Team Breakdown
Ok, let’s start breaking down the races. 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. The first stop is Humans.
Humans
Humans are by far the most versatile of all races. Their overall stats are decent. They don’t have any major weaknesses to compensate for their lack of any special abilities. What they do have is the ability to be whatever you want them to be, and that makes them very tough opponents. Want a bruiser? Done. Want a chariot that can race around others? Done. That’s their major strength, diversity in their upgrades.
Team Ability
Resolve
Humans can jump the turn order. In many cases going last in the order is fine because it allows more targets for you to attack. But occasionally, it’s more advantageous to move first, especially if you’re trying to get out of the way. Humans are the only race that can do this.
Team Perks
Inspired
Inspired allows the chariot to add a +1 to their charge rolls, allowing them to move further.
Recover
Recover allows you to heal a couple of points to your chariot, but at the cost of a little movement that turn.
Riposte
If a player rolls a 1 on an attack the enemy chariot gets a counter attack. Riposte widens this out to a 1 or a 2.
Strategy
Overall, this team allows for whatever strategy you’d like. You can set your chariots up to knock others around, out-race them or just outlast them. The major weakness here is only the lack of ability to get around traps or distract through misdirection. They are the most flexible of the teams though.
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