The Game Science
(Enough with the mechanics… where’s the game?)
So why is tAoT fun? It challenges its players to be:
1
– Strategically reactive like when playing a game of
chess.
2
- Creative like searching for a solution in a puzzle
game.
3
- Able to create and manage strategic social roles like
in a MMORPG raid.
To elaborate on these ideas I would like to tangent off and introduce you to a
few cards and talk about how they influence the game.
Strategically Reactive
Each of the following training cards costs five gold to play, requires you to
have one specific architecture building in play, and produces one of the
following units:
Fire Elemental
Attack: very high attack damage
Stats: low HP (Health Points)
Effects: dies in 3 turns
Elven Archer
Attack: medium damage, ranged
Stats: low HP
Shield Guardian
Attack: low damage
Stats: high HP
Effects: reduces damage taken from
all attacks.
Air Elemental
Attack: low damage attack, ranged
Stats: low HP
Effects: evades the first attack
made on it every turn.
We can deduce the following:
1 - The Fire Elemental’s attack is completely nullified by an Air Elemental’s
evasion.
2 - The Air Elemental can’t be hit by any one attack so you need ranged units to
hit it.
3 - The Shield Guardian’s damage reduction weakens every attack made against it
making it defend well against ranged units.
4 – The Fire Elemental’s attack does have some damage taken off by the Shield
Guardian’s damage reduction but most is still inflicted.
These statements expressed as a visual map creates:

(the arrows represent an effective counter)
This demonstrates the need to be responsive to what mechanics your enemy
deploys.
Moving on I want to reassess from a strategic production-economy perspective:
Tech – meaning the number of architecture cards you have in play.
Mechanics – meaning the units and spells you have played and your life
points.
Gold - used with the cards in your hand to produce both Mechanics and Tech.
Command – Used to draw cards.
Observing gameplay we can see that:
1 - Because gold mines are constantly being fought for, the amount of gold you
receive each turn is directly related to your Mechanics.
2 - The amount of command you receive is constant but what really determines
card economy is the ratio of early game to late game cards in your deck (a card
that requires only a single architecture building would be early game).
3 - Creating architecture buildings will advance your Tech, at the cost of both
Gold and Command. Once created Tech
will give you more Mechanic for your Gold (just like more bang for your buck).
These statements expressed as a visual map creates:

Being responsive to how your opponent operates his/her economy is essential to
winning.
Creative
Next I want to explore how tAoT is creative.
To demonstrate I would like to construct a deck. When fighting against your opponent’s
mechanics you are searching for a way to mechanically negate them. When building a deck you are
combining mechanics that synergize well with each other. Before we can begin putting cards
together to create a deck we need to decide on a deck theme, a way it will win. So let’s create a deck mission
statement:
This deck will:
1 – “Rush” our opponent in the early game
2 – Will win by dominating gold economy
To make this deck I have selected cards from the Fire and Water armies. I am going to introduce you to the
cards and then talk about why I put them together.
Fire Elemental
Attack: very high attack damage
Stats: low HP
Effects: dies in 3 turns
Tier: 1, Fire
Lightning elemental
Attack: low attack damage, small
range
Stats: low HP
Ability: can deal a small amount of damage to all units on both grids
Tier: 1, Fire
Bolt
Spell Effect: high damage to a
single enemy unit
Tier: 1, Fire
Flame Strike
Spell Effect: low damage to three
enemy units
Tier: 1, Fire
Fire Enchantment
Spell Effect: adds a medium damage
buff on two units
Tier: 2, Fire
Bolt storm
Spell Effect: Nuke all units on
both grids
Tier: 3, Fire
Ascended dragon
Attack: medium damage
Attack Effect: attack will hit its
target and the two tiles behind it.
