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

 

 

Structures

A 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 produces for its 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

What spells create a colony?

What spell combos can create a town?

What spells can destroy colonies?

What spells, or spell combos, can destroy towns?

What spell can capture a neutral town?


Structures

Types 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 structure spells.

Town. A town is a permanent habitat.

  • Every game begins with 4-6 neutral towns on the board.
  • Some spells can destroy friendly towns. No spells create towns directly.

Colony. A colony is a “vulnerable”, or temporary, town. Every colony has the following helper spell::

Colony
When 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.
  • Every game begins with no colonies on the board.
  • Some spells change a colony to a town, or a town to a colony.

Structure Rules

Plains Terrain and Square Dispel. A structure always counts as plains terrain. It is immune to all terrain-changes.

  • When a structure is created, it dispels all spells in its square, and changes it to plains terrain.

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 a town or colony:
  • When you capture your opponent's Sanctum, you win the game!
  • Usually, you capture a structure by moving a recruit group into it. If your group survives all combats that turn, then it captures the structure at the start of the next turn.
  • Some spells capture neutral towns immediately.
  • Some spells can remove a recruit group from the board temporarily. If the recruit group returns to the board in a hostile structure's square, it captures that structure!

Novice Production. Every turn, all owned structures update their novice production. Exception: Structures that were captured this turn do not update their novice production again (since the capture already reset the structure's novice production rate, which counts as a kind of updating).

  • Each structure shows a novice turn count, which is the number of turns remaining until it will produce its next novice.
  • At the start of each turn, each structure that was not captured this turn decrements its turn count by 1.
  • If this reduces the turn count to 0, then:
    • 1 novice of the structure owner's nation is added;
    • 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 adjacent to each Sanctum. (You are a powerful Mage, so your Sanctum is a vast, sprawling piece of real estate.)

  • A Sanctum entrance is not a structure. However, it has many of the same effects and restrictions as structures.
  • A Sanctum entrance has no ownership. It can't be captured.
  • A Sanctum entrance has no production. It doesn't produce any novices or mana, and it doesn't train recruits.
  • A Sanctum entrance counts as plains, and cannot be terrain-changed.
  • A Sanctum entrance cannot be targeted by any square, structure, or terrain spells.
  • A colony cannot be created on a Sanctum entrance.

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 Structures

What 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.

What 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.

What 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.

What spell can capture a neutral town? Change of Heart.


v2.10.00 Last updated 2005/08/05

 

 

 

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