Hey! Super glad you checked em out, and appreciate the massive and thoughtful writeup you've made. Been noticing you've done em for each faction and it's much appreciated! Especially with a summary near the end!
Thanks for the feedback on mutations! Like the idea of the change for the WA and LOTH mutations, very glad that the cast majority ended up more or less balanced. The only one I'm very attached to it the riverfolk one, but with the existence of favours... I might have to let em go 😭.
Good idea on clearing up general mutations in a law of root. Basically how they work is to be added to a game with less than 5 opponents, just so you've always got 5 mutations to target for. Even in the WORST games you should need more than four of these. I should definitely add the clarification of "one mutation per battle", nice catch! Would wanna playtest em more before I change the timing window of when to use mutations yet.
When the mutant is killed, you end up not being able to use any mutations next turn anyway, meaning you don't have those specific ones to target for points again. Losing the mutations would actually be a bit of a BUFF I think, but maybe a necessary one. We'll see!
The OP-ness of venomous spurs was meant to offset their vulnerability when it comes to warriors, I gotta see if it actually does this or if it's as OP as they seem. Good suggestion tho. The idea of their bad warrior count has to do with their sacrifice mechanic, you only get ANY actions above one if you permanently lock away your own warrior for the rest of the game in the mutations, with NO ESCAPE. A balance between warrior presence and actions.
Not sure if they'll ever ever get the chance to have 8 generators in my playtesting :P
Thank SOOOO much for the massive and thoughtful writeup! Much appreciated!