Mechanics:
Sword and Sail is a strategy and chance card based game. The
chance part of the game comes from the 16 randomly shuffled land cards that
allow you to play your infantry on the map. These cards also can tilt the
balance of power extremely easy between players, they can allow you to
reinforce your troops or cause a distraction to the other players in your
favor.
The space on Sword and Sail is a 2D card based strategy and
chance game. However the players who may or may not want to prolong the battle
or end it in a swift attack control the game space. The cards being drawn to
allow action on the field are also constantly changing the space.
Objects, Attributes and State:
The objects in the game are 14 land cards, which are placed
in the center and reshuffled once the cards are all used and the game is still
going on. 1 Game board of the map of countries and state to control the
territory. 210 cut outs of an army, but each player receives 30 infantry tokens
and 12 ship tokens.
Actions:
Players turns are broken into 3 actions steps everything
consumes 1 action point (AP) to do so. By
using a Card drawn from the middle the player used 1ap and places a troop on
the field. If he or she chooses to move his infantry to the next space that to
also costs 1ap. In that fashion players are able to frequently able to harass
another player from completing his goal while you try to accomplish your own.
Resultant Actions:
Because the game
revolves around empire domination players will try to hinder another’s player
by blocking movement into another location using their armies or go into war to
claim a territory. War has its befits
and negative aspects to. The good thing is you killed his army and now can
claim the state, however the bad part is by taking out his army you also lose a
portion of the army you attacked with.
The skill of the game comes how you can manipulate
situations into your favor. Again this is a war-based game where you always
want to stay a couple steps ahead of your opponent and make battles fall into
your favor. A simple version of chess and risk would be best to describe the
skill needed to play this game.
Ty making a move before I crush his puny attempts of world domination
Our armies scattered through out the map
Army slowly moving into play
This was a fun game to play. It had some broken mechanics but we found that if we tweak two rules the game would last longer and be easier to do combat with each other. The game seems more ideal for 3 or more players playing at a time. But by tweaking two rules when battling for a territory we can move two armies for the
cost of 1 AP and also if it’s a two player game you need to control two
counties in order to win.
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