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$TRANSLATION fr Wiki-Fr/Jeux_Des_Arenes
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= Arena Games : Rite Of Command =
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:Note that this information has been copied directly from the T1 wiki, and lightly edited. If you find information that is false or innacurate, please update it!
  
= Arena Games : Witagog =
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Rite of Command is a two-player game played at a formal dueling arena.  Each player must stake a wager to begin the game; the winner collects both wagers.  
:Note that this information has been copied directly from the T2 wiki, and lightly edited. If you find information that is false or innacurate, please update it!
 
  
Witagog is a game where you pit your own Witagog army against your opponent's. Your goal is to destroy the opponent's Witagogs or end three consecutive turns with a witagog in their arch. When taking an arch, it's only important that you end your turn with one of your gogs in their arch, if they push you out and you move back in, or if you take it with two different gogs [**has to be the same gog now**], it still counts. Witagogs are customizable - you can build them into many different purposes. Strategy is not just in board position but also in changing your army's capabilities to meet changing circumstances.
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Each player has a deck of cards.  The cards in the deck are chosen randomly at the start of the game. Both players receive exactly the same cards, but the order of the cards is different for each.  (Order can be very significant, and provides a substantial element of chance to the game.)  Players have two minutes to examine their decks before the game begins.
  
= Witagog Basics: =
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Play begins with a randomly chosen player and alternates subsequently.
* Strength - Determines how much damage the gog can deal
 
* Defense - Determines how much damage an attacked gog can deal back
 
* Max HP - The maximum HP your gog can heal up to
 
* Heal - Amount of HP healed per turn (healing takes place at the end of your build phase)
 
* Speed - How much you can move the gog (see movement, below, it's not a simple count of squares)
 
* Legs - up to 8 legs represented by filled-in circles (two cardinal directions must be filled in before the in-between diagonal leg can be put in)
 
  
Each stat starts at one, and each gog starts with no legs.
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There are three rings in the arena.  On each turn, a player will draw the top card from his or her deck and choose to play it into one of these rings.  There are two types of card: soldiers and weapons.  Each type forms a line, left to right, in each ring.  New cards played into a ring join the right end of the line.  For example, if player 1 plays an axe into ring 1 and player 2 then plays a sword into ring 1, ring 1 will contain an axe and a sword in that order.
  
A turn has two phases: move and build. Attacking happens during the ''build'' phase. Healing happens at the end of your build phase.
 
  
Note that when you click a gog, the left hand picture (which shows which legs it has, and allows you to move or attack) is oriented with the top facing north (not your opponent). So if you are on the east side of the board, you'd use the ''left'' circle to move/build/attack towards your opponent.
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After all cards have been played, combat is resolved in each ring based on the cards that have been played into it.  The player who wins two or more rings wins the game.
  
== The Move Phase: ==
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Combat begins with soldiers choosing weapons.  Each soldier will choose weapons in turn, starting with the one on the left. Every soldier may have between 0 and 3 hands, and may be restricted to a certain type of weaponA soldier will take as many weapons as he can carry, always choosing the leftmost appropriate weapons. Soldiers do not care who placed a weapon.
The move phase comes first (this phase is skipped on the first turn). You are assigned 49 move points, plus half of any move points you did not use the previous turn. To move, click on a gog, then click one of the filled-in circles on the left hand picture. Moving a gog costs 49/Speed rounded down, move points. You can move more than one gog in a turn if you have sufficient points. Ex: you have two gogs with speed 2You can move both one square each, or move one gog two squares. If you move into an opponent's gog, you shove it one square in the direction you moved. You can't shove a gog off the edge or into another gog. You can only move your gog in a direction in which it has legs, which can only be added during the build phase. When you are done moving all your gogs (either you have insufficient move points to move any, or no longer wish to move), click any of your gogs and hit the "done" button.<br>
 
'''NB''', if you have two of your own gogs in adjacent squares, you can't move them both by shoving one into the other. This was my bright idea to get free moves but it doesn't work.
 
  
== The Build Phase: ==
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Consider the following example:
During the build phase, you are given 49 build points (except for 33 build points for player 1 on the first round), plus half of any build points you did not use the previous turn. Each build action on a gog costs one point plus one for every "improvement" the gog has (legs + stats). So the first leg or stat raise costs 1 point, the second costs 2 points, and so on. To build a leg, click one of the ''empty'' circles on the left hand picture. The diagonal legs can be filled in when the two neighboring legs have been filled in.  To raise a stat, click one of the squares to the right of the stat. To attack, click one of the ''filled-in'' circles (if there is an enemy gog in the next square in that direction). Attacking costs the same as raising a stat or building a leg, but does not raise the cost of the next attack or improvement. You can attack with or build on more than one gog if you have the points - you can even build on a gog and attack with it in the same turn. You can attack as many times a turn as you have build points.  Ending the build phase is just like ending the move phase, and also ends your turn.  When you end your turn, half of the build/move points that you haven't used carry over to the next turn and your gogs heal.
 
  
=== When Witagogs attack: ===
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||Soldiers:||Shield bearer<br>Hand 1: any<br>||Mace bearer<br>Hand 0: blunt<br>Hand 1: blunt||
One witagog attacks another, dealing the amount of damage equal to its strength and taking damage equal to the defender's defense. The defender will die if his HP are less than or equal to the attackers strength. If the defender survives the attack, however, it deals another round of damage equal to it's defense.  This means that if you attack, either kill the enemy gog, or be prepared to take twice the def value in damage or die yourself.
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||Weapons:||Club (blunt)||Sword (blade)||Divine Staff (blunt)||
  
# You defeat the opponent, and survive. (If you have STR equal-to or more-than opponent's HP, and if he has less DEF than your HP)
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The shield bearer will choose first, and will pick up the first available weapon--the club.  The mace bearer will then choose, and will pick up the divine staff. The mace bearer's other hand will remain empty, since no suitable weapons remain.
# You defeat the opponent, but your gog is also killed. (If you have more STR than opponent's HP, but he has more DEF than your HP)
 
# You are killed instead, weakening the enemy gog though (If you have less STR than opponent's HP, and you have less HP than TWICE his DEF)
 
# The gogs only get weaker (If you have less STR than opponent's HP, but your HP are greater than TWICE his DEF). If this happens, the attacker takes twice the defense value in damage.  
 
