Basic Game Playtest
|My Companion and Shaman hide in the trees.|
|Moving towards a Furs Marker.|
|The Huron React towards the enemy and the Furs.|
As my second action in my turn as the phasing player I rushed my Great Warrior forward and stationed the Veteran Warrior next to the Furs Marker which looks surprising like a small puddle. The Veteran Warrior must stand for one turn beside the Furs Marker to claim it. At which point it will move to my side of the table and be considered my loot from the game. The player who gets the most loot wins the game. It is now the Huron turn. The player takes the Turn Indicator (we use a large 54mm figure on base) and he makes his Medicine Roll. The Huron rolls a two and all his groups may move.
The Huron player attempts to move his Companion led group forward and rolls two dice for a walk move. He rolls two ones. The walk move takes the highest of two dice so he can move the group one inch forward. Not a fast start for that group. This group attempts to spot the second Mohawk group that contains the Shaman and are not successful rolling a six which will never spot any groups. The other Huron group parks on the edge of the woods and fires some arrows at the Mohawk group out in the open, picking up the Furs Marker. No wounds occur.
|The Companion leads a rush and take a wound from Bow fire.|
The Mohawk player, me, now gets to React to the Huron movement. One of the Companions in the group with the Shaman charges towards another Fur Marker, however, in a strategic or greedy idea, depending on your point of view, I have them skip the closer Fur Marker and run toward the marker that is further away, trying to get a jump on my opponent in collecting the Furs Markers. As this small group approaches the Furs Marker (a column in the picture) the Shaman and the second Companion activate and the Shaman takes the "Create a Spell" action rolling one die and placing it on the Orenda Sheet. The Group led by the Great Warrior activates and the Veteran warrior picks up the Furs Marker. There are two bowmen in this group and they open up with fire at their opposite numbers, both missing the target.
|The beginning of the second turn and I fail my Medicine roll.|
The second turn of the game begins and the Mohawk player fails his Medicine roll with a six on the die. The Medicine roll is performed by each player at the beginning of their turn and determines which groups may move for the turn. There is a also a special result called the Medicine roll. A six for the Medicine results in a few weird things happening in the game, including checking to see if wounds get worse or better. The phasing player can only move one group and that group can only make one action which the opponent still gets to React to in his phase, and then the turn is over. Also you must roll on the Medicine table, which brings unusual elements into the game. In my turn I roll an unseen ditch. As you can see in the picture above a ditch is found in the terrain that was not seen before and the opponent places a 1" by 6" long ditch which takes a whole action to move over appears. So much for going in that direction.
To be continued...
A note about our Kickstarter:
Our Kickstarter is ready to go. If you have not seen the preview please take a look at it here link
Look for us to start this Kickstarter on Friday.