Chivalry is Dead – Elves
Published by naughtyjester on
In this series of blog posts, we’re going to focus on each race one by one. Their strengths, their weaknesses, and what makes them play differently from the others.
Elves
Elves are the dodgy race. Do you want one that is hard to get into traps, that can get out of trouble? It’s these guys. Their racial ability allows them an extra sidestep. On the surface that doesn’t seem like much but when you consider it doesn’t require one step forward it means they can get across the map fast. It also means that the trap dropped in their path is more of a nuisance than an actual threat.
Team Ability
Mobility
Elves get 1 free sideways movement per turn.
During their movement phase Elves can move their chariot 1 extra space sideways per turn. This does not require movement prior. Costs 5 Endurance.
Team Perks
Dodge
Prior to an attack roll you can declare a dodge. This increases your chance of getting out of the way.
Rams
Your mounts can Ram enemy chariots
Ok, the rules here aren’t quite ready for release but here’s the high level. This adds an ability for your chariot to ram another chariot from the back (or from the side in the case of that middle section of the map). Unlike a collision you don’t take damage and you get some extra damage added on as well.
Hunt
Choose a target. During your movement phase you may make one free movement toward that target.
This one is great to not only catch up to opponents but also get yourself lined up better for an attack.
Strategy
The Elves are tough to nail down on traps and obstacles. Their strategy revolves around
avoiding all the things that hold up the other races and getting out of
trouble. Destroying traps that are holding you in place are a major benefit if
you’re competing against one of the trap-based races.