  
= Basic Strategies: =
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After weapons are chosen, the soldiers will fight in pairsThe leftmost soldier belonging to player one will fight the leftmost soldier belonging to player two.  Whichever soldier has the greatest power wins.  If soldiers have equal power, the leftmost soldier winsThe loser is removed from the battlefieldThe winner's power is reduced by 3, to reflect battle fatigue.
* Specialize your gogsOne attacking gog and one defensive gog are much cheaper to build and use than one gog that has high attack and defense.
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* Attack with two smaller gogs to kill a larger gogYou might lose one of the smaller ones, but they lose a big one.
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Every soldier has two power ratings and an "effectiveness condition"For example, a Priest of Osiris has a power of "6/0 (vs non-priest)"This means that a Priest of Osiris has a power of 6 when fighting a non-priest, but a power of 0 when fighting a priest.
* Back up your gog when position matters.  If you have a back-up gog behind one of your primary gogs, your opponent can't push him backThis is especially important for taking arches.
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* Never underestimate the power of hit pointsDon't know what to spend your build points on? Buy some hit pointsThis is especially good when you have one or two leftover points at the begining, spend the points on hitpoint upgrades for your rear gogs instead of wasting them when it discards half of them at the end of the turn.
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A soldier's power is modified by the weapons he is carryingWeapons, like soldiers, have two power ratings and an effectiveness condition. A chariot has a power of "5/0 (if wielder is priest)", indicating that it has a power of 5 when wielded by a priest, and 0 otherwise.
* Conserve movement points if you don't have a firm plan of attackYou get half of them back later, which means that if you have a 2-speed gog, you get an extra move out of it the next round.
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* Don't waste your gogs attacking unless you know you can killYou only get so many gogs, and unless you can kill something off This Round, you're often better off not attacking.
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The winner in a ring is the player with soldiers still standing in it after all combat is done.
* If something didn't work, don't do it again.  If you lose a high strength gog to his gogs, don't build another high strength gog.  Look at where his weaknesses are and build a new gog that can exploit those weaknesses.
 
* Speed and legs must be added the turn before moving to be usable in the movement phase (you can build and attack with a leg on the same turn).  Max HP and heal must be added the turn before attacking to boost actual HP.  Strength, though, can be added immediately before an attack.
 
* Speed Kills. Building speed early will allow you to take positional control of the board, as well as placing your opponent on the defensive.
 

Revision as of 20:31, 30 November 2008

Arena Games : Rite Of Command

Note that this information has been copied directly from the T1 wiki, and lightly edited. If you find information that is false or innacurate, please update it!

Rite of Command is a two-player game played at a formal dueling arena. Each player must stake a wager to begin the game; the winner collects both wagers.

Each player has a deck of cards. The cards in the deck are chosen randomly at the start of the game. Both players receive exactly the same cards, but the order of the cards is different for each. (Order can be very significant, and provides a substantial element of chance to the game.) Players have two minutes to examine their decks before the game begins.

Play begins with a randomly chosen player and alternates subsequently.

There are three rings in the arena. On each turn, a player will draw the top card from his or her deck and choose to play it into one of these rings. There are two types of card: soldiers and weapons. Each type forms a line, left to right, in each ring. New cards played into a ring join the right end of the line. For example, if player 1 plays an axe into ring 1 and player 2 then plays a sword into ring 1, ring 1 will contain an axe and a sword in that order.


After all cards have been played, combat is resolved in each ring based on the cards that have been played into it. The player who wins two or more rings wins the game.

Combat begins with soldiers choosing weapons. Each soldier will choose weapons in turn, starting with the one on the left. Every soldier may have between 0 and 3 hands, and may be restricted to a certain type of weapon. A soldier will take as many weapons as he can carry, always choosing the leftmost appropriate weapons. Soldiers do not care who placed a weapon.

Consider the following example:

||Soldiers:||Shield bearer
Hand 1: any
||Mace bearer
Hand 0: blunt
Hand 1: blunt|| ||Weapons:||Club (blunt)||Sword (blade)||Divine Staff (blunt)||

The shield bearer will choose first, and will pick up the first available weapon--the club. The mace bearer will then choose, and will pick up the divine staff. The mace bearer's other hand will remain empty, since no suitable weapons remain.

After weapons are chosen, the soldiers will fight in pairs. The leftmost soldier belonging to player one will fight the leftmost soldier belonging to player two. Whichever soldier has the greatest power wins. If soldiers have equal power, the leftmost soldier wins. The loser is removed from the battlefield. The winner's power is reduced by 3, to reflect battle fatigue.

Every soldier has two power ratings and an "effectiveness condition". For example, a Priest of Osiris has a power of "6/0 (vs non-priest)". This means that a Priest of Osiris has a power of 6 when fighting a non-priest, but a power of 0 when fighting a priest.

A soldier's power is modified by the weapons he is carrying. Weapons, like soldiers, have two power ratings and an effectiveness condition. A chariot has a power of "5/0 (if wielder is priest)", indicating that it has a power of 5 when wielded by a priest, and 0 otherwise.

The winner in a ring is the player with soldiers still standing in it after all combat is done.