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(1 edit)

Thank you Tricholome for your detailed and kind feedback! I'm glad you like these ideas, and I have passed on your compliments to my sister-in-law :)

I like your suggestion for factions to be able to use VIPs from enemy factions (reinforcing the corruption theme) - I will explore this option to see if it enhances the gameplay without adding too much rules bloat.

I don't think the VIPs remain static at all though - they are indeed placed during setup, but they must move every single turn, and may move again every single turn as per Too Good to Turn Down. Furthermore, the Confederacy may move enemy VIPs via Astute Diplomacy if enemies remove their pieces, meaning VIPs may move 3-5 times per round if they are battling the Beavers.

Of course, all this will be playtested extensively. I envision a dynamic and interactive action wheel that encourages interaction at Lodges and strategic planning to get the most use out of the available actions in the long term. The Confederacy will also need to plan critically to mitigate the effectiveness of enemy VIPs! 

(+1)

Oh sorry, I used the wrong wording. Of course it is dynamic, and I like it a lot. I meant more, the "sending VIP" mechanism itself is static (you send one and it remains there for the rest of the game). I was just thinking that playing around the fact that a faction could send more VIPs (and lose them, somehow), at the price of immobalizing their warriors and feeding the beavers, would reinforce the theme. But that was just a random idea that you can discard if it's a bad one 🙂

Right! Now I understand you better :) Yes, sending VIPs to and from the Agreements wheel is definitely an avenue that can be explored - I agree it fits very well with the political theme of the faction. I will definitely give it some proper consideration!