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Guardians
Gameplay isn't as straightforward as in Magic and, as I've said above, that was probably the problem. You start the game with a Guardian card and three stronghold cards. In front of your stronghold are two empty rows of three spaces each, the disputed lands. Beyond them are your opponent's stronghold and Guardian. There are three ways to win. Either you take control of all six disputed lands, kill your opponent's Guardian or destroy five of your opponent's shields. A shield is a special card which enables a group of creatures to move in the disputed lands. Creatures are put into play on your stronghold cards and, once they are covered by a shield, are able to move out into the disputed lands to fight for your cause. Combat is also more complex than in Magic, and occurs when a shield enters a space occupied by an enemy shield. Basically, you pick one of your creatures at a time and it is matched up with one enemy creature. Highest vitality, a number normally between 1 and 30, wins. If one player has more creatures than the other, these become secondary attackers and may attack any unbeaten enemy creature, adding their vitality to that of the previous attacker. The process is made more complex by tings like spells, command cards, ranged attacks and best of all: bribery. There are three bribes, beer babes and gold, and a creature may have a weakness for one or more of them. If it has, you can play the corresponding bribery card to force the creature out of combat before your own creature has to fight it. It's very annoying to have your 24 vitality Great Ba'te taken out of action with a single beer bribery ... If you've never played Guardians, you'll probably never realise just what you've missed. But trust me, you really have ... | |||||||
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