Fantasy War Tactics Wiki

Table of Contents. The way in which elements of a game are equalized relative to each player. Often balance is established by giving all players similar starting positions and maintained by using to hurt the apparent leader or help the likely loser.2. The state of a game where equally skilled players have a roughly equal chance of winning the game regardless of starting position, turn order, etc. Does not imply equality between the sides-a game like Ogre, where one side has a single huge tank vs.

A side with many small ones can be considered balanced if both sides have an equal chance of winning.3. To modify the opening setup of a game in order to create a more equal starting position. Bidding for sides and the are common ways of balancing a game.

Block wargamen. A style of wargame where the units are wooden blocks with their identities shown on one side of the block and only visible to their owner.

Nintendo Land 2: Amiibo Park (ニンテンドーランド2アミーボ Nintendō randō tsu amibo') is a party video game developed by Nintendo EAD group and published by Nintendo. Since its announcement at a dedicated Nintendo Direct, the game is scheduled for a summer 2015 release. The game was announced to support amiibo. Nintendo land 2.

Final Fantasy Tactics: The War of the Lions is a remake of Final Fantasy Tactics that was ported onto the Playstation Portable (PSP), and bonus content was added into this port including Voice Overs and digital Cel-Shaded animation scenes. This port also included one new class, the Dark Knight and Onion Knight.There were also two new characters added to the game: Balthier (from Final Fantasy. Final Fantasy Tactics: The War of the Lions is the updated PSP port of Final Fantasy Tactics, the tactical role-playing video game developed by Squaresoft for the Sony PlayStation. Contents 1 Ramza Beoulve.

This promotes 'fog of war' as the identities/strength of each unit in concealed. Typically, blocks are also rotated to show their current strength on the top edge allowing an elegant method of 'step losses'. Columbia Games publishes most of their wargames as block games-though other companies are starting produce them. Well-known block wargames are Napoleon, Hammer of the Scots, East Front (and expansions). Card draftingn. A game mechanic where the primary way players acquire cards is by selecting them from a face up display. Designer Alan R.

Moon has designed many games using this mechanic. Examples: Union Pacific, Freight Train, Ticket to Ride, Alhambra, Thurn and Taxisn. A game mechanism where players select cards from a subset of the available cards to form a deck or hand or to select the next card to play.

Examples:, and (variant), where a hand of cards is passed around and players select individual cards before passing the cards remaining in the hand. (multiple variants) and (variant) where players draft cards to form decks that they then use to play the game. Abbreviation for Collectible Card Game. This type of game uses a basic rule structure and a large assortment of cards which each have characteristics that contradict or supplement the basic rules. Each player selects a number of cards that they own to create a deck which they use in the game. This allows players to predetermine their.

The game rules define how many cards must be used and how many copies of each single card are allowed. Cards are sold in 'booster packs'. Packs contain a fixed number of cards and usually include one 'rare' card, some 'uncommon' cards, and the bulk of the pack contains 'common' cards. Rare cards are generally more powerful or efficient than uncommons or commons, which can lead to the problem that the person who has spent the most money on cards wins. The original collectible card game was.

Its incredible success spawned dozens of copycat games. Some were good; many were awful. Other examples are,. Abbreviation for Card Driven Game, typically in reference to that use cards to drive the action.2: n. Many wargamers restrict the use of the term to games that in the family of games that specifically, the cards are for one of following:- Operation Points for generic actions like activating units for movement/combat, adding reinforcement units or exerting political control of a region, etc.- Event (usually represent a specific historic event).Examples:, and.3. Knight terrors nintendo switch. Abbreviation for Collectible Dice Game. For examples, see.

Economic gamen. A game that models a micro-economic (i.e.

Business or industry) or macro-economic (i.e. Nation or colony) system. Typically, players will have to invest in various factors of production: capital improvements (like power plants, RR track, settlements & cities), raw materials/resources (fuel, wheat/sheep/wood/brick/rock) & labor, in order to gain income, which is then re-invested into more factors of production to produce more income, etc. Money is NOT always present in an economic game, but it often is. Likewise the presence of money may not neccessarily indicate an economic game.

Fiddly1) adj. Requiring frequent & excessive mental manipulations to play a game, which tends to detract from strategic/tactical planning and to bog down the ebb and flow of the game. Examples: Multiple modifiers for each dice roll (+2 for leader rating, -1 for brush terrain, +1 for ambush.), cumbersome arithmetic (I am selling 3 items at $377 each.), special chrome rules (Patton gets +2 combat DRM vs.

Rommel 'I read your book!' ), etc.2) adj: Physically fiddly (the normal definition): having multiple pieces that have to be manipulated excessively in order to play the game, like stacking multiple counters in a small hex in a wargame, requiring multiple denominations of paper money, etc.

Gamers' gamen. The phrase 'gamers' game' refers to games which are, more mathematical, or otherwise less accessible (longer, more, more rules) than standard games. This designation has gained use with the rise of as a way to differentiate, longer titles from the normally family friendly, games of that school. While the qualifications for this designation are contentious, a few relatively safe examples are:, and.n. ‘gamer’s game’ is any game that demonstrates an elongated learning and experience curve, requiring multiple plays for the acquisition of strategic and/or tactical efficiency. In, a mechanism or rule that seems contrived and/or encourages ahistorical or unrealistic tactics or strategies.

Good example are:. 'factor counting' where an attacking player will move his units to avoid wasting attack points on unfavorable attacks (Moving a stronger unit in to get a 15:5 (or 3:1 ratio) rather than 14:5 (which rounds down to 2:1). 'soaking off losses' where a defender, if he can choose which units will take losses/be eliminated, will pair off a strong unit with weak ones, so the weak ones will 'take the hit' so the strong unit can survive and remain at full strength.

Miniatures gamen. A type of that uses small three-dimensional lead or plastic figurines to represent military units to represent tactical-level conflict.

Often these games have a high level of. Often such a game is not played on a board with marked off with spaces, but directly on the table or on model terrain and the determination of distances to be moved or fired is done by using a measuring tape or stick. (Wings of War (even without physical miniatures) is a good example-the maneuver cards are used to measure the movement of each plane. A method of balancing a two player game where one player makes the first move in a game and his opponent has the option of either:- becoming first player using the proposed move as his first move. The original first player now is second and may make any move of his choice.OR- allowing the first player to keep the move and making any move of his choice as the second player.The first player must make a reasonably fair first move-If it is too good, the opponent will switch sides and take the advantage. If it is too poor, and the first player will be at a disadvantage.

Called the 'pie rule' because it is analogous to 'You cut, I choose' method of splitting a pie between siblings. Worker placementn. A term used to describe the game mechanic which involves a 'token-based, turn-limited, locking action selection menu.' Players, in turn order, place tokens (aka workers) to select various actions presented on a board, cards, tiles, etc. Once an action is selected, it usually cannot be selected again on that round.

Often players may think of this as a supervisor deploying workers on various jobs. A very popular game mechanic used in many recent games such as: Agricola, Caylus, Stone Age, Pillars of the Earth, etc.