Back in July, I wrote a post called “Presence, Purpose, and Position.” I presaged some of the problems I was going to encounter (which I then failed to illustrate in the post) with creating terrain types, but I think I’ve finally figured out my “position” definitions — in other words: home, center, rank, file, and corner.

In order to illustrate the position types and their effects, I figured I’d put them up against the Player Powers of the card game.

File, in its most basic form, enables direct and easy access to a target, and will probably form the basis of the “combat zone” mechanics I’ve been working on — via file-locations (again, think “lanes”), a player can generate what I’m calling “attrition,” which is a fancy way of saying, “a whole lot of Depletion.”

Depletion – Create a combat zone that lasts until the end of your turn. Choose +1 armata from your field to enter the zone. When the zone ends, choose target player to suffer attrition equal to the total value of reserves in the zone. (Minimum zero.)

Creating a combat zone using this card effectively replaces the standard Depletion effect, which has at least two strategic consequences: first, the player must have at least two cards in the reserve — one that’s creating the zone and one that’s entering it. Second, the player is unable to use a location for the standard Depletion effect.

If you’ve been following the development of the Norvendae card game, you’ll know causing the exile of more than a few cards at a time is a pretty big deal. This combat zone power will enable a great deal of sweeping attacks in relatively short order.

Probably important to point out, it’s technically possible for a reserve to be in more than one combat zone at a time using the current rules wording. I’m not sure if I want to necessarily limit a reserve to one combat zone at a time because I like the idea of multiple, overlapping zones. Still, all the zones end at the end of a player’s turn.

Even if it looks or sounds like it might be broken, all you have to do is keep in mind that A) only one reserved armata or persona may enter the combat zone at once, so you still have a pay-one-to-play-one cost, and B) the cost to activate a location is a card worth 11+ (in the case of a ten) or 13+ (in the case of a twelve).

edit: Also worth noting, there are only two locations with this power in a given deck of cards, and they’re available only through the Swords suit. Protect them!