| StructuresA structure represents a city or habitat where people live. In game terms, 
  a structure has the following properties: 
  Position. A structure occupies 1 square on the board.Ownership. A structure can be captured. Thereafter, it generates 
    its output for its new owner.Generator. A structure generates mana, novices, and recruits. 
 Structures 
  Types of Structures  
    Sanctum Town Colony Structure Rules
  Plains Terrain and Square Dispel Capturing Structures Novice Production Special Rules for Sanctum Entrances Spells That Create, Destroy, and Capture Structures 
  Which spells create a colony? What spell combos can create a town? Which spells can destroy colonies? Which spells, or spell combos, can destroy towns? Which spells can capture structures? Which spells cause structures 
  to move? 
 StructuresTypes of Structures. There are 
  3 types of structures in Sanctum. 
   
    | Structure Type | Novice Rate | Mana | Train Recruits | Train Mana |   
    | Sanctum | 1 per 4 turns | * per turn | swordsman, archer | 2 house types |   
    | Town | 1 per 2 turns | 1 per turn | swordsman, archer | no |   
    | Colony | 1 per 2 turns | 1 per turn | swordsman, archer | no |  Sanctum. A Sanctum 
  is a player's home fortress. You win 
  the game by capturing your opponent's Sanctum. 
  The plural of sanctum is sancta.The red 
    and blue players begin the game with 1 Sanctum each. Sancta are never unowned. (The only way you can lose your Sanctum is by 
    having your opponent capture it, which ends the game.)A Sanctum can train its novices as 
    mana.A Sanctum is not a spell 
    target. It cannot be targeted by any square spells, structure spells, 
    or terrain spells. Town. A town is a permanent 
  habitat. 
  Every game begins with 4-6 neutral 
    towns on the board.A town is a valid spell target 
    for structure spells.Some spells can destroy friendly towns. No spells create towns directly. Colony. A colony is 
  a vulnerable habitat. Every colony always has the following helper 
  spell: 
  ColonyWhen this spell expires, or is dispelled, the colony is destroyed.
 
   A colony is always created from a spell. It may be neutral 
    or owned, depending on the spell.A colony is a valid spell target 
    for structure spells.Every game begins with no colonies on the board. Some spells change a colony to a town, or a town to a colony. 
 Structure RulesPlains Terrain and Square Dispel. 
  A structure always has plains terrain. 
  It is immune to all terrain-changes. 
  When a structure is created, it dispels all spells in its square, and changes 
    its square's terrain to plains. Capturing Structures. 
  At the start of a game, the only structure you own is your Sanctum. If you want 
  more, you'll have to capture them. 
  Each structure checks for ownership at the start 
    of each turn.During this check, if a recruit group 
    hostile to the structure's owner is in the structure's square, then 
    that group's owner captures the structure.When you capture your opponent's Sanctum, you win 
    the game!When you capture a town or colony: 
    
      Ownership. The structure changes its 
        ownership to you.Color. The structure is redrawn in your side's color.Eliminate novices. All novices in the structure are eliminated.Reset turn count. The structure's 
        novice turn count is reset to its novice 
        rate.Choose mana. You immediately choose 
        the structure's mana type 
        for its 1 point of mana per turn. 
        
          Any mana type. You may choose any of the 6 mana types. 
            You aren’t restricted to your house’s 
            2 mana types. This is the main way to “splash” 1 point of a 
            3rd mana type into your deck, to gain access to a wider 
            range of spells.Unchangeable. Once you've chosen a structure's mana type, 
            you cannot change your choice later. It is fixed for as long as you 
            own this structure. (Of course, if you lose the structure and then 
            recapture it, you'll get a new choice then.) Some spells temporarily 
            change a structure's mana type.Town mana display. Each town or colony displays its current 
            mana production at the top of the town sidebar. (Click the structure 
            on the board to open its sidebar.) This includes its own 1 point of 
            mana, plus all mana produced by all active 
            spells on this structure (only). Novice Production. 
  Every turn, all owned structures update their novice production. Exception: 
  Structures that were captured this turn skip this step, since they have already 
  reset their novice turn counts. 
  Turn count. Each structure shows a novice 
    turn count, which is the number of turns remaining until this structure 
    will produce its next novice.Decrement. At the start 
    of each turn, each structure (that was not captured this turn) decrements 
    its turn count by 1.Add novice. If this reduces the turn count to 0, and the structure 
    is not full, then: 
    
