Beschrijving van de Producent:
Imagine a distant planet set in a futuristic sci-fi universe. Three separate factions have come to the planet in search of its valuable crystals, while a fourth faction attempts to defend its homeworld from these distant invaders. Through combat and strategic maneuvering each player attempts to gain control of crystal-rich regions, which will ultimately score them the points needed to emerge victorious.
Cry Havoc Overview
Cry Havoc is a card-driven area control game with four asymmetric factions. Machines, Humans, Pilgrims, and the native Trogs. Each faction has a different set of abilities, units, and buildable structures, and as such a different play-style/strategy. The Machines’ goal is to kill everything in sight, the Humans aim to quickly spread out across the map to gain control, the Pilgrims mostly try to avoid combat and mine for resources, while the Trogs simply want to defend their homeland from foreign invaders.
How to Play Cry Havoc
The basic gameplay revolves around a player’s unique deck of action cards. Each card displays multiple symbols representing the different types of actions they can perform (move units, build structures, recruit new units). On your turn you can play as many cards as you like, but may only choose one of the actions. For instance, if you wanted to recruit 5 new units, you could play multiple cards with the “recruit” icon on them, ignoring any other symbols. Any cards used are then discarded. Some cards also have abilities that can be used in combat.
There never seems to be enough cards in order for you to do everything you want to do, but therein lies the challenge. Do I spend these cards to move my units? Should I build new structures that will give me special powers? Or should I save these cards to be used to alter combat? These are the type of difficult decisions that permeate this strategic game, making it equally frustrating and exhilarating, depending on the choices you and the other players make.
The game has a maximum of five rounds. Each round starts with a randomly selected event token which affects every player. These events can be helpful: for example an event allowing everyone to add a figure or some crystals to the board. Some events are less than helpful, perhaps forcing everyone to destroy one of their units. The last round’s event will always be “Enable Final Scoring.”
During the course of the round, each player will take turns performing one action. After each person has performed three actions, each combat is resolved, and scoring, if enabled, takes place. Let’s take a closer look at the actions that a player can select on their turn.
In order to perform the move action, a player must discard a card or cards containing the move symbol. The player will then get a number of movement points equal to the number of move symbols on the cards they played. It costs one movement point to move one figure one space. Movement points can be divvied up any way you see fit. For example, with 2 movement points you can either move one figure two spaces, or move two figures one space.
Recruit New Troops
Similar to the move action, a player discards any number of cards from their hand containing the recruit symbol and gets to add that many figures from their reserve onto the board. These will go directly to their HQ.
Each player has unique structures that provide a unique special ability when activated. To use the build/activate action, discard any number of cards with the build symbol to gain that many building points. Building points can be used to build and/or activate structures. The cost for building and activation is printed on the structure tile. For example, if the Machines player discarded cards containing three build symbols, they could build an Orbital Sniper, then activate it, using the ability listed.
Structures must be built in areas you control. You can never build two of the same building in the same region, nor can you activate the same building more than once in the same turn.
Since you discard your cards in order to perform actions, you will inevitably run low on cards. With the Draw Cards action, you can draw two cards and then keep one. You may choose to either draw from your own personal deck or from the four “Terrain Tactic” decks. Each set of terrain tactic cards specializes in a specific action in addition to their special battle abilities. Each region of the board has up to two different types of terrain. (Mountain, desert, jungle, or ocean) When you battle in a region, you can only use terrain tactic cards that match its terrain. The terrain cards can also be discarded for actions, just like cards in your main deck, as they also have the action symbols discussed earlier.
The final action is to enable scoring. There is one card in each player’s deck that can trigger this action. To enable scoring, you simply discard that card, ignoring any other symbols on it, and place your scoring token on the indicated spot. This counts as your entire action. Enabling scoring is significant because no one scores any points for region control at the end of the round if it has not been enabled. Only one player can take this action per round. When scoring, players get VP for each crystal located in a region they control, and the player who enabled the scoring will also get a bonus VP for each territory they control.
The World of Cry Havoc:
Exploring the planet by moving your troops around the board is not without its risks. You may encounter Trog War Parties, which instantly spawn additional Trog forces and crystals. You may also find helpful exploration tokens, which can give you more crystals, figures, or tactic cards.
Watch out, though. If you enter a region that contains an enemy unit, a battle will happen. Since all of the battles are resolved at the end of the round, you place a battle token into the region to show that it is an embattled region. Once a region is embattled, figures can no longer move into it and structures in the region cannot be activated. It’s basically on lockdown until the combat is resolved. Because battle regions get locked down, deciding when and where to engage enemy forces can make or break your strategy.
How to Win
Victory points can be gained by winning battles, taking prisoners, and destroying enemy figures. Players will score points each round, if scoring has been enabled, for crystals located in regions that they control. The player that enabled scoring will also get a bonus point for each region they control. At the end of the last round, one final scoring takes place. The player with the most points is declared the winner. In the case of a tie, the player who took the most prisoners wins.