Today we'll take a look at how terrain works in Conan: Savage Legends.
Terrain is an integral part of any miniatures game, and Conan: Savage Legends is no different. The terrain you do battle over should be carefully considered when you choose the tactics that will bring you victory. There are four common types of terrain in Conan: Savage Legends, and you can get a glimpse of each of them on the section of map below.
In addition to the beautiful artwork, you will notice the following types of terrain:
Open Hexes: these hexes are clear of any debris, and your miniatures will be free to move over them. However, Open Hexes in Conan: Savage Legends offer an additional benefit that most other games don’t have. If you start a move (or draw range for an attack) from an open hex, that move or attack will be able to go two additional hexes, so long as all of the hexes you move along are open hexes. This opens up some interesting tactical opportunities, allowing you to strike your opponent when they thought they were safe.
Hindering Hexes: when a miniature moves (or draws range) through a Hindering Hex, it counts as two hexes. A section of Hindering Hexes can be a perfect place to bog down your opponent, or sit just out of range of their attacks.
Impassable Hexes: miniatures may not move (or draw range) through Impassable Hexes. Impassable Hexes define the board, creating choke-points and interesting configurations for you and your opponent to fight over.
Normal Hexes: these hexes do not confer any penalty or bonus.
In addition to these common terrain types, each player will get to place a special piece of terrain before the game begins.
This is The High Throne. While your Legend occupies The High Throne, you may activate one of your minions after playing a Leadership Tactic Card. In this way, your Legend may sit on the throne and command your minions to do their bidding! Of course, this is just one example of the many special pieces of terrain that will be available in Conan: Savage Legends. Each one will create a new play experience, giving you almost unlimited replay value and different tactics to try on an ever-changing battlefield!
Today we’ll be going into more detail about the Glory Phase and spending coins during this phase in Conan: Savage Legends.
In our last article we touched on earning coins during the Income Phase, but here is a quick recap. Each player draws a number of coins equal to the Income Value on the Tactics card they played at the beginning of the round.
Before we really get into the Glory Phase, it is important to note that a Legend, Companion, or Minion group are all considered units. Each unit can only be selected once during the phase to activate. Careful consideration of each activation can be crucial to achieve true victory.
The Glory Phase
While in the Glory Phase players alternate activations back and forth, starting with the “first player”. When a player has the chance to activate, they select a previously unselected unit and choose to Act or Pass with that unit.
Acting with a Unit
Most of the time players will choose to Act with a unit. For a unit to act you MUST spend 1 coin. During that activation the unit can Upgrade and then take Actions, in that order. You do not have to do both if you don’t want to.
You may use the coin spent to activate for Upgrading an Item, Companion, or Legend.
The selected unit may spend a coin to move around the board, clash with an enemy, and interact with terrain.
NOTE: If the unit is a Minion group with multiple figures, only 1 coin is spent to activate all of them.
Each unit may perform 2 of the following Actions:
Passing with a Unit
When you Pass with a unit you can either Draw or Respawn.
We hope you enjoyed this quick breakdown of the Glory Phase and spending coins during it.
Check back with us each week for even more information on Conan: Savage Legends!
Today we’re going to get a little more in depth with what you can expect to be doing during a Round of Play in Conan: Savage Legends.
Each game has an objective that both Warbands are trying to accomplish in order to achieve victory!
Before reaching this point, Warbands will have been constructed along with choosing items and the tactics to be used by each player.
A Round of Play:
Each Round of Play has a number of Phases players progress through in the following order.
The Tactics Phase is the very beginning of each round. This is the phase where all players secretly select 1 Tactics Card from their hand they will use for that round. When trying to decide which Tactics Card to choose, players will want to take into account the Initiative Value on the card, the Income Value, as well as, the special rules and effects.
Once both players have picked their card for the round, they reveal their Tactics Cards simultaneously. After the reveal, players move into the Initiative Phase.
During the Initiative Phase the player whose Tactics Card had the highest Initiative Value selects which player will be the “first player” for that round, with the other player becoming the second.
Keep in mind with every Initiative Phase, the “first player” in each round can change. Strategic use of being the “first player” in a round can mean the difference between victory and defeat. After the “first player” has been established, players move into the Income Phase.
During the Income Phase both players draw a number of coins from their bag equal to the Income Value shown on the Tactics Card they played at the top of the round in the Tactics Phase.
The coins drawn are used throughout the remainder of the round for a variety of things, including, but not limited to the following:
After both players have drawn their coins for the round, players move into the Power Phase.
During the Power Phase, starting with the “first player”, players alternate the activation of their Tactics Card played at the beginning of the round. It is at this time a player must decide if they wish to spend 1 coin of the matching Affinity to trigger the additional rules effect on the card.
For example, if Mighty Blow was the Tactics Card we played at the beginning of the round. When it becomes activated, we have to decide then if we want to spend 1 Might coin. If we don’t or can’t spend a Might coin, then the only effect we will get is the first portion, the Passive effect.
However, if we do spend 1 Might coin then we gain the benefits of the Power effect.
The Power Phase is the only time Power effects can normally be activated. Careful planning and strategic thinking is extremely important when deciding whether to spend the coin to activate the full potential of the card.
After both players have activated their respective Tactics Cards for the round, players move into the Glory Phase.
During the Glory Phase, starting with the “first player”, players will alternate play back and forth between each other. The Glory Phase is where the majority of time will be spent each round, as players spend coins for upgrades and figure activations, such as moving and entering Clashes.
