpg
War of the Vales-Faction Upclose.jpg

UPDATE 2

01/11/2021- I have 5 ready to play Play Test Decks ( Human, Elves, Orck, Halfkin, Basilin) 1 on deck to be put together (Dwarf) and only 3 more to put together. Gearing up for the play testing event at one of the LGS's in the area.

TCG_5 Playtest decks.jpg

UPDATE 3

01/18/2021-I have revamped the playmat in order to fit on standard LGS tables.

Revamped TCG Playmat.jpg

UPDATE 4

01/24/2021- Had a playtesting event at a LGS around here. It went well. There was no real negative feedback given. A few, maybe 2 or 3, more playtesting events and I will hopefully be ready to put this into a Kickstarter campaign...or some other crowd funding service.

War of the Vales Will and Me playing.jpg
War of the Vales Playing area 3.jpg
War of the Vales Playing area 2.jpg
War of the Vales Playing area 1.jpg