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Thanks for the detailed breakdown, it makes total sense now! Sorry I skipped over that entirely. It’s definitely a cool idea to work on. From my limited experience writing rules for Root, changing how a specific piece category behaves can be dangerous. Maybe the loot shouldn't be tokens, especially if they can't be removed in battle. What about making them items? 😅

Also, I'd suggest making movement between the box and the board its own separate action (if you leave it as a standard move, because it gets easily tricky because of so many mechanics affecting movement).

One final thought: starting the game with (kinf of) unlimited actions is risky. I only say that because I’ve fallen into that trap before. Even if boardwiping the Moles T1 isn't the goal for your pirates, just having the option open can feel game-breaking.

Hope this helps, and I'm excited to follow the faction on Discord after the jam!

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As of right now, loot can be removed in battle; whatever doesn't take damage gets transferred to the attacking faction.  I am considering changing that, though, since it's more fun when the points stay on the map.

I'll think about the ship-to-map move (something like "Embark/Disembark"?), but since you always rule the clearing with the ship, I don't think there would be a problem.   They'd still be stopped by the Corvid's Snare, but it's nice to let other factions have their fun ;-)

The balance is certainly the biggest issue going forward.  I've avoided the board wipe in my multi handed play testing, but I can see how it might happen.  Not sure how "thematic" this is, but the Pirates actually want to Parlay (to generate loot) more than they want to destroy everyone else.  Might need to reduce the number of warriors or tweak some mechanics, but hoping that the faction gives players a new way to approach the game.  

Thanks for taking a look; I really appreciate having another set of eyes taking a look at everything!