BattleCON is a fast-paced head to head card game for 2 players, based loosely around the mechanics and tactics present in 2D fighting games. In BattleCON, players choose characters with unique abilities and powers to test against one another in a battle of tactics, strategy, and intuition.
BattleCON: War of Indines is a standalone dueling card game designed for head-to-head play. Each player selects a character who uses a unique gameplay mechanism to give them an edge in combat. Take control of 18 different characters, from a fire elemental, an ocean guardian and her panda familiar, a space-bending trapper, a shadowy assassin, and more! Each character's play style requires new strategies, but uses the same foundational tactics, making a new character easy to learn, but challenging to master.
Players move along a seven-space-long board, trading blows and attempting to strike the opponent, using attacks formed by combining a character's unique styles and abilities with a set of basic cards that all characters share. There is no hidden information: you always know exactly what cards the opponent holds, just not the ones they'll choose! The last player standing wins!
BattleCON: War of Indines can be played on its own or combined with other BattleCON sets to create an even greater pool of characters and play variants.
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BattleCON: War of Indines has two versions, now dubbed "Classic" and "Remastered." The "Classic" version contained multiple art styles, as different fighters were drawn by different artists. This version contains multiple errors and outdated cards, and is now permanently out of print.
The new "Remastered" version features the same 18 fighters, but updated to match the uniform art style of Devastation of Indines. It also includes balance changes to a few fighters, new double-sided finishers, updated art and components, and a streamlined version of the rulebook that focuses on standard 2-player duels. The variants included with "Classic" that were removed in "Remastered" are still present in the Devastation rulebook and other expansions.
BattleCON - How To Play
BattleCON - Game Play 1
- easy to get to the table
- played often
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the more expensive a game is the more I feel I need to play it in order to justify its cost likewise the cheaper something is I don't feel like I have to play it as often
- it's not quantity it's quality
- you kind of forget when you're a member of The Cult of the new as I sometimes tend to be just what it's like to sit down and not have to teach the game again not have to try to remember the rules for other people and everyone can just sit down and just focus on playing the game rather than learning to play the game
- the game that I really want to try and exhaust for me is Star Trek Fleet captains because it's the only one I know of that includes all three of these elements but I can also use it for the fourth one as a Sandbox to explore and experiment with
- you know you might think well 10 plays of a game that's not so much well it's 10 by 10 so you're looking at 100 plays of your year
- it's possible as you play a game more often as Sarah comments you'll find things in it you don't like and as you play it more that could get accentuated
- the biggest thing that really brought me back into the same game like Warhammer or 40K all the time was creating these campaign Maps
- I can forgive a game several perceived design flaws if out of the experience it creates a memorable moment that makes me smile to think about or makes me want to retell it
- it just depends on how you look at it you can justify anything the important thing is that you enjoy the game you're playing if you don't enjoy then you certainly have not gotten your money's worth out of it
- I don't often consider how much gaming time do I really have to work with here
References (from this video)
- Fun character mechanics (Karen Brandt's werewolf twin brother)
- Multi-attack is great for clearing groups of enemies
- The solo dungeon crawl mode is accessible and enjoyable
- Good variety of game modes available for different player counts
- The game doesn't include tokens for many elements, requiring pen and paper
- Some specific attacks might not be useful against bosses or larger monsters
- Retrieving a diary from Baroness and Cella's crypt
- Reor
- Exceed
Mechanics (from transcript analysis)
- Ante Phase — A phase where players can spend 'force' to activate buffs like speed up, power up, or defense up.
- Card Play — Players select one base card and one style card each turn to form attacks and combos.
- character abilities — Each character has unique bases, styles, and special abilities that impact gameplay.
- Combo System — Attacks are determined by combining a base card and a style card, with their stats influencing the outcome.
- Dungeon Crawl — The reviewed mode involves progressing through a series of floors with enemies and objectives.
- Hand Management — Players manage a hand of cards to choose their base and style for each attack.
- Multi-attack — Some attacks can hit multiple enemies within range, useful for clearing groups of weaker foes.
- Positioning — Movement and positioning on the board are crucial, especially for characters with abilities tied to adjacent spaces or specific formations.
- Resource Management (Force) — Players utilize 'force' for special actions in the ante-phase, such as speed, power, or defense buffs.
- Stun — If an opponent's attack power exceeds the defender's guard, the defender becomes stunned, potentially canceling their own attack.
Video topics + discussion points
Quotes (from this video)
- So, Devastation of Indians comes with a whole bunch of extra modes. And one of the coolest ones that I have somehow never covered on the channel before because when I initially covered the game, I just focused on my own uh variant solo mode, unofficial solo mode, uh is this battle quest dungeons mode for solo and multiplayer.
