Version 0.2 Updates
- Several rules were better explained.
- The objective of the game and the ending has become more defined: the player who accumulates the most victory points after 5 turns wins.
- Karma stops being a stat and becomes a meta-economy of the game, allowing greater flexibility in strategies.
- The game now has a pre-defined number of turns (5 turns).
- Initiative is now rolled every turn and the last player receives 1 Karma.
- The term Unruly was replaced with Hesitant to better fit the theme.
- A new Drain Node action has been added that is related to the basic objective of the game.
- There is no longer a movement penalty for climbing (after all, we are dealing with supernatural beings in this game).
- When creating a faction, there is now an incentive for the player to develop their personal lore.
- In the basic stat lines, F2 was added for Bosses and Underbosses, and F1 for Minions.
- Activation now costs 3 points on the upgrade table.
- Defense now costs 3 and is capped at 4 points.
- Most edges have been rewritten and there are no repetitions of edges between occult societies.
- Each society gets 1 edge of its own to steal initiative.
- Each society gets 2 edges to generate Karma.
- Edges that were equivalent to stat points have been changed.
- A small section on creating new societies has been added.