thx for the revieuw! I will definitly playtest them when i have time! And thx for pointing out the typo haha
KingLuigiNL
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i realy like the idea of your daylight actions switching around, i assume when you reveal a bird card you get to choose the weather?
Also, move via temples i guess you use the temple as a path and essentially move through the forest? Is there a way for opponents to remove temples?
In rainy weather it mentions in the battle action 'a temple you do not rule'. But temples are placed in forests right, so you dont rule those by definition. So i wan to know whats the intention there?
Opponenst are not actually negatively affected, becouse they always have the chance to discard and cycle the turncoata away to draw actual cards. The only thing this does is power up the confeatheration. If they want to hold the cards in hand to reduce the power of the confeatheration thats totally up to them.
Ofc i only had time to test these guys 3 times during the jam, and this latest iteration that i posted has not been tested at all. So things can and probably will change after i test more.
Ofc id love it if you test and come back to me with feedback! (Preferably on discord if possible)
what if you could use 2 diferent suits for each action? That for example rabbit/fox to move, fox/mouse to battle, mouse/rabbit to recruit. This way you still have some randomness and noise, but its not as punishing
Another idea might be to add a 4th action that you can only take with bird cards. Similair to lizards sacrefice. Not sure what it could be but i leave that to you if you wanna do this idea
yep! They get turncoats that are basically dead cards. They then have 2 choices: keep them in hand, but that means they have less acces to useless cards. Or discard them, powering up the confeatheration and letting them score more.
And yeah the dominant strategy (probably) is to focus your infiltration on one opponent. Specifically one that values cards a lot. That gives you the highest chance of them actually discarding cards.
Players of course can discard them when they have 6+ cards end of turn. But they can also discard a card on their turn to draw a new card, this is needed especially for eyrie, but factions like moles and lizards also value cards that actually have suits.
Intended is that after you draw, its no longer your turn so you cant discard turncoats that same turn to draw a card.
very cool! I do have some questions though. How does move work? How i read it i spend a card, then i have to move to every matching clearing with all warriors that can possibly move. So if i spend a fox card, all warriors adjacent to any fox clearing will have to move to that fox clearing. Is this correct? Do you chose if there are multiple adjacent matching clearings?
FAQ:
- keyword "infiltrate" When you infiltrate an opponent, give them an infiltration token.
- Cells have 2 sides: "ready" meaning on standby and "active". A cell can only be activated once. When you 'activate' or 'ready' a cell, you flip it to its corresponding side.
- Daylight: reveal agents to take extra actions. The actions have to be in a clearing matching the revealed agent. For example reveal a fox agent to swarm from a fox clearing.
- when you unite your 1st 2 cells, you dont need to remove any warriors. However you do need to place them at your warriors.
- Murmuration: When you spend a non-bird card, you search for a matching agent. If you cant find any, you dont get to add an agent (tough luck...)
- Loyalty: any time you get an agent, you raise your loyalty by 1. So this includes your opponents discarding turncoats, or you searching for one with murmuration.
- turncoats: They are cards in opponents hands. They cannot be put into their play area, aka cannot be put into the decree/retinue/supporters, etc. When the eyrie has to put a card in the decree and only has (a) turncoat(s) they have to spend it to draw a new card.
- agents: Turncoats that are in your agent stack are called agents. They are facedown but you may look at them at any time. You can only use them to reveal with the recruit step or during daylight to take extra actions. You cannot use them to discard and draw a new card. (edited)

