Tactical game where a unit specific variable is consumed per action, and the current value of said variable is displayed on the playing field close to each unit.
IF PLAY AS TELLIAN: Tellian forces drive the armies of Dis back underground, defeating their leaders and sealing them once again under the earth.
IF PLAY AS DISEAN: Disean forces overrun the capital of the Tellian empire, destroying the temple to Tellus, slaughtering any Tellians. The remaining Tellians go underground.
Skeletons – bones of the fallen, animated by a spell caster such as a witch.
Basic attack – deals 2 HP at the cost of 1 AP
Bone throw – throw a limb dealing 2 HP at the cost of 1 HP and 1 AP
Totems – Stone pillars with roots leading back to the Disean underworld.
Summon (passive) - Summons a skeleton every five(?) moves.
Ogres – Bodies of the fallen fused into one larger creature by a spell caster.
Basic attack - deals 4 HP, swipes two squares at the cost of 2 AP
Regeneration (passive) – Regain two HP when resting.
Witches – Offspring of a Tiefling and a Tellian, uses the healing powers inherent to Tellians in order to raise undead.
Basic attack – deals 3 HP at the cost of 1 AP
Raise Skeleton – raises a skeleton at the cost of 2 AP, or 1 AP when consuming a corpse.
Create Ogre – Creates an ogre out of two adjacent corpses at the cost of 6 AP
Tieflings – The devout followers of Dis empowered by his strength.
Basic attack – deals 6 HP, attacks two squares at the cost of 2 AP
Fire Wall – Creates a wall of fire, dealing 4 damage to any who pass through at the cost of 4 AP
Rush – move with half AP cost towards one target and deal 6 HP
Infantry – Male Tellians trained to fight with sword and shield.
Basic Attack – Deals 4 HP at the cost of one AP.
Defend – Put up Shield and subtract 3 points of HP from any dealt damage at the cost of halting AP recuperation.
Whirlwind Attack – Attack four adjacent squares for 3 HP each at the cost of 2 AP
Band - Band together with an adjacent infantry.
Archers – Tellians trained in the way of the bow.
Basic attack – Deals 3 HP at the cost of 1 AP (does not affect skeletons)
Double Arrow – Deals 5 HP at the cost of 2 AP (does not affect skeletons)
Priestesses – Devotees to Tellus, always female.
Basic Attack – deals 1 HP at the cost of 1 AP
Heal – Restores 3 HP at the cost of 3 AP
Mass Heal – Restores 3 HP over a block of 4 squares at the cost of 6 AP
Sanctify – designate areas not walkable by followers of dis at the cost of 1 AP per tile.
Cavaliers – The mounted warriors of Tellus, female crusaders against Dis and leaders of army divisions.
Basic attack – deals 6 HP at the cost of 1 AP
Charge – trample enemies underfoot, deals 10 HP to each target at the cost of normal movement AP + 2 AP per target of attack.
Armor Bonus (passive) - negates any damage from projectiles.
Flow - The main game is linear and story based. Hopefully there will be an online mode which focuses on capturing territory by fighting battles instead of fighting battles to progress the story. The main game consists of a Story -> Battle -> Story -> Battle pattern.
Goal - During battle, it is your goal to kill all of your enemy's units. The Tellians have a set number per battle which arrive at a set point, whereas the Diseans can summon more troops via witches raising skeletons/ogres, or by the automatic action of a totem.
Input - The player selects any of her units and may move the unit any number of spaces equal to or less than that unit's AP. A unit may not pass through other units, terrain such as walls or rocks, and the move may not be taken back. I fail to see the point of being able to take back mistakes in a game which focuses on planning and tactics.
The player then selects an action for the unit to perform. The action must be equal to or less than the unit's AP. The player can choose to take an action without moving, or take an action and then move. Your opponent makes a move and then you may take another.
Death - When a unit reaches 0 HP, they die and become a corpse. Corpses remain and can stack, with three small unit corpses stacking to create an impassible square unless used to create an ogre or skeletons. Larger units, such as the ogre, become obstacles. Witches can not create another ogre or skeleton out of skeleton/ogre corpses.
Banding - Tellian infantry may use the action "Band" when adjacent to another infantry. When they do this, their AP is pooled, the max AP being the sum of all the max APs. Any action is performed by all of them. Up to four Infantry may band together. They must always be on adjacent squares, and if a link in the "chain" of infantry is broken, the new parts are treated as separate groups. The AP is divided evenly among the new groups. If it is divided and the quotient is over any groups' max AP, the excess is thrown away. a Separate move option is present for rearranging grouped infantry, which will allow them to change formation so long as each one is on an adjacent square.