Eden is a skirmish game taking place in a post-apocalyptic world. Each player controls a band of fighters struggling to survive for the love of violence, for the gods or even for mysterious reasons. Below is a summary of the rules and qualities of this game...
Each fighter has 4 characteristics: Psi, Combat, Vigor and Speed. He also has 4 limbs, each one being related to a specific characteristic (head with Psi, arms with Combat, torso with Vigor and legs with Speed).
During a round, players will activate their fighters, that will perform their actions such as moving, fighting, etc. However, to represent the reactivity of the fighters, the players will be allowed to activate them depending on their Speed. Hence, if a player activates a fighter with a Speed of 3, his opponent may interrupt him to activate a fighter with a higer speed. This simple rule allows to boost and let the activation be highly strategic.
Each fighter gets 3 action points that he can use the way he wants during his activation to move, perform attacks, use special abilities or even fulfill conditions imposed by the player’s mission.
In Eden, players do not have to choose a scenario before starting a game. In each starter, there are 4 mission cards (which makes 6 different and unique missions). At the beginning of the game, each player chooses a mission card that sets out their
objectives for the match. It will still be possible to play a good old scenario, but Eden’s mechanics allow play to be very fast and make every game unique since mission combinations are numerous. In addition to mission cards, players will also choose
tactical cards that will form their Tactical Hand for the game. These will usually bring a specific bonus that may provide a significant advantage at a key moment. Each player chooses as many tactical cards as his band leader’s Psi (usually between 4 and 6). With this lightweight ‘deck-building’, the use of these cards is really strategic since that in addition to the correct preparation of the game by carefully choosing their cards, players will also have to use them at the best time, knowing that they can only play one of them each round.
Finally, at the beginning of the game, each player receives Strategy Points (SP) which he may use during the game to start a round, play his Tactical cards (yes, they are no free-to-be-played) or even activate some special abilities. A careful management of this SP stock is therefore of prime importance.
As in many games, resolving actions with his fighters may involve chance. Eden uses D6 (classic 6-sided dice) to resolve combat, shooting and even some special abilities. Each action has its own terms but with a common principle. To clarify this, here is an example.
the Gang of Jokers. Elenia can react to his attack, but for the purpose of the example, let’s say she does not (which is also possible). To resolve this attack, Abama rolls a number of D6 equal to its Combat characteristic, this is a Combat roll. Each result higher than or equal to Elenia’s Vigor (the difficulty of the roll) count as a success. Abama also performs a ‘Localization roll’ to choose the limb hit by the attack. Then, each success can either be used to modify by 1 the localization roll (to hit a different limb, for example) or to inflict wounds to Elenia. This basic system, simple and efficient, is enriched, the target of an attack being allowed either to respond or dodge. Other types of actions (shooting, dodging, disengagement...) use a similar system.
Finally, be aware that t game can be played with, depending on the players' choice, optional rules such as climatic conditions, the management of Non-Playable Fighters (wild creatures, mutants, etc) or even advanced scenery rules (destructible, interactive scenery, etc.) Other additional rules are under development and will be revealed on this website.
Stayed tuned...