Devlogs
v3 Posted
Posted October 10, 2020 by Sam Walker
#release-notes
Hello all!
After a few more playtests, I have made some changes to the game. Nothing really major, but several tweaks. I plan on playtesting this version a few more times and then will finalize this release.
Here is a laundry list of the changes:
- Connect only applies to Gates between Districts. Within a District Goons can move freely.
- Put all the actions under one header, no separate map and faction move phases. Each player takes two actions on their turn.
- Clarified that the Fabulist must take notes at the Awarding the Calvaria stage to help players remember each description.
- Updated cheat sheet to reflect changes.
- Minor layout changes.
- I changed how Fabulist selection ties are broken. Now, each time you win an opposed roll you mark a dot on your Faction. The player with the most dots wins ties in Fabulist voting, clearing the dots afterwards. This change adds a bit more mechanical incentive to win rolls and slightly reduces the "popularity contest" factor in Fabulist selection.
- Added a Guidance section with some ideas about spotlighting and tone.
- Clarified language for some sections (Add Gates; Revise an Asset, Goon, or Landmark; Create a Faction).
- Fixed the Events table by removing one result (it had one too many) and changing Destroy a District to Destroy Something.
Changed one action attribute.
- I removed Sow because reviewers pointed out it was too close to Plot. I replaced it with Pay, an abstraction of the Faction's monetary and economic power.
- I clarified tiebreaks for Claiming the Calvaria (attribute checks first, Faction dots second).
- Added the requirement to describe Goon movement (Move a Goon) to match other actions.