Posted February 25, 2025 by Robin Johansson
This update focuses on cards that can generate new cards. This enables market and encounter decks to grow along the game. The decks can start thin, and grow through card actions. This introduces a level of randomness and "exploration". This random is good from a gameplay perspective. As it enables unique playthroughs and more replayability. It also streamlines the game in the sense that not all cards will be available/"unlocked" from the start. More dangerous enemies can for example be added to the encounters in later rounds.
This is an example of a "For each" card. In this case the player gains the blue resource for every card that has been played with the "Explorer" tag.
This is an example of two cards that use the "Create card" action. The "Viper" can add new "Poisoned" cards to the players deck, hurting him when they are drawn. This is the only way in which the "Poisoned" card can be created.
Another creative way of using the the "Create card" mechanism is to model locations. The player can spend movement points (The arced arrow symbol) to destroy the current "Location" and add another random "Location". The "Locations" are "Unique" meaning they can only appear once. Some "Locations" will add new threats, other are helpful and one of them enable you to win the game; the "The lost temple" "Location". This system is vaguely inspired by how locations are modeled in Arkham Horror the car game.
The "Locations" I've added for testing this feature are as follows. Some will progress you further into the jungle (blue), some will move you to another "Location" within the same level (red/green), and one can win you the game (yellow).
I have the following 5 releases on my roadmap. Because of other factors in my life at the moment I need something very small and self contained to work on; So I think I will do some improvement of the market GUI/functionality next.