Cry Havoc Clarifications
Hey there! I wanted to take a moment to clear up any confusion and provide some additional information about the game, “Cry Havoc.”
So, what is “Cry Havoc” all about? Well, imagine yourself in the midst of an intense battle, where strategic decisions and tactical moves hold the key to victory. That’s what this game is all about – immersing yourself in the thrilling world of warfare.
Now, I know the game might seem a bit complicated at first glance, but fear not! I’m here to guide you through it all. With a simple set of rules and a helpful rulebook, you’ll be commanding your troops and outsmarting your opponents in no time.
Objective and Strategy
So, what’s the goal? In “Cry Havoc,” your aim is to control territories, accumulate victory points, and ultimately emerge as the dominant force on the battlefield. But be warned, my friend, victory won’t come easy. You’ll need to carefully plan your every move and adapt your strategy to the ever-changing conditions of the war.
Each of the four unique factions in the game has its own strengths and weaknesses, giving them a distinct playstyle. Whether you choose to exploit the stealth and cunningness of the Humans, the brute force of the Trogs, the advanced technology of the Machines, or the mystical powers of the Pilgrims, each choice will bring a whole new dimension to your gameplay.
Alright, let’s dive into the mechanics of “Cry Havoc.” The game is played over a series of rounds, with each round consisting of three phases: Planning, Action, and Cleanup.
During the Planning phase, you’ll secretly assign orders to your troops, deciding their actions for the upcoming round. This is where your strategic thinking comes into play, as you aim to outmaneuver your opponents and gain the upper hand.
Next comes the Action phase, where the orders you assigned in the previous phase are revealed and resolved. This is where the battlefield comes alive with clashes, battles, and tactical maneuvers. Every decision counts, so make sure you choose wisely!
Finally, we have the Cleanup phase, where you tidy up the board, resolve conflicts, and prepare for the next round. This is your chance to reflect on your strategy, learn from your triumphs and defeats, and come back stronger in the next round.
Well, there you have it – a brief rundown of what “Cry Havoc” is all about. Now, I hope you’re feeling more confident and excited to dive into the game. Remember, it may seem a bit overwhelming at first, but trust me, once you get the hang of it, you’ll be hooked!
So gather your troops, devise your strategies, and get ready to conquer the battlefield. Happy gaming!
- The Golden Rule is simple: if a card or token contradicts the rule book, the card or token takes priority.
- When using the Draw two, keep one card Action, you can choose any of the four Terrains. It doesn’t matter if you control a Region of that Terrain type or not.
- Remember to consider the Trogs when calculating VP for scoring Crystals.
- Even if you can’t apply a card’s effect, you can still play it.
- In a two or three player game, if Trogs capture a Prisoner, set the Unit aside. You can’t recruit it back to your Reserve unless you lose 2 VP. However, you don’t score any points for Prisoners held by the Trogs during the Prisoners phase.
If the Trogs win the Region Control Battle Objective in a two or three-player game, their victory does not result in placing a Control token in the Region or earning any points. Instead, a Trog Nest token is placed to mark their dominance.
When the Trog War Party/Nest token is revealed, the number of Trogs on the board depends on the available miniatures. If there aren’t enough Trogs, only the available ones are placed along with the full quantity of Crystals. If there are no Trogs at all, all the Crystals are placed, and no Battle occurs. However, the player who moves into the Region must remove one Unit from their Reserve.
You have the freedom to move your Units through enemy-controlled Regions without encountering any opposition or triggering Battle if there are no enemy Units or Trog War Party/Nest tokens present. Even if the Region is under an opponent’s Control, you can continue your Movement if desired. It’s important to note that you won’t gain Control of the Region or activate any Exploration tokens unless your Units end their Movement phase in those Regions.
You can’t put Crystals or Build Structures in a Headquarters Region!
There are a few key terms you should know:
1. Kill: When Units are killed, they go to the owner’s reserve.
2. Reserve: This is where players keep their available Units for the Recruitment action. The Reserve has a limit! If a player’s Reserve is empty because all their Units are Prisoners or on the board, they can’t Recruit anymore.
3. Crystal: These are markers that are placed on the board for different reasons. Each Crystal gives the owner of the Region 1 VP (or half a VP, rounded up, for Trogs) when Scoring is Enabled.
4. Region: A distinct space on the board.
5. Adjacent: This refers to a Region that shares a border with another Region.
Remember, the outer Regions with arrows are considered adjacent to the Regions on the opposite side of the board.
Hey there! Let me explain a few important things about Regions in Trog, the game. First, let’s talk about adjacent Regions with Tunnels. In Trog, these regions are considered connected for Trog units, which is pretty neat, right?
Now, how about occupied Regions? Well, a Region is considered occupied if there are any Unit tokens in it. Keep in mind that Regions with only Trog Nest or Trog War Party tokens, or just Structures, or even a Control token alone, are not considered occupied. It’s only when there are Unit tokens that a Region is truly considered occupied.
Speaking of control, a Region is controlled by the player who happens to have a Control token there. So, if you have a Control token in a Region, it’s under your command! Pretty cool, huh?
Lastly, let’s talk about the Hand. This is simply the cards that you hold in your hand while playing the game. Easy peasy, right?