A new update view Kwek to the TOH Rules regarding Cavalry:
Cavalry has been a long-standing issue since the Rule Set rolled out. Unlike Naval, Blood Money, and ugh Gifting – we were looking at cards that have a huge chunk in the pool and was not designed for a single clan.
This is also tied in with the Engage mechanic. Timing-wise, Engage was able to simplify Reactions that trigger before & after engaging. It also showed a clear window when the term engaging is.
So to simplify and marry both concepts, we initially opted to keep the Cavalry Engage ability; however, this will be unusable if the old mechanic was used. This made it possible to retain both the Cavalry Maneuvers Segment and the Engage mechanics.
* * *
Feedback came in from players discussing the utility a “Cavalry” player had access to. Using the Cavalry Engage ability to go around game mechanics that trigger-off unit assignment or its supposed negation.
After a long discussion, we have decided to address this matter.
After Starting Holdings enter play (much like choosing which Border Keep and Bamboo Harvesters one will be using):
In turn order, (starting from the player going first) players have the option to gain the Cavalry Engage Player Ability. If they do, they cannot assign units during the Cavalry Maneuvers Segment for the rest of the game; this rule is not one that can be overcome by contradictory card effects. Failure to announce this, waives the option to gain this ability.
* * *
This solution answers the aforementioned advantage of a Cavalry player; at the same time, it doesn’t make cards unusable by default, but gives the player an option to which mechanic and card pool to use instead.
We thank everyone for their continued support and feedback. Cheers!