Hey Sowelu, thanks for reading the rules.
I really appreciate the time that you took, and you pointed out many excellent points.
Your assessment of the attack/steal/destroy effects is correct.
If you attack and destroy1 an island, do you raze its contents too?
If you steal an island, what happens to the cards on the island?
To answer your first two questions: If you successfully reduce an island to 0 defense with any card then the island is destroyed/razed/stolen, however any cards on the island are evacuated to the owners hand (unless the destroying card was the 'conquer' card, but that card tells you what to do on the card itself). I will update the rules text to make this clearer
The point that you make about the Attack and Destroy terminology being confusing is a good point. It should be changed. I will try to figure out better names for them.
What is this "token of the gods' favor"?
About the 'Token of the Gods Favor' that was removed from the game. I will update the rules to remove that reference to that token.
Also, at the beginning, it doesn't specify steps for choosing gods and choosing strategies. Do you choose your god in secret, or openly? Choosing a strategy has to be an open selection, I'm assuming, and there's a clear advantage to the second player who can change their strategy choice based on the first's selections It's okay that there's an advantage, but there needs to be a rule to prevent player 1 from changing their mind. Otherwise, "I'll be friendly." "Okay, then I'll be brazen." "Did I say friendly, I meant lucky."
The strategies are all chosen simultaneously and openly. You can discuss what you are choosing with the other players before you choose (so you can ask people to be friendly with you if you are friendly with them). I have played in around 50 games so far and no-one has ever tried to take back their strategy choice, but perhaps with different groups of people it could happen. I suppose that I should add into the rules that once a strategy is chosen it cannot be changed for that turn. (and add that the strategies are chosen simultaneously).
The god selection is also supposed to be simultaneous - I should add in the same note.
Your point about the Resource Deck and resource cards being confusingly named is a good one too. Perhaps the deck should be named the Economy deck? (To be honest, we refer to them as the 'blue', 'red', 'green', 'yellow' decks when playing)
I'm not sure if it's great to have point cards you currently control be marked on your strategy card. Presumably they'll change hands a lot. Why move two tokens and a card, when you can just move the card?
I agree with you completely here (and originally I had it so that only 'permanent' points were recorded on the strategy card), but through play I have had lots of players complaining about the fact that there was not one place to look and see how many points a player has (to know if they need to attack that player to stop them from winning).
Thanks for the feedback about the art - I made it because I used to have white cards with black text, but some play testers asked for me to put pictures on the cards to make them more easily differentiated (and then I kind of got carried away). I was planning on having my graphic designer brother-in-law look at the art, and I will include your feedback when I have him redesign them.
Oro: Do you reshuffle after revealing all those cards? Presumably yes. If the font was smaller and more legible, there would be more room for details like that.
With Oro, you do not shuffle after you reveal the cards unless you emptied the entire deck.
Resource cards: They say you can discard them to do extra stuff. From the context, it looks more like you'd be getting rid of it once it's in play...and that needs a slightly different word than just 'discard', doesn't it? I think M:tG uses 'Sacrifice' for that, to distinguish from discarding from your hand.
I agree. I will reword that.
- Army: Should cards with different stats have the same name?
Probably not... I Just ran out of names for them, but I should probably put my thinking cap back on.
- Card backs should have the name of the deck on them (ie, military deck, god deck) to help people who aren't familiar with the game tell which deck is which. Or colorblind people.
Excellent Idea. I will add those
Any balance issues would have to come up with playtesting...but the point scale seems pretty low, considering some ridiculously brutal combinations. Like Farmer + Craftsman: Gain 6 points per turn, and you can have that set up on the second turn with just a little luck. Game over three turns after you get both of those cards.
The game does end in three turns most games (though the combo that you listed does not work because craftsmen do not give goods, but give points instead.) A more common game ending is that someone had 16 points exactly on the second turn and everyone beats them up, and then four or so players have 20 or so points each on the third turn. (drawing from the point deck with a scouting party, the discerning strategy and rongo/tu-te-wehi-wehi or maui can give you ~16 points by itself). The only reason why the game ends at 16 points is because I have been trying to make it end in ~.5 hrs. I prefer to play longer games (and prefer to play to 32 points).
-The Fruitful strategy looks OP. Take Discerning your first turn to make sure you get an island to play things on, maybe Discerning instead if you feel lucky, then spam Fruitful the rest of the game: A minimum of +5 goods every turn utterly blows Efficient (-1 good cost per card) out of the water, same with Impelling. Combine with Farmer + Craftsman for extra lulz.
The fruitful strategy _is_ chosen fairly often in play. it is mainly effective to get out large cards, however 5 goods =.625 pts unless you have cards in your hand to play for points. The most commonly chosen strategies (in games that I have played at work during lunch) are: Friendly (two underdogs will pick that very often and point it at each other), Stingy (One extra card kept not only effects you this turn but also next turn), and discerning (looking at extra cards means that you have a better chance of gaining the cards that you really need). Fruitful is probably picked fourth after the aforementioned three strategies.
- The game is WAY too short for Mobile to have any significance...I can barely even see the island support limits coming into play, really.
I agree - I should probably fix this one
- Invader, can't you do that anyway with a steal action?
Yes, but you have to have a steal card in your hand (and there are not too many of those) (I suddenly realize that I never posted the number copies of each card in each deck (I should do that))
- Does Lucky work to prevent stealing? Also, it needs wording clarification. It sounds like it says "flip a card off the top of the resource deck, and discard it", but it might also mean "discard a card that you drew from the resource deck".
Yes, it prevents stealing, and yes, it means that you should flip the top card of the deck. I will clarify the wording (I originally had it such that you had to flip a coin, but i decided that revealing and then discarding the top card from the resource deck would make fewer part necessary)
Thank you again for looking at the rules
I will make updates and then post the new rules when I have finished them.