Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This faction feels really ominous.  They do a lot of redirection that could shape the conflict of the Woodland.  Great theme!

I like how the tremor tokens become a resource that you manage with each separate faction.  There's a balance between limiting other players' tokens (and limiting their ability to Unearth) and maximizing the use for yourself.  It would be interesting to puzzle out!

I am curious how the Ruins interactions work for Nodes (specifically for the Vagabond or the Hundreds).  The berry abilities say that the Nodes always count as Ruins.  When a faction reveals a Ruins token and takes the Item underneath, the Ruin is discarded from the game.  I assume you're still allowed to place nodes back on the building slots marked for Ruins?  And what happens if all those slots in a Ruins clearing are taken by other factions?  I know it should be a pretty rare edge case, but was curious how it all worked.

Thank you! I am hoping it will be a good puzzle of when to spread out to give out tokens and take cards to when to huddle and block nodes. While also having the puzzle of who to use for scoring vs card draw. My one fear is the more present factions being targeted more in a game than others, and that messing up their game.

The ruin interaction would be better explained in the Law, which is not made, but a Node Aide card is available. Essentially, when a facedown node is "removed" either as a building OR from ruin actions like "explore" or "raze," it is flipped faceup instead, but VP is scored as normal. Face-up nodes are just ruins that can still be explored and razed, but are not removed. They do not count towards rule for the Annelids nor as a faction piece, so the Rats would still oppress those clearings.

Essentially, they always stay on the map, but factions interact with them as normal.

That makes sense; no need to make it too complicated.  Thanks!