- Because the key thing of this mode is that you're generally not going to get to heal much. Like each uh combat you do is just going to whittle down your life.
- If you haven't seen BattleCon in action before, this is a 1v1 fighter in its main play. Again, not counting this mode I'm playing.
- Because usually when you do an attack uh that could it theoretically include multiple people, only the first one in range gets hit. But here I could like blast a bunch of these zombies on the first floor altogether.
- And just to keep things simpler, instead of using the life tokens, I borrowed a dice thrones spinner. So I've got 40 health right there.
- This is the easiest dungeon of all with using all the gold because they said to make this one harder, don't use as much gold.
- This is only in Devastation, although you can use characters from other sets. And then here's a two fighter. I'll just kind of show you the other options. You got a two fighter tag team thing where you switch between two characters. This one's a three fighter tag team where you switch between three and then eventually they like split up and it's a lot more complicated.
References (from this video)
- Characters from earlier flights are recommended for new players due to more straightforward abilities.
- The rulebook summarizes cards and tokens, and sleeves are provided for storage.
- The board has printed steps for conducting actions, which helps players remember.
- The game offers alternative versions of characters for different playstyles.
- Solo, cooperative, and team play options are available.
- For the first few games, it may be advisable to leave out the special action card until comfortable with the rules.
- The reviewer recommends leaving out the special action card for the first few games.
- It's recommended not to play with the special action card for the first couple of games.
Mechanics (from transcript analysis)
- Area Movement — The game involves moving figures along spaces on a battle line, with mechanics like advance, retreat, push, and pull.
- card-driven — The game is described as card-riven, implying mechanics are driven by cards.
- Combat — The core of the game involves duels with attacks, damage, and defense.
- Deck Building — Players build their deck from character-specific cards and generic cards.
- Hand Management — Players keep cards in their hand and choose which to discard.
- Set Collection — Players collect tokens, such as vengeance tokens or chivalry tokens.
- Simultaneous action selection — Players secretly and simultaneously choose cards to discard or play their attack pairs.
- Take That — Some effects, like the cancel ability, directly interfere with the opponent's actions.
- Variable player powers — Each character has unique abilities and a specific set of cards.
Video topics + discussion points
Quotes (from this video)
- In this video, we're going to learn the battle con system using Devastation of Indians by D. Brad Tolton Jr. and published by Level 99 Games.
- So, join me at the table and let's learn how to play.
- The goal of the game is to win matches.
- But during a beat, both players are actively doing things. So there's not really a strict breakdown into player turns.
- If a legal move cannot be made, then the entire move is ignored.
- And that's everything you need to know to play a one-on-one BattleCON duel.
References (from this video)
- Engaging combat system with strategic depth.
- Interesting character abilities and token mechanics.
- The 'clash' mechanic adds an element of surprise and forces adaptation.
- Can be complex with many interacting effects.
- Forgetting to gain tokens can put a player at a disadvantage.
- Fantasy combat
Mechanics (from transcript analysis)
- Area Movement — Characters can advance or retreat spaces on the board, affecting engagement range.
- Clash resolution — When players pick the same base card, it results in a 'clash' requiring new base card selections.
- Combat — Players engage in direct conflict, with mechanics for range, power, damage, soaking, and stunning.
- Hand Management — Players select cards from their hand to form attack pairs each round.
- Priority system — Determines the order of actions within a beat, with higher priority allowing earlier effects.
- token management — Vengeance tokens and Concentration counters are used to power up abilities, grant stun guard, or adjust attack ranges.
Video topics + discussion points
Quotes (from this video)
- So basically as I'm hitting you I'm powering you up correct?
- So you're powered up again which isn't so great
- The other one though lets me Retreat one space and I do want to do this so I'm going to move back one space.
- I was really hoping you were going to hit me so I could use some retribution here but uh it's not going to do anything for me.
- Well I did play kind of aggressively in that first turn. Maral is kind of a sit back and wait character so I don't know I felt like maybe it was time for me to just take it down a notch before I started hitting again.
- I'm going to gain a concentration counter so I'm starting to load up here as well.
- I think for once you've got the priority.
- I need to clear out of here I am going to retreat I'm going to retreat the full three spaces I can go.
- I get three Vengeance tokens.
- I feel like we were pretty quick both of us in picking our attack pairs I don't know if that means we both really know what we're doing or we just kind of flattering at this point.
- I'm going to discard all three of these to pull you three spaces closer.