Thanks so much, Tin! :D I'm... a little embarrassed to say this but I've already made a next version of this that knocks the SOCKS of it! :o XD In the spirit of the jam, I won't be sharing any details about it until afterwards but rest assured you will see LOTS more about these weasels in the next few months (and hopefully play with them a bunch too!) All of the ideas and general principles are here in this one, but all I will say is this next version just Siiiiiings! :D Not only have I managed to keep all the same flavours and streamline the components (just warriors and insight now and it all still works! better even!) but, more importantly, it really streamlines the player experience for it. One of my favourite playtests I've had for anything in a looooong long time! Very unique and cool game. Everyone was neck and neck until the very final moments! ;D Really happy I got this first prototype as it really got the juices flowing
The 'not considered enemy pieces' had a lot to do with tests with Rats. I tried a few different things but this was just interacting better with a wider variety of factions (WA include) and the interplay between desire to rule a few extra places, be present to perform instigate, possibly bait players by being present into martyr (as a way to steal resources only - it was too powerful in early versions) but also the push/pull of needing to be present but also be forced to remove to move other players and carnage causing you to pop up where they don't want you. It a very spicy mix once it's been smoothed out. Shman... eager for more plays!
The buildings under other buildings has worked really well thus far since you don't really 'need' to rule clearings to move or score or anything. It just helps you increase your hand size. It's almost benign to other players until you are holding all the cards and then factions need to cooperate since players can not root you out from under their buildings without help/cooperation. The other aspect of 'treating yourself as ruling those clearings during your turn' is to help make dominance a dangerous and viable plan if factions are not watching as well as being able to trigger some of the effects on crafted cards.
Anyways! blablablabal XD it's late but thanks for stopping by and all the kinds words. I'm really excited about this faction and it's potential to be streamlined into a very player-friendly experience (which, admittedly, it is not quite there in this version) :P
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holy smokes I cannot WAIT to see it, please continue to keep me updated on how it goes! It sounds like they've created a gameplay that leads to a nail-biting and competitive finish, which is something that you can only dream of when it comes to root!
The not considered enemy pieces thing was also to do with rats and simplifying things for me, I had some help with that one :P also can't believe you've put the thought in to make them a threat for dominance plays
Super excited to see how they turn out and continue to develop!! :D