
New Quest Cards:
Hold the Fort
Keep your base safe until the end of the game. (Potentially could play off Ruination, but also ensures that the player with this card will be playing more defensively, and thus be more obvious to the other players that he's got this card, which in turn means an increased likelihood of attack in order to stop him from earning the points.)
Patriot
Keep your Flag secure until the end of the game. (It may seem redundant, but I thought it was important to make the distinction. Flags have a more important role to play in the game now, as described below, and it gives the player with this card a dilemma.)

New Mission Cards:
Speed Racer
Touch every enemy base with one unit. (This card is likely to be worth quite a bit, given how difficult a feat this could prove to be. If it's too hard, I'll likely delete the 'one unit' part.)
Longitude
Sail across the largest body of water, from one side to the other. (So if there's an ocean of roughly the same distance on all sides, it'd just be from one shore to the opposing one. For something like a river, however, that would imply sailing the length of it.)
Use Your Head
Make a kill with the body of another enemy. (I think this one explains itself.)
In addition:
Flags can now be used to Claim baseplates and buildings. To do this, only the team claiming the area can have units on it. As of current, each team has only one flag, giving them the choice to maintain a protected position or try for a more valuable one. Claimable objectives are divided into these point groups, or the rough equivalent:
16x16 Plate - 2 points
16x32 Plate - 4 points
32x32 Plate - 8 Points
48x48 Plate - 16 Points
When claiming a plate/structure, the team has to place the flag in the center of the area, or somewhere appropriate should a center be difficult to find. This flag will remain there until the end of the game, at which time the points its worth will be cashed in - this is assuming, however, that no enemy finds a way to destroy or steal the flag. Given this, it is now possible to steal a bases' flag while an enemy unit still stands on it, as this forces enemies to make a stronger effort in protecting their base. In addition, in a game where there is a claimable objective marked over ten points in value, the player holding Patriot will have to make a decision - to settle for the ten points gained by protecting their flag, or venture out and risk them for a higher bonus. While two or four points might not seem like much, they can often be the deciding factors of a game. In addition, earning Instant Bennies now earns points as well:
First Blood - 3 points
King of the Hill - 5 points
Last man Standing - 4 points
Enemy Ground - 2 points for every unit within 4" of an existing enemy base.
A full-scale playtest to come soon!




