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Welcome back Hunters!
Following on from our last article, where we gave you an introduction to how Hunters work in Devil May Cry™: The Bloody Palace, today we’re going to take a look at the basics of how enemies move and attack.
Before we get started, Devil May Cry™: The Bloody Palace is coming to Kickstarter in Spring (Q2), 2019. If you want to know the second the campaign kicks off, click here to be added to our newsletter, so that we can send you a reminder and a link as soon as it goes live!
Ready to go? Let’s jump right in then, with some example enemies to help demonstrate how they work!
Enemies - the Basics
In our previous article we saw a little bit of one of the more common enemies, the insect-like Empusa. We’ll be using the Empusa for most of our examples today, but let's also take a look at one of the more deadly enemies that you’ll need to defeat in Devil May Cry™: The Bloody Palace, the fearsome Hell Antenora!
Last time around, we took you through an example of a character’s turn in the Hunter Phase, helping Dante to dispatch his foes in spectacular style. But after each player has activated their hunter in the Hunter Phase, any enemies which survived the assault get a chance to fight back, in the Enemy Phase. The fewer the players leave alive, the fewer will be coming after them in the Enemy Phase, so it's absolutely a good idea to kill as many of them as possible when it's your turn!
Most of the enemies in Devil May Cry™: The Bloody Palace are controlled by two types of cards. The first is a reference card which players will immediately see is similar to the hunter reference cards.
These cards show the enemy’s vitality, and how many green and red orbs it drops when it dies. It also shows their front arc, which shows players which way the miniature is facing on the board and what it will hit when it makes an attack.
The second type of enemy cards are behaviour cards, drawn from a set behaviour deck for each enemy. A behaviour deck for a certain type of enemy controls all enemies of that type on the board—so the Empusa behaviour deck will control any Empusas in play, and if the players have encountered any other enemies, such as the Hell Antenora, they’ll be controlled by their own deck.
By now, eagle-eyed readers will have noticed that the attacks on behaviour cards look a lot like attacks on hunter cards. This is to help enemy behaviours look and feel familiar, so they’re simple to use.
All good so far? Time to put these cards into practice then!
The Enemy Phase
During the Enemy Phase, the players draw a behaviour card for each enemy on the board. As we can see by looking at the Empusa reference card above, some enemies act like a swarm, and a single card controls every enemy, giving them the same actions. Other enemies are more independent and draw a card for each individual enemy—for example, if there are three Hell Antenora on the board, a behaviour card is drawn for each of them.
Using the example behaviour card above, let’s take a look at how that might play out during a game.
At the start of the Enemy Phase, we can see Dante and Trish surrounded by three Empusas… which is less than ideal!
Following the Claw Swipe card, the Empusa next to Dante will turn to face him and attack him causing two damage. The Empusa which is one hex away from Dante can’t make an attack because it’s out of range, and will move towards him instead. The other Empusa is also out of range to attack and will move. Because its the same distance from Dante as it is from Trish however, the hunter took the first turn this round can choose. In this instance the first hunter was Dante, so he decides that this Empusa will move towards Trish instead.
It’s a risky choice—Dante could bring them Empusa closer so he can attack it earn more style points, but Dante clearly has his hands full already, and needs the breathing space!
So that’s the basics of how the enemies of Devil May Cry™: The Bloody Palace work... at least for some of the smallest and least deadly enemies in the game. Join us next time, where we’ll be taking a look at some of the larger and more terrifying enemies you’ll need to know about!
*All game content subject to licensor approval*
*Capcom, the Capcom logo and Devil May Cry, are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries.*