Re: Awesome Rule Concept (ARC)
Posted: Sat Dec 24, 2016 13:20
I have two suggestions, for what they're worth.
The moving of power gems on and off of card stacks is slightly fiddly. If there were a single marker card for Gaia resources, for example, resource cards could be placed on top of this card to denote that they are Gaia resources, and would then just be marked as normal when used. For a two-faction deck, a player would just need two such power cards (one for each faction), instead of several counters. This is less fiddly and requires fewer components, and is more consistent with the way that the other cards work.
Victory points take me out of the game, as they are just an abstract scoring system. The abilities page has many references to influence, which would be much better as influence is more consistent with the setting of the game. As the leader of these cities, I would want to increase my influence, but wars have never been fought over victory points. This would help maintain immersion in the fantasy world. It also makes sense that battle losses would cause me to lose influence, and that I would spend influence to make things happen. I feel that influence would be a much better term than victory points.
Obviously, these suggestions are just for aesthetic value, and have no impact on gameplay, but I do feel that they would notably improve the immersion, which is important in any game.
Thank you for this game and for taking the time to read this.
-Korric
The moving of power gems on and off of card stacks is slightly fiddly. If there were a single marker card for Gaia resources, for example, resource cards could be placed on top of this card to denote that they are Gaia resources, and would then just be marked as normal when used. For a two-faction deck, a player would just need two such power cards (one for each faction), instead of several counters. This is less fiddly and requires fewer components, and is more consistent with the way that the other cards work.
Victory points take me out of the game, as they are just an abstract scoring system. The abilities page has many references to influence, which would be much better as influence is more consistent with the setting of the game. As the leader of these cities, I would want to increase my influence, but wars have never been fought over victory points. This would help maintain immersion in the fantasy world. It also makes sense that battle losses would cause me to lose influence, and that I would spend influence to make things happen. I feel that influence would be a much better term than victory points.
Obviously, these suggestions are just for aesthetic value, and have no impact on gameplay, but I do feel that they would notably improve the immersion, which is important in any game.
Thank you for this game and for taking the time to read this.
-Korric