Star Crusade -- Modules and Big Balance Update! -- V1.0.1.13.S.712 — Star Crusade CCG Steam update #386259

Hello once again, fellow Star Crusaders -- we've got a BIG update for you today! :) => We're proud to present to you our new Module system! Each faction...

Steam App
Star Crusade CCG (415270)
Event type
patch note
Published
15 March 2016 - 13:41:08 UTC
Source
steam_community_announcements
Hello once again, fellow Star Crusaders -- we've got a BIG update for you today! :) => We're proud to present to you our new Module system! Each faction will have its own modules, and each deck can have between 1 and 3 modules. Modules can be passive, which means that they will affect the game during the entire match as long as their requirements are met. Other modules can instead be activated by paying the appropriate supply cost or energy cost. Energy is the new resource that we've added to Star Crusade. Both players start the game with 0 energy, and energy can be gained using the following methods: 1) Destroying enemy units (gain energy equal to the supply cost of the destroyed enemy unit) 2) Removal of enemy weapon (gain energy equal to the supply cost of the removed weapon) 3) Dealing damage to enemy commander (gain 1 energy for each time damage is dealt) 4) Through cards and tactic...

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