Gameplay



Rapture is a fast-paced skirmish game for 2+ players. One match lasts six rounds and is played on a 90 x 90 cm battlefield. The average duration of one game is 60–120 minutes, depending on the degree of experience of the players and the number of additional game expansions being used.

Each player leads a battlegroup onto the battlefield. On average a battlegroup consists of three to five units, worth a total of 100 points.

Every unit that is part of a battlegroup is classified as one of the following three unit types:

  • The hero, a character represented by a single model.
  • The band, which consists of a leader and at least one companion.
  • The squad, which consists on average of three similar models and which represents the faction‘s main fighting force.

Each hero, leader, companion and vehicle has its own individual name and each name may appear only once in a battlegroup. Troops are the exception: there may be up to two of them within one battlegroup.

Each unit has its own profile card which details various attributes, such as range, defense or the amount of attacks, as well as their individual abilities.

The most recognizable attributes are Health and Morale as well as Action Points and Reaction Points. As well as the classic health bar, we also have a morale bar in Rapture. Each bar can be individually attacked which, depending on the amount of health and morale remaining, can result in either bonuses or penalties. Thus, a unit can be eliminated in two different ways: a unit without any remaining health will be removed from the battlefield whilst a unit without any morale left will start fleeing. Because certain actions consume morale, it is a very valuable resource in Rapture.

The number of actions and reactions is also very significant. Each player is meant to take part in the gameplay as actively as possible in order to minimize waiting periods. Each unit is activated in turn, and players can react to each action their opponent or opponents take. The available amount of actions is independent from the amount of reactions; therefore, even if a unit has already used up all of its action points, it does not have fewer available reactions.

The initial activation of each round depends on the sum of all units’ initiative currently remaining on the battlefield. Consequently, the beginning player of each round is known at all times and might well vary at different points in the game.

A complete extinction of the enemy battlegroup is, of course, of advantage. This does not, however, automatically guarantee an instant win. Each player has their own individual mission that needs to be completed in order to generate victory points. Of course, destroying opponent’s units generates victory points as well, but the missions are more lucrative. This means that a completely destroyed battlegroup can still win by having the most victory points.

The basic rules can be added to by using a variety of game expansions and additional rules; this allows players to change the feeling of the game and deepen the playing experience. Some examples are: weather effects and events, day times that change during the match, NPCs that can be interacted with, loot boxes with useful content, and much more. These expansions can be combined as desired.

Lastly, there will be story campaigns available, which will include a solo and a co-op mode combined with an intuitive AI system, resulting in a game that can be experienced alone or in a team with friends.