SandStorm clan Website

Born To be A WasteLander


Combat system

On your turn, select a unit by clicking on it. Click anywhere else to cancel your selection. The selected unit will start blinking. Enemy units will blink with a slightly red tint.

If you do not control the selected unit, or it cannot be used this turn, you will see faint blue tiles indicating its possible movement range.

The scout's movement range can be seen in the screenshot to the right.

There are five commands you can use each turn:

1. Move
Move your unit to a new position.

- Click on a blue tile to move your unit to that position.
- Immobile units, such as Barrier and Lightning Wards, cannot use the Move command.

     

2. Attack
Attack enemy units, Heal injured units, or cast other support spells.

- Click on a yellow tile to select your attack target position, then red tiles will appear indicating your selected target(s).
- If the attacking unit cannot choose targets, the yellow tiles will be skipped and red tiles will show immediately.
- For example, the Cleric always heals your entire team, so he does not need to choose targets.
- Highlight a targeted unit to view the attack damage and percent chance of success, and then click to confirm.

       

3. Change Direction
Turn your unit to face a new direction to increase chances of Blocking.

- Click on one of the four arrows to make your unit face that direction.
- This command ends your turn immediately, so use it after you move and attack.
- Some immobile units, such as Barrier and Lightning Wards, cannot use the Change Direction command.

4. Pass ( End Turn )
End or skip the rest of your turn.


5. Surrender
Surrender to your opponent.

- Click and hold for one full second to surrender.

Making ur Team

There are four ways to customize your settings:

1. Set your team formation
- Drag the units to your desired starting positions.
- Drag and drop units over each other to swap positions.
- Units that are not on the field do not take part in battle.
- You can have a maximum of 10 units on the field, and 25 units off the field.
- There must be at least one mobile unit on the field at all times.

2. Dump extra units
- Drag and drop units over the Trash Can to the right.
- This is not undoable, so think carefully before you Dump any units.
- Dump units only when you need to make room for new recruits.

3. Change your Avatar
- Drag and drop a unit over your current Avatar to the right.
- The unit will return to its original position once the Avatar is updated.
- Your Avatar does NOT count as a unit itself, so you will NOT lose the unit you set as your Avatar.
- You can keep your Avatar even if you Dump all units of its type, unless you change it afterwards.
- You cannot set immobile units to be your Avatar.

4. Change your Color
- Click on the Color tiles below your Avatar to the right to change your Team Color.

When you have finished changing your settings, click on the Lobby button near the bottom-right to go back.

SCREENSHOT OF THE SETTINGS SCREEN

Game rules

The rules listed here are for reference. It is MUCH easier to learn how to play by trying the game first, because most of the rules and effects are VERY self-explanatory when you see the actual units in action.

Battle Rules

Win - by destroying or paralyzing all of your opponent's mobile units, OR if your opponent Surrenders.
Draw Game - if all mobile units on both teams become destroyed or paralyzed, OR if both players Pass three times each consecutively without commanding any units.
First Turn - is picked randomly by the system at the start of each game.
Turn - consists of commanding ONE unit to move, attack, or change direction in any combination. Changing direction must be the last command if used.
Undo - is NOT allowed.

Unit Types

Normal ( Combat ) Units - can only deal damage.
Healers - can only restore HP.
Support Units - must Focus to cast Barriers, Power or Armor bonuses, or Paralyze units.
Immobile Units - may be any other unit type, but cannot move and may have equal Blocking chance from all sides.

Unit Statistics

Hit Points ( HP ) - Units are destroyed when their HP is reduced to 0 by damage.
Power - Determines how much damage a unit can deal when it attacks, or how much HP a Healer can restore.
Armor - Percentage of damage that will be absorbed or reduced when attacked. Armor does not reduce Healing.
Movement Range - Maximum number of tiles that a unit can move through each turn. Friendly units may step aside and allow a unit to move through a shorter path.
Recovery Time - Number of turns a unit needs to Recover before it can be used again. If a unit moves but does not attack, Recovery Time is halved and rounded down. If a unit attacks but does not move, Recovery Time is halved and rounded up. If a unit only changes direction, it does not need to Recover.

Special Abilities

Teleportation - Ability to move from point-to-point regardless of any units obstructing its path.
Unblockable Attack - Attacks cannot be Blocked except by Barriers.
Healing Spell - Restores HP.
Focus Spell - A continous effect spell that is canceled by damaging or paralyzing the caster, or removing its target.
Blocking - Percentage chance to completely Block front attacks. Most units cannot Block from behind, and Blocking chance is halved for side attacks.

Status Effects

Waiting - The unit is still recovering, and cannot take commands yet.
Barrier - All damaging attacks and Healing spells will be blocked. The Barrier is lost if the caster loses Focus, or you command the unit under the Barrier to move, attack, or change direction. Focus spells cannot be Blocked by Barriers. Units under a Barrier cannot step aside for friendly units trying to move past.
Focus - Maintaining a continous effect on its target(s). Focused units cannot Block, and Focus is broken when damaged, paralyzed, or given new commands. Healing will not break Focus. Focused units cannot step aside for friendly units trying to move past.
Paralyze - The unit cannot take commands, Block, or step aside for friendly units trying to move past.
Power Bonus - Increases or decreases Power, but has no effect on units with no damaging or Healing Power. Effective Power will not be less than 0.
Armor Bonus - Increases or decreases Armor, and affects even units with no Armor. Effective Armor will not be less than 0% or greater than 100%.
Stacking Effects - Individual Power and Armor bonus effects will add up. Multiple Barriers or Paralyzing effects on a single target must all be canceled to remove the effect.

Create a free website at Webs.com