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A TCG/Tabletop Miniature War Game hybrid that combines the ability to customize a deck around your play style with the tactics and strategy needed to win a war game. From simple movement of units for flanking positions, to character stats, even down to rolling dice for combat.

 

 War of the Vales story line

Game Play Basics

If you'd like to read the latest version of the rule book click here.

Purchase Starter Kits/Decks

 

There are 9 Factions in War of the Vales. They each carry their own abilities and drawbacks. Which Faction will you choose to play as?

Elves

The main enemy of the game, the Elves' minds became corrupted and twisted, setting them on a crusade to bring the realm under Elvish control. The Elves have even been “cleansing” themselves of other Elven clans seen as useless to their crusade or enslaving other inhabitants deemed too useful to be outright obliterated.

 

Nobody knows why The Flux affected them in this way, or if this is just the beginning of something far more sinister. Only time will tell. Until then, the Elves will continue their ruthless crusade. Killing, enslaving, and pillaging.

Bonuses-

  • Wisdom of the Ages: Elves receive a +1 to their Magic Attack Roll (MAR).

  • Flux Rage: When at 5 HP or less Elves receive a +1 Attack Value and +1 Attack Roll.

Penalties-

  • Only able to be mixed with Half-Elf Faction or with Mercenary units.

  • Flux Struggle: All healing effects are reduced by 1. World Magic/Actions are not affected by this.

 

Humans

Humans are versatile and live nearly everywhere. After the Flux, a lot of humans had to flee the bigger cities and towns shared with the elves to start their own settlements, or to fortified cities that were largely human to begin with, or simply became rogues and nomads just trying to survive.

Bonuses-

  • May exhaust a max of 1 resource per turn for an extra resource. That resource does not replenish during your next Rally phase.

Penalties-

  • Human Frailty: All melee damage taken by humans is increased by 1.

Dwarf

Dwarves are hardy people who love a good laugh, a hardy pint, tinkering with gadgets and a good brawl. They are renowned blacksmiths and engineers. Spending most of their time in their mountainous homes, constructing new machines, mining precious resources, and minding their own affairs, only interacting with the other inhabitants to do trade and take care of random personal matters. The Dwarves were made aware of the Flux when waves of Elves swarmed their mining towns and cities. Killing all the Dwarves they could while taking the Dwarven settlements and mines for themselves. The Dwarves are more than eager to return the favor to the Elves for taking their homelands that have been in Dwarven society for ages.

Bonuses-

       • Engineer Mind: All Structures and War Machines cost 1 less Resources to play. Cannot lower RC to less than 1. This is a one-time effect and does not stack per Dwarven unit.

Penalties-

  • Weapon Preference: Can only use axes, hammers, maces, or crossbows. This includes all sizes of each weapon

 

Orcks

Orcks are a tribal civilization mainly found in the deserts of Astevar. With rules and social constructs like “only the strong survive” the Orcks thought nothing of the first few pushes by the Elves into their territories, able to brush them off. But as the time went on and the Elven armies got larger, more advanced, and the attacks got more brutal, the Orckish lands started falling one by one forcing the Orcks into an uneasy pact with the other races with the hopes of bringing a swift, yet violent, revenge towards the Elves for destroying their kin, homelands and to get the chance to take back and rebuild what was taken from them.

Bonuses-

  • Unflinching: -1 to all melee damage received

  • Berserk: Only once during any game when an Orck unit reaches 0 HP roll a d10:

  • 1-5: Death

  • 6-10: Orck unit gets +5HP, +1 Attack Value and +1 to all damage dealt. Berserk status stays in effect until Orck unit is killed. Any Orck units killed after entering the Berserk status are removed from the game entirely after death and cannot be resurrected by spells.

 Penalties-

  • Healing Magics cast by non-Orck or Goblin magic users is reduced by 1 points. World Magic/Actions are not affected.

 

Halfkin

Halfkins are happy-go-lucky people. Always looking for a reason to celebrate, make the best out of a situation, generally accepting of most other peoples though they tend to stay to themselves and not go out of their way to intermingle with the other races as they tend to get taken advantage of merely due to their small physical stature and hesitancy towards being violent but when pushed to their breaking point have no problems fighting back. The Halfkins were among the easiest targets for the Elves. The Elves came through swiftly and met little resistance as they took over the Halfkin lands and resources. Those that did not flee or get killed during the initial onslaught were enslaved by the Elves.

Bonuses-

  • Burst of Courage- For this combat phase the Halfkin unit receives +1 Attack Roll and +1 melee damage but skips their next combat phase.

Penalties-

  • Small Stature- Can only wear Light Armor(L) and use Small Weapons(S).

 

Grimalkin

The Grimalkin are a catlike race of people that are, for the most part, nomadic in nature. Only seeming to stay in one place and build a city if it is surrounded by vast resources and of strategic importance to their trade routes. Due to their cities usually being so secluded and generally spread out, only bands of traveling merchants and other wandering Grimalkin tribes were running into the Elves after the Flux happened. Those that survived managed to make it to the cities, but their stories were brushed off as one-off encounters, until the Elves made their way to the first few major Grimalkin cities and took them by force. Now the Grimalkin stand with the other Factions to protect their homelands and very way of life.

