Combatants face challenges beyond mere fights. Hated Critters, lurking monsters, hidden traps—everything conspires to kill them.
A level refers to a mission in the campaign or a scenario in the arena. Levels detail the setup in which the player is situated, including start resources, start positions, traps, NPC locations, obstacles, and spawners. Each level is comprehensively described on the level sheet within the campaign storybook or the arena scenarios, providing all the necessary information to set up and play.
A level refers to a mission in the campaign or a scenario in the arena. Levels detail the setup in which the player is situated, including start resources, start positions, traps, NPC locations, obstacles, and spawners. Each level is comprehensively described on the level sheet within the campaign storybook or the arena scenarios, providing all the necessary information to set up and play.
Events
At any moment, anything can happen. Bridges can collapse, more Critters can emerge, or even evolve into something bigger. The arena is full of surprises, constantly keeping combatants on edge.
Events are played randomly in missions or scenarios, introducing dynamic elements to the game. Each event has specific activation requirements, a duration, and a unique effect. They are triggered by the campaign story, traps, or other events, and can significantly alter the progression of the story, NPC behavior, and their numbers. These cards ensure that each playthrough is unique and unpredictable.
When an event cooldown finishes, it is returned to the events deck, reshuffled, and made available for further use.
Events are played randomly in missions or scenarios, introducing dynamic elements to the game. Each event has specific activation requirements, a duration, and a unique effect. They are triggered by the campaign story, traps, or other events, and can significantly alter the progression of the story, NPC behavior, and their numbers. These cards ensure that each playthrough is unique and unpredictable.
When an event cooldown finishes, it is returned to the events deck, reshuffled, and made available for further use.
Tiles
Each smallest step requires meticulous planning and control, as one wrong move can lead to devastating consequences.
The tile grid is directly drawn on the map, creating a discrete space for the game environment. In addition to the map, free tiles are hexagonal components placed on top of marked hexagons on the map. The specific tiles used and their arrangement are defined by the level sheet, particularly the wave order or map visualization.
Some tiles represent static obstacles or terrain features and are one-sided. Others are double-sided, containing hidden traps or features on the reverse side, adding an element of surprise and strategy to the gameplay. This combination of fixed and free tiles creates a dynamic and versatile playing field, enhancing the tactical depth of the game.
Some round-based objects use their double-sided nature to indicate progress. Starting with their initial side, at the end of each round, these tiles are turned. When they return to their initial side again, they are considered completed or depleted and are removed from the game, depending on the tile’s nature.
The tile grid is directly drawn on the map, creating a discrete space for the game environment. In addition to the map, free tiles are hexagonal components placed on top of marked hexagons on the map. The specific tiles used and their arrangement are defined by the level sheet, particularly the wave order or map visualization.
Some tiles represent static obstacles or terrain features and are one-sided. Others are double-sided, containing hidden traps or features on the reverse side, adding an element of surprise and strategy to the gameplay. This combination of fixed and free tiles creates a dynamic and versatile playing field, enhancing the tactical depth of the game.
Some round-based objects use their double-sided nature to indicate progress. Starting with their initial side, at the end of each round, these tiles are turned. When they return to their initial side again, they are considered completed or depleted and are removed from the game, depending on the tile’s nature.
Concealed
The default ground represents an unstable part of the terrain and can hide a secret trap, loot, or even an event. When a concealed tile is triggered, it will be turned over to reveal one of the following outcomes:
Trap
One trap card is drawn from the trap deck. After being triggered, the tile turns into a defective and depleted trap, which cannot be triggered again.
Hole
A hole is opened and everything on it falls into it. The hole remains active, and any unit that is thrown or retracted into it can fall in again. The rules of holes apply.
loot
One item card can be drawn from the merchant deck and added to the inventory.
Empty Ground
Most of the concealed ground tiles are empty and do not cause harm.
Depleting
Tiles representing a degradation progress will slowly vanish. During the update phase, these tiles are turned. When they reach their initial state again, they are removed from the map.
Rad Tile
Progressing
Tiles representing loading progress will finish when they reach their initial state. During the update phase, these tiles are turned. Once they return to their initial state, the loading process is complete.
Synthesizer
Drones are produced with synthesizers. When a synthesizer is activated, the player places the produced unit on top of it. In the update phase, the tile is turned until it reaches the initial state, symbolizing the completion of the drone production.
Breeders
Critters are bred with breeders (p.15). When a breeder is activated or operates autonomously, the produced spider is placed on top of it. During the update phase, the tile is turned until it reaches the initial state, symbolizing the completion of the critter breeding process.
Egg
Critters can evolve to the next form in the evolution ladder by turning into eggs via player input or event cards (p.15). When the evolution starts, the egg tile is placed under the evolving critter. The tile is then turned during each update phase until the evolution is complete. Once completed, the egg tile is removed, and the critter is replaced with its evolved version.