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Fantasy Tabletop Devlog – Chaos Movement & Battles, End of Turn Explained & Human Expansion Tease

Progress Update #42 🛠️ – Chaos Movement & Battles, End of Turn Phases & First Human Expansion

Fantasy Tabletop Devlog – Chaos Movement & Battles, End of Turn Explained & Human Expansion Tease

Starting the week the right way is pretty important, right? And what better way than with a devblog!
Some cool news first: we’ve just passed 700 followers on Kickstarter, so a big thank you to all of you who decided to follow the journey 🔥

As for the prototype – here’s a quick status update.
We’re in contact with the manufacturer, and the prototypes are already being printed. All sets should be with us in early March!

For today, we’re covering the final phases of the game structure – Chaos Movement & Battles and the End of the Turn.

Chaos Movement & Battles

Starting with Chaos movement & battles – Chaos moves its units on the Campaign Map using the Chaos Movement Guide, which is a dedicated set of rules we’ll be sharing later on.
On top of that, Chaos movement is also influenced by Chaos Campaign Cards. Here’s an example:

As you can see, units spawned through this card will advance toward the nearest player-controlled province and attack it once they reach their target. The same logic applies to Chaos battles – Chaos units automatically follow their battle rules, as well as any specific instructions written on cards.

Let’s take a closer look at the Scolopendric Horror.

As you can see, when the Scolopendric Horror is about to receive killing damage, it instead deflects that damage and then erupts from underground, attacking the most wounded enemy unit.

On top of that, battles involving Chaos can be affected by Chaos Battle Cards and spells, which can override or alter the usual Chaos battle rules. This keeps fights unpredictable, engaging, and varied – because, as always, replayability is key!

End of the Turn

Once all phases are resolved, it’s time to move into the End of the Turn.

If you remember the Staging Area for Chaos Campaign Cards, this is where it plays a major role. Chaos Campaign Cards that were not activated and remain in the Staging Area will affect Dread, increasing each player’s Dread counter depending on their number.

To prevent things from spiraling completely out of control, the maximum Dread increase from the Staging Area is capped at 2 – so you don’t get buried under mountains of Dread XD

Next come Chaos structures, which also raise Dread. Here’s one example:

After all End of Turn effects are resolved, the game loops back to the beginning – starting once again with the Income & Research Phase.

And what about the mystery expansion?

We already teased the Chaos expansion in a previous devblog and hinted at the Human one – but today, let’s get a bit more concrete.

Mechanically, the Human expansion is shaping up to be very unique. It will introduce a completely new type of cards, derived from Campaign Cards. The new Human faction will come with Hunter Campaign Cards, opening up entirely new strategic options! Time for a mystery illustration??

And that’s it for today’s devblog!
Have a great week and see you all in the next one 🔥

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