NEWSLETTER
MARCH 2011
Join the Public Test Play of ACT III: SOUL RAGE
Dear Members,
As the development and online tests of X610Z The Board Game are nearing its end, we have started with the preparations for the Public Test Play on Saturday, 26th of March, at the Gameforce in Eindhoven.
You will be able to see some of the first artwork and get a feeling of the new mechanics of ACT III. And don’t forget, we need you guys to balance the game by fine-tuning and fix any broken mechanics and bugs. Together with you and the test team we will make it an unforgettable day with lots of fun!
If you don't want to miss it out, please sign up at this forum.
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Silv's Alternative Game Ways: 'Summonball'
Setup:
Summonball is a variation for 2 teams of 3 players.
Objective:
To score goals by bringing the ball to the edge of the game board.
Requirements:
A token to represent the ball. For example a small coin.
Location of the Ball
• If the ball isn't in play a Summon in the No-Attack Zone may be deactivated (like activating a crystal: rotate the card) to receive the ball. The ball is placed with the Summon card and is said to be held by the Summon.
• If the ball is in play it has a location. The ball is either directly on the board or held by a Summon in play. In the latter case the location of the ball is the location of the Summon holding it.
• If at any time the ball is located on an Inner Summon Dot the ball leaves play.
• If the ball is on the board and a Summon moves to its location the ball becomes held by the Summon.
• If a Summon holding the ball leaves play the ball is placed on the board on the location of the Summon that held it.
• A Summon holding the ball cannot warp.
Shooting
• A Summon that holds the ball may shoot the ball to a location on the board instead of attacking provided it could attack an opponent's Summon at that location. (If the Summon can't attack because it has already attacked this turn it cannot shoot the ball either.)
• If a Summon is on the dot where the ball is shot to the ball becomes held by that Summon.
• If no Summon is on the dot where the ball is shot to the ball is placed on the board at that dot.
Scoring
• If at any time the ball is located on an Outer Summon Dot the ball leaves play and whoever controlled the Summon that last held the ball before it moved to the Outer Summon Dot scores a goal.
• The team that scores 2 goals first wins.
Penalties
• If a Summon holding the ball is in the No-Attack Zone at the end of its controller's turn the Summon receives 3 damage. (This penalizes hogging the ball where Summons can't be attacked.)
• If a Life Base holds the ball at the end of its controller's turn the Life Base receives 3 damage. (This penalizes hogging the ball with a hard to destroy Summon.)
Exclusion of Victory Conditions
• If a Life Base moves or warps to an Outer Summon Dot it's owner does not win the game. The Life Base is discarded however at the end of the turn unless it moves off the Outer Summon Dot.
• If a Life Base leaves play it is immediately placed on the Inner Summon Dot of it's owner under the control of it's owner. If a Summon is already on that dot that Summon is discarded. Life Bases leaving play do not cause their owners to lose the game.
• If the last card of a deck has been drawn the discard pile of the player owning the deck is shuffled and placed face down as the new deck for that player.
Enjoy! Want to let us know what you think about this alternative game way or have some questions about it, click here to go to our forum.
Ps. Silv has also posted a deck-suggestion for playing Summonball.
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Golden Game Moment Winners
First of all, big thanks to everyone for sharing your Golden Game Moment. Whether you won or not, we really appreciated reading your stories. Please feel free to keep posting your Game Moments!
And the winners are.....................
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1st place: |
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2nd place: |
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3rd place: |
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Random prize: |
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Congratulations guys, have fun opening your prizes!
You have been sent an email for your contact details.
Kind regards,
X610Z Crew
Want to join more contests?
Participate on the weekly Friday night X610Z twitter contest @X610Z_Existenz
https://twitter.com/#!/X610Z_Existenz
Bassiuz' Crazy Combo's
Let's start with a cool budget combo, which is very easy to play and consists of just two uncommons:
Force Field + Spice Overdose


With Act II, many players play summons. Doesn't matter if they are just there to block your Life Base, attack yours or support their own Life Base. So it’s a good idea to put some cards in your deck that can deal with those summons. Spice Overdose is a good removal card for summons. It turns them into 'weak' but fast summons, instead of destroying them. This brings a big advantage, your opponent can't play another summon of the same class! But this has also a disadvantage. If the Spice Overdose is destroyed, your opponent gets his normal summon back. This is where Force field comes in handy. You can deal 1 damage to the Spice Overdose’d summon to kill the summon in response to anything that is being played to destroy the Spice Overdose. This way, his opponent doesn't get his summon back! Make sure you stack it right. I'll explain it.
When your opponent plays a removal card to destroy the Spice Overdose, lets say Shattered, it enters the stack.
-Top-
Shattered targeted on Spice Overdose
-Bottom-
To make sure your opponent doesn't get his summon back, you respond by activating your Force Field and targeting the summon.
-Top-
Force Field on Summon
Shattered targeted on Spice Overdose
-Bottom-
Because the activation of the Force Field is on top, it will resolve first. It'll deal 1 damage and kill the summon.
-Top-
Shattered targeted on Spice Overdose
-Bottom-
But wait, the Spice Overdose is in the discard pile. So the Shattered doesn't destroy it, and will fizzle.
Well, that’s how you play this easy combo. The thing that is very convenient, is that both cards are good to play without each other. You can protect your summons with Force Field, and destroy other summons with Force Field and Spice Overdose alone. But the combination is just a neat trick to put in your deck.
Qin Shi Huang Warriors + Energy Flood


(Note: This summon's casting cost and basic stats are changed into: H1 C2
Attack: 4, Defense 6, Speed 4, Range 1)
Let’s first discuss this amazing new summon card from Act III.
Qin Shi Huang Warriors is an Army Summon with a cost of 3 Halos Energy. Its movement cost is 2 Colorless Energy but with such low stats, this is quite expensive. Also notice that it has 2 different Elements. A very neat thing, because you can play it in multiple Element strategies. But the best thing about the card is its ability. You can take it back in hand for 2 Colorless Energy. With this effect, you can protect your Qin Shi Huang Warriors from being destroyed! If the summon gets too much damage, or is destroyed by a card like No Mercy, you can get it back in your hand for C2, and it’s ready to play again.
Let’s create a setting. 18 turns have passed and your opponent is almost at his ending dot. Now you have many, and I mean MANY Mystic and Halos Crystals in play. For instance, you have 5 Mystic Crystals and 13 Halos Crystals in play, 1 Qin Shi Huang Warriors and 1 Energy Flood in your hand.
You first play the Energy Flood with 3 Mystic Energy. All your energy crystals will produce double energy! Put all your energy in your energy pool, and you'll have 2 Mystic Energy and 13 Halos Energy times 2 in your pool, which make 30 Energy in total!
Now play a Qin Shi Huang Warriors at the end dot near your opponent, and attack him for 4. Now take the Qin Shi Huang Warriors back in your hand with its ability by paying the cost with any energy type. You'll have 25 Energy left.
With the 25 energy left, you could do this trick 5 times more! Which means 6 times 4 = 24 damage! And this just with a 2 card combo consisting of 2 easy to get cards.
Now with this result in your mind, can you imagine what an Energy Drain or another Energy Flood could do……………….?
This was Bassiuz with this month's Crazy Combo's. Thanks you for you time! I hope you’ll try them out in your deck :-)
Bassiuz



