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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

Relations


Semantics

Relations: Monsters that Hunt One Group

Relations Off the Board

Spells for Relationships

What spells create Relation monsters?


Semantics

Relations: Monsters that Hunt One Group. The Sanctum: Oppositions expansion set introduced the game concept of relations. In general, a relation is a special behavior between two specific groups, such that they notify each other of significant events. More specifically, this idea was used to define a hunter relation, where one group tends to hunt the other group, that is, move toward it by the shortest path. Oppositions defined 3 new monster types that use different variations of the hunter relation.

For now, a relation group is a monster group that hunts (or is hunted), and a relation spell is the spell that creates such a monster group. The following rules apply to relations:

  • Host group. Each relation spell is targeted on a recruit group. This group becomes the host group.
  • Monster group. Each relation spell creates a separate monster group.
  • Hunting behavior. Either the monster group hunts the host group, or vice versa. The hunting group always takes the shortest possible route toward the host group.
  • It's still a monster. The monster group will fight any hostile groups it meets along the way, just like a normal monster does.
  • Bereavement. When the host group dies, or is dispelled, the monster group performs a bereavement action. Each monster has a different action, as explained in its text.
  • Only one on a group. Two groups with the same type of relation spell cannot join each other. However, a group with any relation spell can join a group that doesn't have it. Relations currently must be 1-to-1. Many-to-1 relations aren't handled yet.

Relations Off the Board. Relations interact curiously with boardhops, because the relation concept of “notify significant other of events” conflicts somewhat with the boardhop concept of “no events while you're off the board”. The following additional rules apply.

  • Hunt the departure square. If the hunted group leaves the board, the hunter group continues to hunt that group's departure square.
  • Bereaved from afar. If the host group gets removed while off the board, the monster group is bereaved normally.
  • Bereaved while away. If the monster group is bereaved while it is off the board, it generally applies its normal bereavement action, except when this would be unsafe.

Spells for Relationships

What spells create Relation monsters?

Spell

Monster Behavior

Host Behavior

Bereaved

Alabaster Guardian

player-controlled or seeks host group

player-controlled

player-controlled

Tindelhunden

Hunts target group

player-controlled

Suicides*

Questing Beast

Avoids combat

Hunts Questing Beast

Goes free

  • Alabaster Guardian: This monster is friendly to its host group. As of Sanctum 1.60, Alabaster Guardian is player-controlled as long as it's “close to” its host group, otherwise it seeks its host group. When bereaved, it becomes player-controlled.
  • Tindelhunden: This monster group is always hostile to its host group, and will automatically change sides as necessary to ensure this. When bereaved, it is removed from the game. If it kills its host group in combat, it will promptly remove itself! It is like a one-shot guided missile.
  • Exception: If a Tindelhunden group is bereaved while off the board, it goes free instead! This means it simply becomes a normal monster group. Rationale: A group off the board is “inside” a boardhop container, and there isn't yet a way to safely remove a group from the game while it's inside a boardhop.
  • Questing Beast: This monster group turns the usual hunter relation around: It becomes the quarry, and its host recruit group becomes the hunter! When bereaved, a Questing Beast goes free, and thereafter it's just like any other (fairly weak) monster. You can be killed in combat by a free Questing Beast!

v2.10.00 Last updated 2005/08/05

 

 

 

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