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(2 edits)

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!

(+1)

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.

(2 edits)

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!