Scout for Live Intel
Send someone to look, and the intel is only good for right now.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Risk
No.217Northgard01The core loop
Action → feedback → next choice- 01Send a scout
- 02Reveal the area now
- 03Decide on what you see
- 04Info fades; scout again
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Two paths ahead, one maybe ambushed; you have a scout and one scanner charge.
- T2
Turn 2 · The player chooses
Use the scanner on the left path.
- T3
Turn 3 · The feedback
Three enemies lie in wait; the right remains unknown.
- T4
Turn 4 · The next decision
The scout creeps down the right while the squad stays hidden.
How it plays
Fog hides enemies and resources, and scouts or abilities reveal areas temporarily. Vision leaves with the unit, showing only that moment. Fog lifting and settling plus enemy markers are the main feedback.
What the player weighs
- Invest in scouting vs troops
- Push deeper vs losing the scout
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Northgard
Scouts explore zones and lift fog over time, while activity outside your territory still needs units nearby to watch (details may vary).

XCOM 2
Squads often start concealed, and tools like Battle Scanners help locate enemies before you spring an ambush.
The difference worth noticing
Northgard scouts for macro expansion; XCOM 2 scouts for tactical ambushes.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Scouts can toggle a resource overlay at half speed, forcing a choice between finding enemies and finding resources.
Prototype this combo in Yoroll→Follow the next idea
Break the Wind-Up
Enemy channeling? Hit it at the right moment and turn the whole fight.
- Prototype complexity
- Who plays
- Solo decisions
- 01Enemy begins a wind-up
- 02Read the threat
- 03Use an interrupt
- 04The action is canceled
Focus Fire
Concentrated damage beats spread damage: one dead enemy is one less threat.
- Prototype complexity
- Who plays
- Solo decisions
- 01Identify the top threat
- 02Everyone targets it
- 03It goes down
- 04Shift to the next
Hold the Front Line
Put tough units up front to soak hits so fragile damage dealers survive behind them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Arrange positions
- 02Enemies hit the front
- 03Backline deals damage
- 04Refill when the front falls



