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This scenario sounds like a mad dash for the attacker. You need to cover at least 30 inches of ground in potentially 4 rounds, which basically means you're just sprinting most of the game. And then you have to somehow fight your way through the enemy, who can almost immediately respawn anything you defeat and throw it back in front of you.

Also if I understand the nightmare zone correctly, if the attacker moves into it, they bleed points to their opponent, and since nobody can see anyone else, if the opponent just stands in front of them, they can't move past them, since you can't charge a unit you can't see?

It feels very difficult to actually win this scenario as the attacker, unless you have some kind of super fast army with teleport abilities.

A very valid concern.  With more playtesting, balance could be achieved.  I was mostly figuring that an attacker would naturally go for movement-based pieces and/or long-range killing.  I had not considered a lack of LOS being a block to charging, honestly.  It's not a way I've ever seen things played - charges around blocking terrain aren't uncommon.  The intent was for the Nightmare Zone to be melee-only, a way for the less-powerful defender to flank the opponent without giving them free ranged attacks.  The attacker could then make the strategic choice regarding concentrating units in the gap or sacrificing points to the enemy to spread out.

If I were to edit this going forward, I would likely make the field 5 feet long instead of 6.

Yeah I'm pretty sure there's no rule requiring line of sight to the target of a Charge.