      1 novice of the structure owner's 
        nation 
        is added to that structure;The structure's turn count is reset to its novice 
        rate. Special Rules for Sanctum Entrances. 
  A Sanctum entrance is one of the 4 squares orthogonally adjacent to each Sanctum. 
  (You are a powerful Mage, so your Sanctum is a vast, sprawling piece of real 
  estate.) 
  Not a structure. It doesn't count for any game effect that counts 
    structures.No ownership. It cannot be captured. You just move through it.No production. It doesn't produce any novices or mana. It doesn't 
    train recruits.Always plains. It always has plains 
    terrain, and is immune to all terrain-changes.Untargetable. It is not 
    a spell target. It cannot be targeted by any square 
    spells, structure spells, or terrain 
    spells.Uncolonizable. A colony cannot be created on 
    a Sanctum entrance by any means. In some regards, Sanctum entrances are just like normal squares. 
  Monsters and computer-controlled 
    groups can enter Sanctum entrances. They can return from off 
    the board into them.Spells that pick random squares can pick Sanctum entrances. 
    Exemplar: Bolt of Somersaults can teleport 
    a group onto an enemy Sanctum entrance. 
 Spells That Create, Destroy, and Capture StructuresWhich spells create a colony? 
  Civilize, Found City: These spells create a neutral colony.Dracha, Encampment, Settlement: These spells create a colony owned 
    by the recruit group's owner.(Ghost Town:) This spell changes a town to a colony. That's similar 
    to creating a colony.  What spell combos can create 
  a town? No spells create a town directly. There's only one spell 
  combo that does it: 
  Colony-creation spell + Auberol's Grace: Auberol's Grace changes 
    a colony to a town. Creating the colony first is up to you. Which spells can destroy colonies? 
  In general, any spell or effect that dispels all spells on a structure will 
  automatically destroy a colony (because that's what the Colony helper 
  spell says will happen). 
  Ancestral Home, Entropia, Gogar's Wrath, Maelstrom: These spells 
    destroy a targeted colony.Earthquake: This spell destroys all colonies adjacent to its target 
    square.Justicars: This spell destroys every colony that its recruit group 
    enters.The Unmagicking: This spell destroys all colonies on the board.(Encampment:) This spell is a conjuration. When it expires, it automatically 
    destroys its own colony. Which spells, or spell combos, 
  can destroy towns? Towns are much harder to destroy than colonies. 
  Gogar's Wrath, Maelstrom: These spells destroy a friendly 
    targeted town only. You can't cast them on neutral or enemy towns.Ghost Town + untargeted dispel: This combo first changes 1 or more 
    enemy towns to colonies, then uses the colony-destroying spells to finish 
    them off. Since Ghost Town itself prevents you from targeting the colonies 
    further, you must use an untargeted dispel, which means Earthquake, Justicars, 
    or The Unmagicking. All of those are very far from Ghost Town's mana path 
    (and deliberately so).(Seelie Court + The Unmagicking): This combo casts Seelie Courts 
    on 1 or more enemy towns, waits until they're all off the board, and then 
    casts Unmagicking to strand them there. This does not actually destroy 
    the towns. But it does deny their novices to your opponent, which is usually 
    enough to win. Which spells can capture structures? 
  Change of Heart: Instantly captures a neutral 
    town or colony. Which spells cause structures 
  to move? Note: Currently, structures never actually move. 
  The game engine simulates structure movement by destroying the original 
  one, and creating a new one. 
  Ancestral Home: Whenever the owner trains recruits in this town, 
    the town moves!Defensive Pact: When it executes, a random friendly town 
    or colony moves to the target square!  
 v2.20.00 Last updated 2009/03/27 |