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Thanks so much for your detailed feedback! It's really complimentary!

So re your calamity/pecking order rules questions - I think what you missed is in the pecking order rules at the top of the board. Whenever an enemy player removes a clutch, the top pecking order card is discarded. This means that you can end up with fewer than 6 visionaries in the pecking order, and can trigger calamity with fewer than 19 warriors on the board. If you suddenly have fewer visionaries in the deck than actions you can perform, you'll trigger calamity when you try to resolve them on your turn.

This also allows other players to manipulate your pecking order, and forces the flock player to think carefully about their order - if they put their most essential action on top of the deck, to guarantee they'll have access to it next turn, other players can destroy a clutch to discard it, putting that visionary out of action for the round. Alternatively, the flock player can bury the actions they want several cards down the order, but risk not being able to use them if too many of their warriors get removed. I think it's both an interesting layer of tension and allows enemy players to have some say in when calamity occurs - do they risk destroying a bunch of clutches knowing that that will make it calamity more likely next turn?

As for where the visionary cards are - At the end of our turn you set your pecking order and all 6 end up on the slot on your board in order. Then, if during opponent's turns any are discarded, they are moved off the stack and off your faction board - they cannot be resolved in your next birdsong. In birdsong, you resolve the remaining cards in order from the top down. If you're ever asked to resolve a visionary by the coop track and no visionaries remain to be resolved, you trigger calamity.

I hope this helped clarify your questions! I'm sure there are clearer ways I could have worded some of these interactions. Do you have any suggestions?

Thanks again for your feedback! Glad you find the coop track effective (though I should clarify somewhere that the coop track here takes the place of the supply for warriors)! The idea of an automated farmer stomping around the board is really fun!

Totally clarifies my questions - I'm not sure how I missed that in the Pecking Order ability berry. 
I wonder if having Pecking Order info spread around so much of the board is part of it (the berry, the Birdsong action, the card outline). But there's a lot of info to get out there and you wouldn't want it in one big block. Perhaps just trimming some words out and a bit of reordering is all that's needed.

A few suggestions to consider for rewording and ordering:
- With the ability berries, put Pecking Order first, then Calamity as one triggers the other. I feel like the second half of the first Pecking Order sentence can go as it can be later detailed in the Evening phase and on the pecking order slot itself. So it reads 'Your actions are determined by the order of your visionary cards. Whenever a player removes a clutch, discard the top card from the pecking order'. I don't think you need 'enemy player' unless there is a way for you to remove your own clutches. 

- Calamity could read something like 'Calamity occurs when you are asked to resolve a visionary card and none remain in the pecking order. Remove all pieces from clearings you rule, return them to the relevant supplies and score no points for their removal.'

- Then the Pecking Order in Birdsong could read: 'Resolve a number of visionary cards equal to the number shown above the rightmost empty slot on your Coop Track. Check for Calamity.' This is perhaps a shorter way to point players to the Calamity ability berry for more information without having to go into more detail in the Birdsong actions. 

- Set Pecking Order could be simplified to: 'Arrange your visionary cards, including those discarded, in any order.' I think the title "Set Pecking Order" suggests placing them in the Pecking Order slot without having to specify in the text. 

- Then the Pecking Order slot text could read: 'Place visionary cards here in any order, face up so only the top card is visible.' This ensures that exactly what you need to do with the cards is written in the spot you'll be looking at while wondering what to do (if that convoluted sentence makes sense!)

These are all great suggestions! Thanks!

You're right, the order of the berries should be reversed. The reason the "enemy player" line is there is because during calamity you'd end up removing your own clutches, though I suppose that wouldn't matter as calamity would only trigger if there are no visionaries to resolve... So I think you're right, it's totally unnecessary!

I think all your wording changes are good ones, I get so in the weeds with a design that sometimes I end up missing easy spots to simplify, so thank you! I think the only thing I'd add to your changes is in the visionary card slot I'd clarify that you only place your visionary cards there whenever you set your pecking order, so we don't have people placing already discarded visionary cards in that slot between turns. Basically 'Place your visionary cards here in any order during Set Pecking Order, face up so only the top card is visible.'

Yes, that makes sense. 

I think when we spend a lot of time thinking about things, it becomes extremely hard to then think about it from the perspective of someone seeing it for the first time. We have so much knowledge about our factions that subconsciously, we can fill in the blanks when reading through things. It take fresh eyes to go 'wait a minute, so how does this bit work exactly?!' 

Not that my suggestions should be taken as gospel - it's just an interesting task to try and interpret someone else's vision so that you understand in the clearest way possible. What makes sense for one doesn't necessarily mean it's 100% clear for another coming in and looking at it for the first time. 

But I definitely feel like being ruthless with word count is a bonus - it's hard though - my own faction could really do with a bit of text trimming, especially in the Healers section, but you end up tying yourself in knots with it!

And I don't know if you'd need to add anything about the Coop Track being where your supply of warriors go. It felt intuitive to me and could simply be clarified in the Law of Root rather than the faction board.

An alternative solution could simply be calling it the Coop Supply or Coop Supply Track. So something like:
'Remove warriors from the supply column by column from left to right, top to bottom. If warriors return to the supply, place them on the track from right to left, bottom to top.'