Bonuses-

  • Agility- All melee attacks made against Grimalkin’s suffer a -1 Attack Roll.

Penalties-

  • Lay about: If a Grimalkin unit does not move during the Movement Phase, they skip their next Movement Phase.

 

Goblin

Goblins are usually seen in the mountains, hills, and swamps of Astevar trying to squeeze out an existence. Or in Orckish settlements as slaves or second-class citizens at best. The Elves saw goblins as a plague on the world and went to great lengths to get rid of them, wherever they might reside, even before the Flux. The Goblins have banded together with the other races out of fear, self-preservation, and the hope they can continue to exist just for one more day in this new world.

Bonuses-

  • Sneak Attacks: When attacking from the rear Goblins get an additional  +1 to melee damage dealt.

Penalties-

  • Fight or Flight: When first attacked (does not stack from each attack by the same unit) roll a d10:

  • 1-4= Goblin Unit Flees to closest adjacent available empty space. If there is no available space the Goblin unit skips their next combat phase out of terror.

  • 5-10= Goblin Unit stands their ground

 

Basilin

Basilin are the reptilian people of the far away jungles, deserts, and plains of Astevar. Hardly touched or encroached upon by the other Factions, save for the Grimalkin whose traveling merchant caravans seem to reach everywhere and the Orcks who share the deserts with them. But the Elves began pushing deeper and deeper into the jungles, picking off small Basilin settlements and caravans. The Elves also began using long forgotten underground Dwarven roads to gain access to the Basilin desert cities, coming up through the sewers at night to bring chaos and destruction to the Basilins. The Basilins emerged from their remote homelands to push back the invading Elven armies.

 

Bonuses-

  • Regeneration: During the End Phase of your turn Basilins regenerate +1 HP.

Penalties-

  • Cold Blooded: Any source of Fire or Ice Damage is increased by 1 point.

Half-Elf

Half elves got it especially hard during The Flux. Not being fully affected by it, they avoided the massacres that followed shortly after due to the elven blood that runs through their veins, but they had to watch friends and loved ones fall all around them in various cities and settlements as the Elvish attacks began. This is the main reason the Half Elves have joined with the other Factions. While most resisted The Flux, there were some that fell victim to it as well and joined their full-blooded kin in their crusade. Most of the Factions are wary of Half Elves, often thinking they are just one day away from falling victim to The Flux as well, causing unneeded tension and distrust.

Bonuses-

  • Inherited Resistance: -1 to all MR rolls.

  • Integration: Half-Elves can be a part of the Elvish Faction

Penalties-

  • Mixed Blood: -1 to healing spells and effects from non-Elven sources. World Magic/Actions are not affected by this.

Basic Unit Card Example/Explanation

Attack Value (AV): The amount of damage a unit does upon a successful attack.

Defense Value (DV): When your unit is engaging in combat with another unit, this is the number you need to roll above on the AR(Attack Roll) in order to hit the unit. During the DR(Defense Roll) you must roll below this number to have a successful defense.

Magic Defense Value (MD): When a unit is targeted by Unit Magic, this is the value you must roll above to "hit" on the MAR(Magic Attack Roll). The unit then gets a MDR(Magic Defense Roll) and if the roll is below the unit's MD the spell fails.

Hit Points (HP): The amount of health your unit has. Once this reaches 0 the unit is destroyed/killed.

Point Value (PV): Point Value of the unit. When the unit is destroyed this Point Value is added to your score. Typically only 70 points are needed to win, or when both Generals are destroyed.

Abilities: These are innate abilities that each Faction has along with Weapon and Armor limitations. Each faction has their own unique set of Abilities and each unit has their own weapon/armor restrictions.

Skills: Each unit has their own set of skills. Some of these need to be announced during the Skills Phase of the game, while some of these are constant skills, which are always in effect.

Resource Cost: This is the amount of Resources it costs to put the unit, structure, equipment, relic or war machine into play. Or to play the World Magic or Action.

Equipment and Relic Examples

Equipment is split up into Armors, Weapons and Relics. Armors and Weapons are further defined by classes while Relics are freely used.


Armor: L-Light M-Medium H-Heavy and Universal-can be used by any unit as long as the type matches their armor restrictions.

                      

Weapons: Type: Sword/Hammer/Polearm/Axe/Bow/Crossbow 

                  Size: S-Small M-Medium L-Large and Universal-can be used by any unit as long as the type matches their weapon restrictions. Large Weapons require both hands to use and therefore another weapon, or shield, cannot be equipped by a unit with a Large weapon equipped.                                                                                                                                                                         

World Magic and Action Examples

World Magics are spells that are cast by the player that can be played at any point during the game. They resolve in the "last in, first out" method.
Actions can be played only during a player's turn and also resolved in the "last in, first out" method.

Resource and Bountiful Resource Examples

Resources are what the players use to keep their Factions going. There are two types of Resources: Basic and Bountiful

Basic Resources are the backbone of your Faction. They each provide not only a Resource, but a special bonus applied for having multiple copies of each Resource out in play.

Bountiful Resources are special/unique Resources that add more Resources to your stockpile once depleted, but also have extra bonuses all of their own that typically are geared towards specific Factions or something unique only found by playing with that specific Bountiful Resource.