Difference between revisions of "Area"

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(Edited to introduce new capture rules.)
 
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Each player initially controls 4 '''areas'''. Characters are placed on areas and combat occurs on areas, also they usually provide energy or have special abilities. They often have [[Initial energy]] and [[Restore energy]] abilities. They are put into play before the beginning of the game.  
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[[Area]]s are the locations that [[character]]s, [[installation]]s and [[tool]]s exist in and [[Movement_action|move through]]. In addition, they usually provide energy or have special abilities. They often have [[initial energy]] and [[restore energy]] abilities.
  
Areas are [[card]]s and have no additional properties. They are also [[permanent]]s. They have an [[implied ability]]: ''This is not effected by any effect or action that does not explicitly effect Areas.''
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Areas are [[card]]s. They are not considered [[permanent]]s and they can never be played during the [[game]] and while they have toughness, they cannot be (truly)destroyed, so they can never exist anywhere except [[in play]].  
  
There one exception [[No Man's Land]] is an area that is not a card. No Man's Land is in the center of the table between the areas controlled by each player. It is adjacent to the outer-most area of each player.
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A standard [[deck]] has 6 areas. 4 of these can be any area that shares a [[faction]] with the decks leader and the other 2 must be {{c|Wasteland}}s. The {{c|Wasteland}} is an area that has very limited abilities and is used in the game to provide move space to move without providing a significant amount of extra resources. A deck normally has 2 Wastelands, but using more could make for a longer more spacious game (but that would not be "official").
  
Each [[player]] chooses 3 areas that are played with a deck and 1 area that must be the [[generic area]].
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== Playing Areas ==
  
At the beginning of the [[game]], each player lays out their areas in any arrangement. For instance, a player could layout there areas in any of the following ways:
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At the beginning of the [[game]], the areas for the game are put into play as follows:
  
<html>
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# Beginning with the [[aggressive player]] and progressing in [[turn]] order, each player puts an area into play neighboring another area, if an area is already in play.
<table border="1">
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# Beginning with the [[aggressive player]] and progressing in [[turn]] order, each player puts an area into play neighboring an area they control.
<tr>
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# Repeat step 2 until all areas have been played.
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
</tr>
 
</table>
 
<table border="1">
 
<tr><td style="border: 2px single">A</td></tr>
 
<tr><td style="border: 2px single">A</td></tr>
 
<tr><td style="border: 2px single">A</td></tr>
 
<tr><td style="border: 2px single">A</td></tr>
 
</table>
 
<table border="1">
 
<tr>
 
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
</tr>
 
<tr>
 
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
</tr>
 
</table>
 
<table border="1">
 
<tr>
 
<td style="border: 2px single">A</td>
 
<td style="border: 2px single">A</td>
 
</tr>
 
<tr>
 
<td style="border: 2px single">A</td>
 
<tr>
 
</tr>
 
<td style="border: 2px single">A</td>
 
</tr>
 
</table>
 
</html>
 
  
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== Capturing Areas ==
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Areas, much like permanents, have Toughness, and can be damaged. However, when an area would be destroyed, the player whose action just damaged it gains control of it and removes a damage [[counter]] from it instead. This occurs even if the area is [[drained]].
 
[[Category:Glossary]]
 
[[Category:Glossary]]
{{Needs work}}
 

Latest revision as of 12:04, 6 January 2008

Areas are the locations that characters, installations and tools exist in and move through. In addition, they usually provide energy or have special abilities. They often have initial energy and restore energy abilities.

Areas are cards. They are not considered permanents and they can never be played during the game and while they have toughness, they cannot be (truly)destroyed, so they can never exist anywhere except in play.

A standard deck has 6 areas. 4 of these can be any area that shares a faction with the decks leader and the other 2 must be Wastelands. The Wasteland is an area that has very limited abilities and is used in the game to provide move space to move without providing a significant amount of extra resources. A deck normally has 2 Wastelands, but using more could make for a longer more spacious game (but that would not be "official").

Playing Areas

At the beginning of the game, the areas for the game are put into play as follows:

  1. Beginning with the aggressive player and progressing in turn order, each player puts an area into play neighboring another area, if an area is already in play.
  2. Beginning with the aggressive player and progressing in turn order, each player puts an area into play neighboring an area they control.
  3. Repeat step 2 until all areas have been played.

Capturing Areas

Areas, much like permanents, have Toughness, and can be damaged. However, when an area would be destroyed, the player whose action just damaged it gains control of it and removes a damage counter from it instead. This occurs even if the area is drained.