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I like the idea of your action economy being directly tied to the board itself and buildings on it. My concerns mostly lie with the lack of victory points potentially.

If your own warriors currently visiting your own buildings don’t give you victory points as they leave the building before you can score them, then the only victory points you can receive will be when others visit you, which some factions won’t do, and smart players won’t (to deny you vp). The easy fix to this is to make your own visiting warriors give you point ms before they leave. Then it adds clear counter play (kill the visitor and no vp for you) which is interesting counter play because that visitor doesn’t help the defense. It still might be an underpowered faction like this, but would be playable and interesting like it. The visiting incentives are good enough for others to do it, and the action economy impacts that other factions can have on you is fascinating, by visiting. 

Some of the mechanics are hard without a law of root, but I think I puzzled them out correctly. 

The action economy is also currently underpowered, as I read it, because you either have to spend two cards or visit with a pawn (not a warrior so no vp) to get any actions at all. Two cards might be too many, even with maximum card draw, that’s only 2.5 actions per turn (assuming you visit a card draw one and have all the action pawns in the locals) by cards, but it makes your build up even slower, because off the beginning you only get .5 actions by cards per turn (not counting starting hand), which slows down the already too slow build up. I think make this one card, but make cards harder to get to the +1 cards per draw maybe, by putting it under the third G and C building maybe, not under locals

Speaking of which, somehow the build up needs to be faster. Since you only have the one local, actions will be scarce with which you need to build more buildings, and start more locals up. I think giving extra buildings around the surrounding clearings during set up will fix this, as your current sole starting building is also the worst for starting, the craft one.

My main rules based concern is the L building in develop. How do you draw cards in daylight? What does this mean? How do you do this action in daylight? I think just have it be its normal action, done at the normal time. 

I love the idea of your action economy directly affected by others, while it’s tied to buildings on the board, but it leads to a slow buildup and the card option is underpowered and too slow to get to a normal amount of actions per turn. The victory points, as I read the rules, is not just lacking, but actually invisible and dependent on others completely, but that can be easily remedied to put this faction in a fairly low power level, but at least not corvid level.