Prepare your decks and go on a pilgrimage through the wasteland! Nowhere Prophet is a unique single-player card game. Travel across randomly generated maps and lead your followers in deep tactical combat. Discover new cards and build your deck as you explore this strange, broken world.
Nowhere Prophet Combat Guide
Fights are resolved through a turn-based card game. Both sides have a leader that brings the cards with them. The goal is to reduce the opposing leader to zero health.
When it’s your turn, you can play cards from your two decks (Convoy Deck and Leader Deck). To play a card you have to pay its Energy cost, which can be found in the blue hexagon on its upper left.
You start each fight with 3 convoy cards, 2 leader cards and 3 Energy.
At the start of each following turn your maximum Energy increases by 1 and is refilled. You also draw one card from each deck. You can h old a total of 6 convoy cards and 4 leader cards. Cards and other effects can increase or reduce your Energy and make your draw or discard cards.
If you would draw a card when the relevant deck is empty, you lose 2 health. If you would draw a card while your hand is full, then nothing happens.
To win your fights you will have to put your followers into play.
Playing a convoy card (or some leader cards) will put a unit on the battlefield. All units have two values: Attack and Health. Attack is how much damage that unit does when attack, Health is a measure of how much damage they can take before they are destroyed.
Exhausted & Refreshed
When a unit enters play it starts out exhausted. Exhausted units cannot move or attack. This means that units that have just entered battle cannot act immediately.
At the start of your turn all your units are refreshed. They can now act. Refreshed units all show a yellow triangle so you can quickly tell which ones can act. After a unit has acted it becomes exhausted again until the start of your next turn.
Attacking & Moving
During your turn your units can act in any order.
You can move any of your units to a new position. Simply drag the unit onto a free tile on your side. The unit does not need a free path to the target tile and there’s no maximum move distance.
If the unit is the first in its row (seen from the center of the battlefield) then it’s in the frontline. This means it can attack instead of move. to attack, drag the unit onto the enemy leader or onto a legal unit target.
If your unit attacks the enemy leader, it simply deals damage equal to its attack to that leader. If it attacks an enemy unit, then both attacker and target do damage to each other.
Positioning & Targeting
A unit’s position on the battlefield determines whether it can attack or be attacked.
Only the first unit in each row, starting from the center of the screen, is considered to be on the frontline. These units can attack or be attacked by enemy units. Units that are in position to attack show a set of spikes at the front of their circle. This helps you identify threats more easily.
Units that are hidden behind other units or obstacles are protected from direct attack by other units. Be aware that attacks from leader cards are not restricted by these targeting rules. They can target any unit on the battlefield.
While placing a unit, all the tiles that would cause this unit to be in the frontline show a crossed swords icon.
There are different types of targets found on the battlefield:
Followers are the men and women following you on your pilgrimage. This is the most common type of unit. Followers are normally created by cards from the convoy deck, but there are other conditions that may create them.
There are also special groups of followers, like Beasts and Drones. These behave just like regular followers but some cards may refer to them specifically.
Constructs are non-living creations, either fashioned through technopathy out of pure energy or useful equipment brought on your journey. Constructs cannot move or attack but usually have some special ability to make up for that.
Obstacles are just that: Obstacles. These objects are on the battlefield but are not controlled by either side. Most obstacles have no special abilities and simply provide cover, tighten the battlefield or prevent frontline access.
But there are obstacles that can be hazardous or provide advantages: Some deal damage to neighboring tiles when damaged others may provide a positive boost when destroyed…