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This faction takes so many unique elements and rolls them all into one cohesive plan.  Paths are one of the easily forgotten features of the Root map, but I feel like you've done a great job providing something new while making it accessible (no need for a bunch of special rules about how to interact with paths).  I like how you've included some positive interaction with Charity, which both makes other players feel good and mitigates the fact that you're churning through the deck.

I was a little confused on how crafting worked.  After I've set aside my cards, I flip them over and see what I can craft.  The board says I activate cards to craft other cards (which I read as "activate a bunny card to craft a boot"), but the Law says that the crafting piece suit always matches the Will (in which case, I can only craft cards that match the Will).  Which is correct?  

It would be the latter, your crafting suit is based on the Will, not the actual suit of the card! I could've probably added a line like "Note: The suit of the card does not matter, only the suit of the Will", but it didn't cross my mind.