After getting a lot of really great feedback from the New York playtest, we made a bunch of adjustments. We did a lot of in-house playtesting, tweaked a bunch of things, and appear to have settled on the new version. Biggest changes: the only trashing in the game is fighting the always-available Training Dummy (2) Win: Trash 1 card from your hand or discard. Lose: nothing. We like this change a lot, because this removed trashing as an ability you can buy, which was a very luck based element that could decide games early on, and this is a unique mechanic, and it makes a lot of thematic sense-you can practice against the Training Dummy to unlearn bad habits, but you can’t make an actual difference in the world by doing this, so you can’t gain XP*.

The next change is that there are now 3 Adversaries available to fight each turn, instead of 2. This combines well with the last big change to open up a bunch of interesting decisions.

All Adversaries have been redesigned. Most have kept a lot of what they had originally, but they’re a lot more unified-the mechanics for rewards/losses of one make a lot of sense when compared to the others similar to it in power. Now, the lower combat a monster, the lower XP reward it gives, but the more useful of an additional reward. That is, a Combat 4 monster might make you gain 2 XP and 3 Skill, while a Combat 6 monster would make you gain 5 XP and nothing else for defeating it. The penalty for losing, however, rises with the combat value, and is quite different across the various adversaries of the same combat score.

One Response

  1. A big hole I noticed in the game: Archibald’s Aetheric Atomizer has no restrictions on use and if used on the finale can end the game in only a few turns.

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