b) online match - rewarding system as #1 wish and c) play vs friend - matchmaking as #2 wish cabals username is JAMMATAL thx for an exciting game!
Update now 100% live, including the new cards. Client update is required though. Happy gaming! -The Cabals Team
: D I think the zahir and vril cards create new playstyles or give support to lesser-played playstyles. Dannan gets interesting removal and a very good accelerator.
The AIs above level ten flow as smooth as silk now, which I'm really happy about. I wasn't expecting new cards this early and that's a pleasant surprise. Grand update, Kyy Games.
Very interesting cards in the update. I think their relative strengths may turn out to be quite different than you'd expect at first. For example, my initial thought was that Rusalka is a real monster, but the "does not conquer" bit balances things out a lot. Still, an interesting twist to the mechanics. On the other hand Magician felt somewhat odd at first glance, but after consideration, it may turn out to be a very interesting unit. And what more, it gives Zahir a nice 2 resource drop that they've been lacking. Interesting to see, whether there will be more cards in the future updates that make Magician tick even better. Not sure what my favorite new card is yet, but Decompose art is really, really sweet.
Friend Matchmaking - next key feature Players have spoken: Cabals community has elected [Friend matchmaking] as the next primary feature. Results: a) 1,45% Refer-a-Friend b) 27,54% Online match - Rewarding system c) 52,17% Play vs. Friend - Matchmaking d) 18,84% Other: async, sell/trade cards, other matchmaking improvements, selecting battleground, limited time, chat, music... Download links: iTunes: iPhone/iPad Android Market Windows - Standalone Mac - Standalone Web - Play with browser Like@ Facebook
I'd probably have gone with async and the reward system over friend games, but as long as all three make it into the game, I'm a happy cabalist
Totally agreed, can't believe people wouldn't want async, the real reason I never play it is I don't have time for anything non async. I would be lying if I said I wasn't disappointed in the community voting that way. As far as the dev and the game goes, there is nothing to be disappointed at in them, they are both great.
Just started playing and I love the mix of TBS and trading cards in the game. I was wondering though can you earn influence besides buying it. Also what does controlling blank spaces do(if anything)?
Controlling blank spaces increases your influence, which is another winning condition (there are 2 - either conquer your opponent's fortress or reach 60 influence first to win).
I think you mean Dominion Points, not Influence. Accumulating sixty Dominion Points is one of the two victory conditions; Influence is the in-game currency. Also, I thought that only stronghold, resource and deployment tiles gave you Dominion Points? I might be mistaken, though. walsh06: As of the moment, the only way to obtain Influence is to purchase them, but Kyy Games is planning to implement other ways to earn Influence. I know selling cards is going to be one of those ways and I think quests are another way as well. I might be mistaken about the latter, however.
At the start of your turn, you get one Domination point for your stronghold and one point for each Resource and Deployment location you control. It's in the instructions. I don't think you get anything for blank tiles.
thanks. And ya that was what I thought too. But I was wondering as surely there is some purpose to the regular tiles turning to your colour.
This is correct. Domination points are gained 1 per round, for each special location you control. Special locations currently are: Stronghold, Resource location, Deployment location. Currently there's only a few cards that use 'normal tiles' to their benefit: CHANGELING CHAUFFEUR Cabal: Danann Covenant Type: Unit Price: 3(+2) Power: 2 Abilities: When conquers a tile: +1 resource. GNOME HERO Cabal: Danann covenant Type: Unit Price: 4(+2) Power: 1 Abilities: When conquers a tile: +1 power ..., but there's more coming... Developer inside information: in the early phases of the development the normal tiles also formed a link between special locations and stronghold. If the link was broken, the benefits were not gained. It was a great tactical aspect, but also lead into more defensive playing. We wanted to encourage more active playstyle instead of turtling. However, this feature might still be introduced later in new game modes and rule sets. Cheers! Mika