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Houses and Nations
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House
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Mana Types
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Nation
|
Nation Ability
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|
Primary
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Secondary
|
singular
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plural
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Combat
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HP
|
Walk
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|
Abomination
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Will
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Strife
|
Imp
|
Imps
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+1 Hand dmg. in round 2
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|
Body
|
World
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Mystery
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Cyclops
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Cyclopes
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|
9 HP
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|
Death
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Mystery
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Will
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Keeper
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Keepers
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+1 Hand dmg. in round 2
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|
Despair
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Mystery
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Strife
|
Shadow
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Shadows
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|
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Mountainwalk
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Hope
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Clarity
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Order
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Vision
|
Visions
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|
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Waterwalk
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Justice
|
Order
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Mystery
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Gargoyle
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Gargoyles
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|
9 HP
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|
Life
|
Clarity
|
World
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Elf
|
Elves
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+1 Missile dmg. in round 1
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|
Making
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Order
|
Will
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Dwarf
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Dwarves
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|
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Mountainwalk
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|
Mind
|
Will
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Clarity
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Djinn
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Djinni
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|
|
Waterwalk
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Nature
|
World
|
Order
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Satyr
|
Satyrs
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+1 Missile dmg. in round 1
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|
Unmaking
|
Strife
|
World
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Misfit
|
Misfits
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|
9 HP
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|
War
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Strife
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Clarity
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Human
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Humans
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+1 Hand dmg. in round 2
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Rules
Houses and Nations
House Mana Types
Recruit Baseline Stats
Nation Abilities
Analysis
What's the best nation ability?
Trivia
In Grehen's lore, which individuals converted to a different
house?
Rules
Houses and Nations.
- A house encompasses a philosophy, culture, or way of life. There
are 12 houses in Sanctum.
- A nation is a race of persons. There are 12 nations in Sanctum. Every
novice and recruit is a member of a nation.
- Every nation is affiliated with one house. (The members of this nation serve
a Mage of this house, namely you, the player.)
- Members of each nation are almost always affiliated with the corresponding
house. However, there are many special cases in Grehen's long history where
some individuals of one nation converted or defected
to a different house.
Usually, you speak of the nation of an individual or recruit, or group
thereof.
- For instance, you'd say a Keeper group, instead of a
Death group.
- Ngozi would describe herself as a Human, not as a War gal.
However, you speak of the house of a spell, monster, or deck.
- You'd say a Despair spell, not a Shadow spell.
- You'd call a Boggart an Unmaking monster, not a Misfit
monster.
- You'd say My Making deck, not My Dwarf deck.
House Mana Types.
- Every house has two mana types, which are called
primary and secondary.
- Almost all of a house's spells have equal or greater primary mana cost than
secondary mana cost. Exception: All of the 5-for-2 structure
mana generators cost 0+5 mana, using only their house's secondary mana.
Recruit Baseline Stats. A hypothetical “nationless”
recruit has the following baseline (unmodified) stats:
- 2 hand damage or 2 missile damage in all 10
rounds of combat.
- 7 hit points.
- Cannot enter mountains. If on a mountain, they cannot move away.
- Cannot enter water. If on water, they drown (die).
These baseline stats are modified by the recruit's nation ability.
Nation Abilities.
- Every nation has a nation ability. All recruits of this nation automatically
gain the nation ability (no matter what house they're actually associated
with). Some spells can change a recruit's nation, in which case he immediately
loses his old nation ability and gains his new nation's ability. Some spells
can cancel a recruit's nation ability.
| 9 HP
nations. |
Recruits
of these nations start with 9 maximum and current HP. |
Cyclopes (Body) |
| Gargoyles (Justice) |
| Misfits (Unmaking) |
| Combat nations. |
Recruits of these nations gain a 1-point damage bonus at the
start of every combat. |
| +1
Hand damage in combat round 2. |
Imps (Abomination) |
| Keepers (Death) |
| Humans (War) |
| +1
Missile damage in combat round 1. |
Elves (Life) |
| Satyrs (Nature) |
| Terrainwalk nations. |
Recruits of these nations can enter, exit, and stand in the
indicated terrain safely. |
| Mountainwalk.
These nations are not blocked by mountains or volcanos. (They still take
volcano damage.) |
Dwarves (Making) |
| Shadows (Despair) |
| Waterwalk.
These nations are not blocked by water, and do not drown in water. |
Djinni (Mind) |
| Visions (Hope) |
Notes:
- If a recruit changes from a 7-HP nation to a 9-HP nation or vice versa,
the recruit gains or loses maximum HP only. The recruit's current
HP remains the same as before.
- If a combat-nation recruit has multiple attacks in the specified round,
all of those attacks get the damage bonus.
- If a recruit with terrainwalk changes to a nation without terrainwalk while
standing in that terrain, he'll suffer the effects. (The Penumbra spell
can drown an entire group of Djinni or Visions over water by changing them
all to Shadows!)
Analysis
What's the best nation ability?
There are many techniques to estimate this. Here are a few.
- By mana value. Find a spell that's roughly equal to your
nation ability. We have:
- Mountain Climb (1 mana), Water Breathing (1 mana). Conclusion:
Terrain walk is worth about 1 mana per group.
- Reaper (1+1 mana), Rangefinder (2+0 mana). Both of these spells have
two parts, (a) +1 damage for their host, and (b) +1 for the entire group,
in round 1 or round 2 only. We want to isolate (b). But we know that (a)
is worth 1 mana, c.f. True Aim, Vicious Strength. So (b) must also be
worth 1 mana. Conclusion: The combat bonus is worth
about 1 mana per group.
- Fortitude (3+0 mana). Conclusion: Having 9 HP is worth about
3 mana per group!
- So the mana value metric suggests that 9 HP is the best
nation ability.
- By head-to-head combat. As you know, in most games, your Horde will
collide with the enemy Horde at center town. Assume that both Hordes are completely
naked (i.e. no spells). Consider who wins.
- Any combat nation will defeat any terrainwalk nation, regardless
of initiative.
- Any 9 HP nation will defeat any combat or terrainwalk nation, regardless
of initiative.
- Conclusion: By this reasoning, 9 HP is a huge advantage! In general,
your opponent has to outrace you by 1 card in the first 6 turns just to
break even at center town.
Trivia
In Grehen's lore, which individuals converted to a different
house? Here's a partial list:
- The Imp Bloodspike converted from Abomination to Hope, and took the
name Heartsong. (Atonement, Unerring Focus)
- Ngozi's Human son Ozande converted from War to Justice, and became
a Justicar. (Nemesis)
- Ovo, Brass of the Sky, is a Vision who turned from Hope to Unmaking.
(Jumping Land)
- Fingle was a Dwarf who studied Chaos, and was exiled. After being
taken in by Misfits, he converted to Unmaking. (Fingle, Fingle's Folly, Chaos
Fog)
You can find other incidents by browsing the card flavor texts and the histories
of Grehen.
v2.10.00 Last updated 2005/08/05
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