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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!

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Yep, that makes sense for the general mutations, sounds good for that overall.

I didn’t understand the idea of locking away warriors to use for actions. I thought that the number of current mutations you had available controls your actions. I’ll need more explanation on that mechanic, because it sounds like, based on your comment, it will be very easy to get a high action economy, while I thought it was tied to mutations, not sacrificed warriors. That entire interaction was unclear on the board. When I said limited warrior count, I referred to the fact that it will be hard to recruit warriors, getting them from supply to board, as it takes a whole action for only one warrior, that was my concern

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Appreciate you sticking around for further discussion! We gotta look at the "sacrifice" and "outcompete" actions here. 

The action "sacrifice" let's you place a Generator in a clearing without one, by replacing a warrior there with a token. That replaced warrior permanently goes into mutations. Lore wise- they are commiting their life to generating electricity for your syndicate. 

When you get to outcompete, the text reads "take actions up to WARRIORS in mutations plus one". 

So to fuel your action economy, you have to balance your board presence / warrior supply with your action economy. (Not to mention make your way to an eligible clearing to sacrifice). They're already limited here so in my testing it's a weighty decision, similar to officers with the WA. 

On my game they ended up with five generators on the board, so 5 warriors in mutations. Meaning 6 actions to select from at outcompete, which is needed to hunt for those mutations!

Thanks for staying curious about these curious fellows! You're right, one action for one warrior is expensive! I though venomous spurs would make the one warrior tougher to kill, but there's a balance here to be struck. I'll re-evaluate!

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That kind of action economy is not unheard of, but needs some sort of counterplay. In the WA, when their building gets destroyed, they lose half their officers and have to build back up. Maybe make it so that when a generator is destroyed, you lose that warrior from your pool? When you have the heavy hitting mutation, I don’t think a low warrior count will hurt you as badly (unless you were to reduce total warriors to like 12 or less), so there needs to be some way to slow down your 6 actions per turn, some counter play. Having more actions means you have less warriors to defend generators, so they will be easier to destroy, so you will have less actions, but then you build up again.

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Great idea on when you lose a generator, since lore wise that platy-pal is no longer powering anything! I might add that in the next edition, Just wanted it to be permanent to fit with the theme of them being permanently sacrificed. I still wanna see if their punishment mechanic of not having the mutant/ not being able to cycle mutations is enough to hurt em. That way they're hurt without hitting action economy (just be to special like that 😆), might not pan out - but wanna test it

Appreciate all the writeups and helping me out here! I had just wanted to highlight a mechanic I'd tried to cook up 😆. Hope folks return the favour of giving your shrikes attention too!