Arcana
This is the most popular game of strategy within the Iron Empire. It is mostly taught by the privileged, educated nobles who are taught battle tactics through its smaller board. It is a great passtime for the working class as well, who use rudimentary Arcana as a rare hobby source within Vaskeer that actually makes them think, and more importantly, can win or lose them coin.
The game is played on a large gridded square, half the squares of green and half of red to symbolize the night and day. A pack of cards accompanies each board, and the cards from within are divided between the two players. These cards become the objectives of the game, and provide unique stratagems that they can deploy as a commander could use a secret weapon. Each pack of cards is slightly different, and they affect the board and game uniquely, meaning no game is ever the same.
The goal of each game is also determined by the draw of a card from the deck, where each card represents a different objective. For example, the standard card of a 'Holy King's Command', that when played from the hand gives a boost to morale to your troops, but if selected as the game objective, makes the game objective to be to capture the opponents 'King' piece (this King piece also functions as the commander for those who swap another piece in place of it). Other possible objectives include capturing a zone, total extermination of all troops, protecting a secret troop while they uncover an artifact that the opponent is attempting to prevent, etc.
Then, each player has a set amount of pieces that they can select to use. Each player has an option of 11 pieces (the holy number of the Iron Creed), but the inventory of many players numbers in the dozens. Everyone can craft their own game pieces, using their creativity and knack for leadership to inspire them to create great pieces of strength and power. These pieces are largely overseen by an Arcana Guild dedicated to the game, to ensure balanced games for all. They have created many small sets of pieces, so that two opponents can sit down at an Arcana board and select from a specifically chosen selection of pieces to put onto the battlefield. These packs are incredibly useful, but many love the game of Arcana for the creative aspect of carving or smithing their own unique pieces. Many will craft a great knight in the likeness of a warrior from history, maybe the Black Blade, or the Dancer, or Sir Hasting of the Inferno. They can paint them in their own colors and so on. Some example pieces that have been created over the years include a Dragon Rider (dragon included), the Iron King and later Iron Emperor, Iron Queen, Blackthall Destrier, Tourney Knight, Iron Knight, Burning Knight, Archers, and Peasants.
Each player can also bring a small number of environmental pieces to the board. Before deployment, they take turns placing the terrain pieces until they are used up, which provide environmental effects and strategic opportunities.
Each player gets to move one unit and advance one unit on their turn, which will then act at the beginning of their turn. Each unit has their own movement patterns and attacks, and must be remembered for this complicated game. The advanced move also means that each player will have to account for a move they know will happen when they plan their own move and subsequent advanced move.
The game is played on a large gridded square, half the squares of green and half of red to symbolize the night and day. A pack of cards accompanies each board, and the cards from within are divided between the two players. These cards become the objectives of the game, and provide unique stratagems that they can deploy as a commander could use a secret weapon. Each pack of cards is slightly different, and they affect the board and game uniquely, meaning no game is ever the same.
The goal of each game is also determined by the draw of a card from the deck, where each card represents a different objective. For example, the standard card of a 'Holy King's Command', that when played from the hand gives a boost to morale to your troops, but if selected as the game objective, makes the game objective to be to capture the opponents 'King' piece (this King piece also functions as the commander for those who swap another piece in place of it). Other possible objectives include capturing a zone, total extermination of all troops, protecting a secret troop while they uncover an artifact that the opponent is attempting to prevent, etc.
Then, each player has a set amount of pieces that they can select to use. Each player has an option of 11 pieces (the holy number of the Iron Creed), but the inventory of many players numbers in the dozens. Everyone can craft their own game pieces, using their creativity and knack for leadership to inspire them to create great pieces of strength and power. These pieces are largely overseen by an Arcana Guild dedicated to the game, to ensure balanced games for all. They have created many small sets of pieces, so that two opponents can sit down at an Arcana board and select from a specifically chosen selection of pieces to put onto the battlefield. These packs are incredibly useful, but many love the game of Arcana for the creative aspect of carving or smithing their own unique pieces. Many will craft a great knight in the likeness of a warrior from history, maybe the Black Blade, or the Dancer, or Sir Hasting of the Inferno. They can paint them in their own colors and so on. Some example pieces that have been created over the years include a Dragon Rider (dragon included), the Iron King and later Iron Emperor, Iron Queen, Blackthall Destrier, Tourney Knight, Iron Knight, Burning Knight, Archers, and Peasants.
Each player can also bring a small number of environmental pieces to the board. Before deployment, they take turns placing the terrain pieces until they are used up, which provide environmental effects and strategic opportunities.
Each player gets to move one unit and advance one unit on their turn, which will then act at the beginning of their turn. Each unit has their own movement patterns and attacks, and must be remembered for this complicated game. The advanced move also means that each player will have to account for a move they know will happen when they plan their own move and subsequent advanced move.
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