To activate a figure (Legend, Companion, or Minion group) a player must spend 1 coin, of any affinity. After being selected and spending the coin, the figure gets 2 actions to use during its activation. Available actions for figures to select from are:
After both players have spent all their coins for the round or activated all their respective figures, the Glory Phase ends and players move into the End Phase.
During the End Phase, both players return any unspent coins to their bags in preparation for the next round. Additionally, each player adds the Tactics Card they played this round to their Momentum.
Momentum should be stacked from left to right, while ensuring all players can still see the upper left corner of each card in the row. Legends gain bonuses to their attack, defense, movement, and arcane abilities based on the cards in their Momentum.
After both players have added their Tactics Cards for the round to their respective Momentum, players move into a new Round of Play, starting with a new Tactics Phase, unless one of them has completed the objective and claimed victory!
Conan: Savage Legends is a strategic, round-based, skirmish style miniatures board game.
Each player constructs a Warband composed of 1 Legend (Conan, Olmec, Thulsa Doom, Thoth-Amon to name just a few), 2 Companions, and a single group of Minions.
A Legend is the leader of your Warband and your most powerful figure. Each Legend has a variety of options at their disposal, such as items, tactics, and abilities.
Companions can be thought of as the right and left hand of your Legend. With multiple abilities that can upgraded throughout the game, Companions are strategically utilized to maximize the effectiveness of every figure in your Warband.
Minions are effectively the grunts of your Warband. Minions normally make up the bulk of your Warband, however they are far less durable and resilient when compared to your Legend and Companions. They make up for this difference by working in unison and attacking the enemy in numbers.
Item cards are your Legend’s gear they carry into battle. The right weapons, armor, and magical artifacts can mean the different between towering over your opponent or laying at their feet bleeding out. Be sure to choose wisely.
Tactic cards are used in a variety of different ways. When selecting Tactic cards, you should consider the Initiative, Income, and Effect on each card.
Each Legend has an Ultimate available to them. These devastating maneuvers are potentially game changing and can shift the tide of battle from defeat to victory in a single moment.
Coins are used for a number of Actions during a round.
There are 3 colors of dice used in Conan: Savage Legends, each with a different ratio of Attack, Defense, and Arcane results on them.
*Artwork not final
Today we’re going over selecting items and tactics when building a warband for Conan: Savage Legends.
We previously selected Conan as our Legend, with Techotl and Pallantides as Companions. On every Legend Sheet there are 4 Item slots, each slot is tied to a specific affinity.
Looking over Conan’s Legend Sheet we can see his 4 Items slots break down into 3 that must be filled with Might Items, while the 4th slot can have either another Might Item or a Prowess Item.
In this instance we’re going to select a War Axe (Might), a Broadsword (Might), a Warrior’s Cloak (Might), and for the last item we are going to take Chainmail (Prowess).
Base Items vs Upgraded Items
It’s important to note each Item has a base side and an upgraded side. For example, the War Axe can be upgraded to a more powerful Cimmerian Axe.
At the beginning of a game all items begin with their base side faceup on their Legend’s Sheet.
With our items selected we can now move onto choosing our Tactic cards. Tactics cards make up our hand and are played on our turn throughout the course of the game.
Tactics are tied to the affinity of our 4 chosen items and the affinity of our 2 Companions.
We’ve got a total of 4 Might tactics we can pick, 3 from Might items and 1 from Techotl our Might Companion. We’re going with Mighty Blow, Weapon Toss, and 2 copies of Execution for our 4 Might tactics.
Then we have 2 Prowess tactics available to us, 1 from our Chainmail, which is a Prowess item and 1 from our Prowess Companion, Pallantides. For this we’re picking 2 copies of Quickness.
With a total of 6 tactics chosen and adding our Legend’s Ultimate card we now have the 7 cards that will make up our hand.
The last step in finishing up our warband is generating our coin purse.
Coins are mainly used throughout the game to activate figures, purchase upgrades, and perform various
To generate our purse we add 2 coins of each of the 6 affinities (12), 1, coin that matches the affinity of our Legend (13), then 1 coin that matches the affinity of each of our tactics (19), and then finally 1 additional coin of any affinity we chose (20), in this case an extra Might coin couldn’t hurt. After all is said and done that gives us a total 20 coins in our purse.
Items, tactics and coins are all tied closely together, while our Legend and Companions hold some influence as well.
With our warband equipped and prepared for battle, we’ll move onto setting up the Battlefield in our next Breakdown post.
Until then, may Crom watch over all!
*artwork not final
Today we’re going over the basics of building a warband for Conan: Savage Legends.
A warband is made up of 1 Legend, 2 Companions, and a group of Minions.
In this example, we are choosing Conan the Barbarian as our Legend to lead our warband. The traits listed on our Legend tell us which Companions we are allowed to add. In this case, Conan may select any two Companions that have at least one of the following traits: Aquilonia, Cimmeria, Warrior.
For this warband, we’re selecting Techotl as our first Companion, who shares the Warrior trait with Conan, and for our second Companion, we’re choosing Pallantides, who shares the Warrior and Aquilonia traits.
By choosing Companions of different Affinities, such as Techiotl and Pallantides, we are diversifying the Tactics we’ll be able to choose from later, giving us more options for battle.
We round out our warband by selecting a Minion group. Minion groups do not have traits which means we want to select a group we feel synergizes extremely well with Conan as our Legend and his two Companions. Because of this we’re selecting the Black Dragons.
As you can see, building a warband is that straightforward.
With our warband built, we move next to equipping our Legend and selecting the tactics we plan to use throughout the game, but this is a topic we’ll cover in our next Breakdown post.
*artwork not final