Stats: High HP
Ability Effect: regenerates
some health, cost command
Ability Effect: increase by
one tile the number of tiles Ascended Dragon’s attack will hit, cost command
Tier: 2, none
Flood Caster
Attack: low attack damage, small
range
Stats: low HP
Ability Effect: floods for 3 turns a
mine you have captured and floods for 4 turns the mine mirroring it on your
opponent’s grid. A flooded gold mine
can’t be contested or captured… think of it as being temporarily removed from
the game.
Tier: 2, Water
Erosion
Spell Effect: all players on both
teams lose 10 gold at the beginning of their turns for 2 turns
Tier: 2, Water
Shrouding Mist
Spell Effect: All units on both
grids lose a medium amount of range
Tier: 2, Water
These cards all synergize well together.
Speed Damage Cards – This deck has a huge amount of speed in the form of Fire
Elemental, Bolt, Flame Strike, Fire Enchantment, and Lightning Elemental. This should allow for easy capture of
gold mines in the early game.
Gold Economy Damage Cards – At tier one, we assaulted the enemies gold economy
by taking control of gold mines. At
tier two, we are going to assault gold economy directly with both Erosion and
Flood Caster.
Ascended Dragon –Ascended Dragon’s high HP and regeneration ability is the only
thing we have in this deck that can really defend a gold mine. Water and Fire don’t really have any
tough units so this card which can be added to any deck will have to do!
Desperation Move Cards – The worse case scenario for this deck is allowing the
enemy to slow the game down long enough to begin stock piling units on the grid. To deal with this situation we have
two cards Shrouding Mist and Bolt Storm.
Shrouding Mist will partially disable all ranged units on both grids,
range being something we have very little of is of no sacrifice. Bolt Storm will simply kill every
unit on both grids.
There are plenty of mechanical synergies I haven’t mentioned hidden within this
deck…. Try to find some.
Example: Fire Enchant + the Ascended
Dragon’s attack = that is a medium amount of damage boost that’s hitting more
than unit.
This covers how tAoT is creative.
Moving on I want to talk about how tAoT is team based.
Team Based
To demonstrate the need for players to coordinate in social roles I want to
build a deck that will in an effective way team up with the Fire-Water deck we
constructed above. Before we can
begin to build this new deck we must first abstract what roles our Fire-Water
deck accomplishes at each tier.
|
Tier
|
Fire-Water Deck
|
Team Mates Deck
|
|
1
|
Grid Rush/Control
|
?
|
|
2
|
Gold Economy Damage
|
?
|
|
3
|
N/A (Bolt Storm)
|
?
|
At tier one I want to support our Fire Elementals with ranged units behind them,
giving the combined effort plenty of push against enemy gold mines. To do this we will add cards like:
Elven Archer
Attack: medium damage, ranged
Stats: low HP
At tier two I want to support our Fire-Water deck’s gold economy destruction
cards by ensuring the enemy will not be able to recapture any gold mines. To do this we will add cards like:
Earth Elemental
Attack: low damage
Stats: high HP
Effects: reduces damage taken from
all attacks.
Our Fire-Water deck makes for a very tough fight in the early game, naturally so
should our team mate’s deck. Like
our Fire-Water deck I will only add a single tier three card:
Quake
Spell Effect: Destroy all
buildings on both grids.
This card is just like Bolt Storm, a desperation move. In the case that our foes have
managed to develop their Tech to tier three we would be in serious trouble since
we wouldn’t be able to compete with their powerful late game cards. A Bolt Storm followed by a Quake will
start the grid game over again.
So that gives us
|
Tier
|
Fire-Water Deck
|
Elven-Earth Deck
|
|
1
|
Grid Rush/Control
|
Ranged Units
|
|
2
|
Gold Economy Damage
|
Tanking Units
|
|
3
|
N/A (Bolt Storm)
|
N/A (Quake)
|
Social coordination in proactive deck construction is important, but it is also
necessary during combat. Making
coordinated strikes, timing plays, and especially your ability to change social
roles to effectively counter your opponent’s forces are all major aspects of
working together as a team in tAoT.
Conclusion
tAoT is strategically reactive, creatively proactive, and a challenging team
based experience.