CASTLE: THE GAME
4.3
The battle
To understand the intricacies of the game, it is best if you jump straight into the fray. Here are some principles of the game mechanics.
Special moves
Prince Adalbert appears at the gate.
If the count of your defending team drops below seven pieces, you can visit the guardroom at any point to get new fighters. As soon as one intruder has reached the courtyard, a special figure appears at the gate: the Lord of the castle, Prince Adalbert (the antigen-presenting cell in the medical view). He checks out the situation and mobilises new forces. In order to do this, you need to take Prince Adalbert one step to the left and then one step to the right. Now there are new defenders available in the guardroom. You can select them and they will appear on the yellow circle on the left.
Benno the Bowman enters the passage. You need to move him one field per move until he stands on the third light brown circle of the passage. Then you may place him wherever there is space.
After that, you can lead the fighter into battle – first one light brown circle per move. As soon as your defender has reached the third circle of this passage, you may put him wherever you see a green highlighted circle.
Death and injuries
There are defenders who perish whenever they attack. Their strength is enough for exactly one fight, whatever the outcome. Others survive every fight. Should they beat an intruder, they remain on the battle field. If they fight intruders they cannot defeat, they get wounded. They then go to the sickbay to recover. If you want to reintroduce warriors from the sickbay, go to the guardroom. There, you can click on the defender. Introduce them one step at a time over the passage as described previously.
Attackers that hide
An ostrich has made it into the courtyard. He hides and waits for a second ostrich to arrive. Then he gets up and moves. You only see the shadow of the hidden ostrich.
There are intruders who hide as soon as they have reached the courtyard. The only trace they leave is a shadow on a circular tile. These intruders become active again as soon as a second individual of the same species has entered the courtyard. They then rise again from the shadows and – with combined forces – try to reach their target field.
The slotmachine and the cabinet
Button to access the slotmachine.
This button takes you to the slotmachine. Hit it to try your luck. You may win remedies that help the defenders. You may also trigger events that harm your defense.
Cabinet with three remedies, medieval view.
When you win remedies, you can put them in your cabinet. You may use them as and when you wish. Note that in your cabinet, you can only collect up to three remedies at once. This means that you need to use one should you wish to change the content of your cabinet.
The lady of the castle, Regula - medieval representation of the regulatory t-cell
The lady of the castle (Regula / regulatory t-cell) appears in some events of the slot machine. She has the power to either clean the courtyard from all intruders or to stop all fights and end the game.
Settings and score
The fire pit: button to access the settings panel.
With the settings button you can access a panel where you can mute the sound effects and the music. You also have access to the portrait gallery of all fighters.
Check the score.
The score shows you the points of the defenders and intruders. It is based on an intricate algorithm.
Lizenz
University of Basel