Some very interesting and creative ideas going on here, though I worry that the zombie gaining and losing abilities rather quickly might lead to some analysis paralysis / confusion on your enemies turns "which/how many at active again" type questions feel like they would happen on almost every person's turn (something I ran into with ooze, and they gain in lose abilities far slower than it feels like these guys would). I do think that it's a little unclear that you can still place body parts on him while he is removed from the map. I do wonder how scoring went in playtests, it seems like it would be very feast or famine
Endgamer1331
Creator of
Recent community posts
usually it's about 1-2 martyrs a turn. (Each of which is only one warrior) And your recruit is usually 2-3, plus a passive 1-2 . So the balance so far has been pretty good, though you do have to watch it with your rerolls, as I did have one turn with 4 martyrs and it was rough! For me that's the fun of the faction though, that there is this push your luck aspect that can really bite you (with the blessing helping take some sting out of that bite)
The dice are one of each of the 5 actions and a blank side, to promote re-rolling.
So far in the 3 games I've played with them, this hasn't been a huge issue. You get to roll 3+ times a turn, and the blessings of the martyrs somewhat mitigate any bad luck on a one turn delay. It's not much more rng based than lizards, and they are significantly better at moving and attacking than lizards 🤷🏼
Yes, you can fight through the ravagers to destroy the barricade, and then attack whatever building or token was on top of the barricade...
In testing, actually because they are so spread out the recruiting has actually been a little on the weak side... Hoping to get a bunch more testing in and try and get these guys to a stabler place. But they have been a lot of fun to play so far!
Happy to see another faction that utilizes ruin items and can give some nice unique actions to the items that they craft... I particularly like how specific items give you specific extra actions during your daylight, giving you a little bit of extra versatility, but not at the blanket one extra action. Do they score every single turn for items that are underneath their towers? It seems like even with that ability, that they would have some trouble scoring enough points
I like a lot of whats going on here! Playing with the systems of root in weird ways is a lot of fun, though you are messing with a lot of them all at once, and i worry it might be 1 too many jenga blocks removed from the stack. id be super interested to try it out though. comeback mechanic for being fully board iped is a little unclear. also... can a tenet leave the clearing?
i REALLY like your bounty mechanic. it adds an interesting interactivity with everyone else on the board. the gambler mechanic is also a neat trick, letting you buff your hand and everyone else to buff theirs is a different way. it fells like they might get battle happy later in the game, but thats something you can only really tell after testing...A visual element for Turf (like a really long slot similar to to the decree) would help with clarity.... i like the turf ability overall though. a well done simple execution with some neat interactivity! i look forward to trying them out sometime and hope you continue to develop them!