Faction mechanical design is on point as always, of course that's to be expected from a seasoned root content creator! The turn flow is fantastic and easy to decipher, a few games in I'm sure you'd be able to instinctively tell what actions you should be taking next.
But that's what's interesting, with the dice roll mechanics, even if it were the exact same setup on the board, your game plan has gotta change depending on your dice rolls. Very unique and sets em apart in any given root game, but not enough to where they feel they don't belong.
I like congregation as an ability! At first I thought "why would someone take an extra warrior there, when it benefits the pangolins more?". But honestly the extra warrior would mean a lot in certain situations for all faction, but especially those who value warriors a ton like otters, WA, crows even.
I'm interested to see how the martyr actions would go, it's a fantastic concept and I really wanna see it used in gameplay in creative ways by the player. But if be tempted to go the greedy route and just go for points each time. Would take me some plays with em to see if that's actually the case! Just an awesome concept that I want the player to use.
Really awesome faction as usual, and I can't wait to see how you continue to support and playtest these guys on your channel! ❤️