Command of Nature
Gameplay
Command of Nature is a deck-building strategy game, where the Sages of four different Elemental factions compete for the title of Master of the Elements. Begin by choosing your Sage: Porella, the Leaf Sage, whose strategy revolves around deck and discard pile manipulation and a strong balance between offensive and defensive moves; Cedar, the Twig Sage, who pushes a strong offensive strategy with boosted damage; Torrent, the Droplet Sage, who focuses on card advantage and formation manipulation, balancing both offensive and defensive moves; and Gravel, the Pebble Sage, who competes with a strategy of defense with strong shield generation.
Each Sage leads their faction with a unique strategy, but of course, the ultimate choices are made by each player. In a two-player game, the player who defeats their opponent’s Sage is victorious. In a four-player game, where teams of two compete against one another, the same is true, but both Sages of a team must be defeated before the opposing team can declare victory.
Because I could only talk one of my friends into dedicating their weeknight into learning a new game, this review will describe a two-player game.
Meet Your Faction
Each Sage rules over a specific faction that is made up of Elementals that will play different roles in the game.
Familiarize Yourself with Your Commands
There are three different types of Command Cards that you can use during your turn to attack or defend against your opponent: Attack Commands, Utility Commands, and Instant Commands.
Know Your Markets
There are two Market decks that you can buy cards from throughout the game. There’s the Elemental Market deck, where you can buy new Elementals from any faction to add to your deck, and the Command Market deck, where you can buy new Commands to add to your deck.
Set Up
Set up is no small task—but it is part of the fun, if you enjoy a pieces-forward game. Each Faction comes with a Sage board, a level tracker token, and a Sage pack (with your faction’s specific Elemental and Command Cards). There’s also one Elemental Market deck of 40 cards and one Command Market deck of 40 cards. Then we get into tokens: 20 double-sided boost tokens, 20 double-sided shield tokens, 20 double-sided damage counters, and 20 double-sided gold coins.
Start with your Sage board in front of you, leaving space for your deck and your discard pile. Place your level tracker token on the Level One space. As you move up in level (each time you defeat an opponent’s Elemental, you move up a level), you’ll unlock Faction Actions and add new Elemental Champions to your deck. Each of your Elemental Champions has a level designation—place them face down in the area that corresponds to the level. When you reach levels 4, 6, and 8, you can add the corresponding Elemental Champion to your deck and use the Faction Action revealed in its place.
In front of your Sage board is your formation: a set of three rows in the shape of a triangle. Row 1 has space for one Elemental, row 2 has space for two Elementals, and row 3 has space for three Elementals. Your starting formation will have three Basic Elementals taking up rows one and two, your Sage in the middle of row three, and two Elemental Warriors flanking your Sage. The remaining Basic Elemental and Elemental Warrior will become part of your deck along with your five Command cards.
In a spot accessible to both players, place the Command Market deck and the Elemental Market deck. Flip over the top three cards of each deck—these are the cards you can purchase from the market. Now, you’re ready to play.
On Your Turn
Each turn is 4 phases and can be summed up as follows:
But what fun is a summary?
Phase One: Apply Daybreak Effects
Some Elementals have Daybreak Effects, which are signified by a sun illustration. These are little advantages that can boost your game but can only be put into effect during Phase One of your turn. For example, Porella the Leaf Sage’s Daybreak Effect says, “Collect 3 gold,” and Thorn Fencer, an Elemental Warrior from the Leaf Faction has a Daybreak Effect directing you to “Add 1 boost or 1 shield to this Elemental.”
Though not relevant to Phase One, this is also where I’ll explain the other Elemental Effect: Triggered Effects are used in response to specific occurrences throughout the game.
Phase Two: Conduct Standard Actions and/or Faction Actions
You have four Action Points (AP) to spend per turn. You don’t have to use all of them, but unspent AP doesn’t rollover into your next turn. You can spend your AP on Standard Actions or Faction Actions. Standard Actions cost 1 AP each and you can do the same one more than once per turn if you have the AP to spend. Faction Actions also cost 1 AP each, but you can only perform 1 Faction Action per turn.
There are four Standard Actions, which are conveniently listed on every Sage board for your reference. You can:
Faction Actions are the actions you unlock by leveling up, specifically at level 4, 6, and 8. This is where the unique strategy from each faction comes into play. For example, Gravel, the Pebble Sage, who competes with a strategy of defense with strong shield generation, has a level 4 Faction Action that allows you to add 1 shield to each Pebble Elemental connected to your Sage. Alternatively, Cedar, the Twig Sage, who pushes a strong offensive strategy with boosted damage, unlocks the ability to add 2 boosts to your row one Elemental.
Phase Three: Buy from, sell to, or refresh the Command Market and/or the Elemental Market
Throughout the game, you’ll have different opportunities to earn gold, which you can use to buy cards from the markets or refresh the markets. One of the ways to earn gold is to sell cards to the market.
Phase Four: Restore your hand to five cards
Finally, in Phase Four, you clean up your hand. Discard any number of cards from your hand and draw from your deck until you have five cards in your hand. If there aren’t enough cards in your deck to draw until you have five cards, shuffle your discard pile and place it face down to form your new deck.
Become The Master Of The Elements
Move through the four phases on your turn, attacking your opponent and strengthening your formation in preparation for your opponent’s attack. If you’re able to defeat your opponent’s Sage, you win!
History
Tee Turtle was founded by Ramy Badie in 2022. What started out as a t-shirt company based in Baltimore has since grown to include plushies (the Moody Reversible Octopus!), games, and accessories.
In 2017, Unstable Unicorns launched via Kickstarter to great success, which paved the way for Unstable Games, which is Tee Turtle’s dedicated game studio. They’ve designed games like Here to Slay, Twisted Cryptids, Happy Little Dinosaurs, and Garden Variety, in addition to Command of Nature.
Variations
You can add even more complexity to the game by purchasing the Sand & Wind expansion pack, which adds two new factions to the game. Dusty the Sand Sage and Cyclone the Wind Sage introduce the power of erosion and tailwinds!
There’s also a number of accessories available for purchase, like vinyl figurines of each Sage, card sleeves, and play mat sets.
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