Mastering the Moves
Top Articles

Understanding the Objectives of the Game

The Four Civilizations of The Final Commander

Card Types in The Final Commander

Setting Up and Starting The Game

Exploring Player Actions
Categories
Tags
In The Final Commanderโข, every move matters. Like a game of chess, you need to plan your moves far in advance; but unlike in chess, you need to plan for unexpected surprises that often prevailed due to the fog of war and the natural elements back in medieval times. We daresay, it is true today too. The game revolves around the delicate balance between offense and defense, hand management, and contingency preparedness.
In this article, we’ll explore the various player actions available to you, that you can utilise at every turn.
From placing cards and attacking to boosting your units’ scores, from deploying special abilities to reserving secrets for a rainy day, mastering the mechanics available to you as player actions is the first barrierย to becoming the last commander standing.
Overview
At each turn in The Final Commanderโข player has to make a series of decisions keeping the current and potential future states of the battlefield in mind. There are a few actions you can choose from, to take on each turn, and the timing of these moves is just as important as the moves themselves.
A player gets to make upto 3 actions in each turn. These actions can be any of the following:
Placing a Unit on the Battlefield
Attacking an opponent Unit
Applying a Boost to the Battlefield
Using a Special Abilities Card
Changing the stance of a Unit card placed on the Battlefield
Making The Final Attack
Each player gets to make upto 3 actions in each turn.
Now that we have a basic understanding of the number of actions a player can take in each turn as well as the different action options available to the player, let us dive a little deeper into what each action means. The benefits of the different types of actions, and a general idea of when to utilise each of them.
Placing a Unit
This is the first type of action a player performs at the beginning of the game.
A player can place any Unit type card on the battlefield which counts as a single action. Unit type cards can be placed either in Guard or Attack stances.
Guard stance is denoted by placing parallel to the player, and Attack stance is denoted by placing a Unit perpendicular to the player.
Note:ย Guard stance units can not attack the opponents, whereas opponents cannot attack units placed in Attack stance by a player.
This means that Guard stance units are there to take damage from the opponents’ attacks, and protecting the Commander cards.ย Attack stance cards, on the other hand, can not protect the Commander cards, but form the offensive power of each player.
Imagine these as the Sword and Shield of each commander in the game.
Guard stance units can not attack the opponents, whereas opponents cannot attack units placed in Attack stance by a player.
Attacking an Opponent's Unit
The next obvious mechanic within The Final Commanderโขย is attacking an opponents’ units. Player has the opportunity to utilise a single action to attack an opponent’s unit which is in Guard Stance.
When an attack is made, the opponent’s unit takes damage equivalent to the attacking unit’s Offense score. Players need to remove the respective Offense score and Defense score out of the units when this action is performed.
If Defense score drops to zero, the units is removed from the battlefield and moved to the graveyard.
Once Offense score drops to zero, a unit can no longer attack the opponent. In that scenario, retain and flip one Offense scoring token to indicate the zero score circle to rest of the players. Discard rest of the Offense scoring tokens from the top of the units.
If Defense score drops to zero, the units is removed from the battlefield and moved to the graveyard.
Applying a Boost
Aside from the placing a unit or attacking a unit, each deck possesses unique cards that allow score boosts to specific, some, or all units of the player on the battlefield. These boosts can be one time, or permanent upgrades which allows score improvements for units that are present on the battlefield, or for all the units for the rest of the game.
Each boost used is considered as a single action.ย
Note:ย Discard one time boosts after performing the action into the graveyard pile. But retain the permanent boost cards and place them on the battlefield, as a future reference for the remainder of the game.
Retain the permanent boost cards and place them on the battlefield, as a future reference for the remainder of the game.
Using Special Abilities
The last card type that can be used within the game is the Special Abilities card type. These cards are not Unit Types, as they do not carry any Offense and Defense scores on them. However, they perform unique actions described on the card front.ย
Players can utilise one Special Ability card for a single action.
These are unique and players would be wise to use them sparingly, reserving them for opportune moments.
Players would be wise to use them sparingly, reserving them for opportune moments.
Changing Stances
Apart from utilising cards in the aforementioned actions, players can always switch cards between Attack and Guard stances for a single action.
This provides flexibility to utilise the same units for attacking initially, and guarding at a latter stage of the game, or vice versa.
This is especially useful action to protect the player’s Commander cards in case the opponents go on a surprise onslaught during the course of the game.
Stance changes, when done skillfully, can be the strongest move of any player within The Final Commanderโข.
Stance changes, when done skillfully, can be the strongest move of any player
The Final Attack
This is the last type of action, and likely, the last action that any player will perform in a game.
The Final Attack refers to the attack by a player on opponent’s Commander card when the opponent no longer possesses any Guard stance units in their Line of Defense any more.
Once the attack is made on the Commander card, the Commander card is removed from the game. Once a player loses all their Commander cards, they lose the game.
The Final Attack is the action that seals a player’s victory!
The Final Attack is the action that seals a player's victory!
Mastering Player Actions in The Final Commanderโข
Mastering the player actions in The Final Commanderโข requires strategic thinking and careful hand management. Knowing when to place units, attack, defend, boost and use special abilities can turn the tide of battle in your favor. The key to success is timingโmaking the right moves at the right moments while adapting to your opponentโs strategies and changing battlefield conditions.
With practice and experience, youโll begin to recognize patterns and develop your own strategies, becoming a true master of The Final Commanderโข.
Whether youโre a first-time player or a seasoned veteran, understanding these core actions is a pre-requisite to effective gameplay.
In case of any further questions, drop us a message on our Instagram handle or email us at tfc.support@thefinalcommander.com.
ย
Happy gaming folks!