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thank you, I am glad that the ideas I put into the faction are indeed received as intended
1. yes, any order
2. you can swap 2 daylight actions once per turn, and you're torn between optimizing for different priorities (that was kinda the idea), you may go for different swaps, but I admit, that fly <> act is probably the best one, I was experimenting with giving a small "secondary" action under basic actions (for example "craft, then recruit 1 at each favor), but it was becoming too complex, maybe worth revisiting. Definitely needs some testing if swapping orders isn't too one dimensional
3. Yeah, that was the last change slapped before the deadline, I am not fully convinced about the favors. Initially Starlings had "nest" buildings used only for scoring (and recruits but that was scrapped), but during testing it turned out that without some help at the beginning of the game they are very feast-or-famine. I came with an idea of a "fallback" in case you're unlucky and didn't draw any bird cards for several turns, but it didn't make sense from the thematic standpoint (why nests are flipped and why they give favors). I changed nests to favors last minute to make sense of the mechanic, but as you said, it almost works. Tried to solve it by making the Starlings work with the Woodland by using Favors or, when placed on the board - "Safe Houses", "Scatter" when removing them, "Promoting" to our cause when scoring. There may be a neater way of implementing the catch-up mechanism, maybe with extra musters.

When it comes to scoring, as I explained somewhere below - you may score 4VP with the most basic muster setup, but with more warriors in musters (and a bit of luck) you may score even 12VP in one turn (+ crafting), the scoring is a bit explosive which I am fine with. During testing (but that may be a skill issue) scores were quite close.