Tabletop_Gaming__April_2019

(singke) #1
POWER SUPPLY

IV

SCORCHING BEAM

I

In a region
with UFO unit

REAP

IV

Destroy 1 unprotected Civilians token
in a region containing a Tripod
Move any 1 Tripod unit to an adjacent land region

PLASMA SYNTHESIS

V

POISONOUS FOG

III

In a land region adjacent
to a Tripod unit.
During next turn Humans player
cannot use attacking abilities
of buildings in that region!

NERVE AGENT

II

In a land region containing
a Tripod unit. During next turn
Humans units and Civilians tokens
cannot leave that region!

INFRASOUND

II

In a land region adjacent
to a Tripod unit. Move 1 Humans Army
unit from this region to an adjacent
non-hostile region.

FRIGHTENING SOUND

II

In a land region containing
a Tripod unit. During next turn
Humans units and Civilians tokens
cannot enter that region!

In a land region containing
a Tripod unit. During next turn
Humans units and Civilians tokens
cannot enter that region!

ALIEN ABDUCTION

I

Destroy 1 Civilians token in a region
with UFO unit (even if it’s protected)! with UFO unit (even if it’s protected)!
Move any 1 UFO unit
to an adjacent region.

Destroy 1 Civilians token in a region
with UFO unit (even if it’s protected)! with UFO unit (even if it’s protected)!

UFO

II

Move 1 UFO unit up to 2 regions

In a region with UFO unit

Move 1 UFO unit up to 2 regions
In a region with UFO unit

Move 1 UFO unit up to 2 regionsMove 1 UFO unit up to 2 regions
TRIPOD

III

Move 1 Tripod unit
to an adjacent land region

In a region with Tripod unit

In a region with Tripod unit
In a region with Tripod unitIn a region with Tripod unitIn a region with Tripod unit

In a region with Tripod unitIn a region with Tripod unitIn a region with Tripod unit
In a region with Tripod unitIn a region with Tripod unit

PLASMA REACTOR

II

You gain an extra per turn

II

PARTICLE GENERATOR
You gain an extra per turn

NERVE AGENTNERVE AGENT

Move 1 Humans Army

ALIEN FACTORY

I

Tripod units’ attack power
is increased by

56 April 2019


WAR OF THE WORLDS: THE NEW WAVE


no less. One player takes control of the
technologically advanced Martian invaders
attempting to spread their control from their
landing zone in Scotland, forcing their way
south in an eort to completely annihilate
Great Britain’s remaining civilians. e other
commands the human resistance forces of
the nation, desperately trying to deal enough
damage to drive the aliens away before all
hope is lost.
“It’s currently a duel game, as in the
classic story: humans versus aliens,”
says Plastinin. “By developing the
game for two players, we managed to
achieve good balance and very high
gameplay dynamics. e downtime is
absolutely minimal and during all 40
to 60 minutes of play both players are
totally involved.”
With the human and alien forces having
such wildly dierent weaponry and tactics
at their disposal, the players’ separate
decks of cards are equally distinct. Both
sides start with a starting deck of ten cards;
in typical deckbuilder fashion, from there it’s
up to them which cards they purchase from
an available ‘oer’ row and add to their deck,
steadily increasing their power and customising
their strategy to overcome the enemy.

e cards provide resources and abilities
that. e human player might relocate civilians
to avoid marauding Martians, making use of
barrage balloons, the army and Royal Navy
to bombard the aliens. e extraterrestrial
attackers, meanwhile, can unleash UFOs and
fearsome tripods as they rampage through the
countryside, leaving towns and villages – and
their inhabitants – little more than scorched earth.

“We tried to let the players really feel the
dierence in the game’s atmosphere, playing
as one of the sides,” says Shamolin. “Each side
of the conict has its own tactical and strategic
opportunities. ey have dierent targets,
dierent economy, units, buildings, kinds of

attacks and inuence. Almost each part of the
playing experience is dierent.”
Humanity’s last-minute stay of execution
thanks to Earthly pathogens and a hefty dose
of luck in Wells’ original story doesn’t exactly
bode well for its chances this time around –
it’s hard to see as many players relishing the
chance to play the side facing near-impossible
odds. Plastinin insists that although each
side’s deck and options stays faithful to
their depiction in the narrative, when
it comes to gameplay both forces begin
on a level playing eld.
“While developing the game, we were
constantly facing balance issues for one
or the other side of the conict; we had
to change abilities and numbers on the
cards often and start testing both decks
anew, again and again, in dierent
variations,” he says. “e playing board
was also adding lots of variations
during the tests, and so the borders
and the board concept itself also had
to be redrawn several times. But still, the most
dierent part was to create two balanced
and asymmetrical decks of the factions. As a
result, the game underwent more than 500 test
games, and now we’re condent to say that
we’re nally happy with the result.”

The game


underwent more


than 500 test games,


and now we’re fi nally


happy with the result.

Free download pdf