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factions-v2

3 factions to start

  • each player brings 2 distinct...
    • options: A, B, C
    • 9 possible matchups (with 3 factions, each player picks 2 distinct)
    • Player Choices: AB, AC, BC
P1P2Union
ABABAABB
ABACAABC
ABBCABBC
ACABAABC
ACACAACC
ACBCABCC
BCABABBC
BCACABCC
BCBCBBCC

Faction

  • 10 tiles
  • 5/6 tribes, 3/2 monuments, 2 geographies

Fundamental Faction Abilities

  • attack opposing tribes
  • defend friendly tribes
  • increase friendly population
  • capture opposing tribes

warriors -> attack + defend expanders -> attack + add settlers -> defend + add explorers - attack only farmers - add only behemoths - defend only

Faction Ability Modifiers

  • take soulstain
  • punish for soulstain
  • add mana to MW
  • remove mana from MW
  • remove friendly population
  • nomad
  • affected by self-tribe vs. adjacent tribe
  • benefit/suffer from MW corruption
  • benefit from high population
  • suffer from low population
  • self-geography benefits

Counts

  • MW:

    • manalevel (increases per turn)
    • corruption (sum of soulstain)
    • initial manalevel
    • initial corruption
  • per player

    • Soulstain
    • next round tile pick count
  • per tribe

    • population
    • corruption
  • per wave

    • total population count increase
    • total population count decrease
    • total tribe elimination count
    • per player
      • population count increase
      • population count decrease
      • tribe elimination count
  • some with soulstain-gaining activities

  • some with anti-soulstain abilities

  • some that grow population (own vs others?)

  • some that decrease population (own vs others?)

  • monuments and geographies shared between factions

Faction Mechanics

  • Destroy opposing population, increase self population (Enslavers)
  • Destroy opposing population, gain resources (Warriors)
  • Nomad and trade (Caravaners)
  • Nomad and attack (Ninjas)
  • Gain resources per opposing population (Traders)
  • Gain resources per self population (Farmers)
  • Meta-manipulation: Extra tile selection? Generic, boardwise increasing/decreasing? (Forecasters)
  • Prevent resource and population destruction (Protectors)

Geographies

  • Cliffs - All adjacent tribes prevent 1 loss on each loss event
  • Savannah - All adjacent tribes increase any opposing tribe reduction by 1
  • Forest - On MW: if there are any adjacent tribes, add 1 mana to MW
  • Volcano - On MW: Each opposing tribe that reduces adjacent tribe population loses 2 population
  • Desert - On MW: Remove 2 population from each opposing tribe. Remove 1 population from each adjacent tribe.
  • Chasm - On MW: remove 1 population from each opposing tribe
  • Lake - On MW: Add 1 population to all adjacent tribes
  • River Delta - On MW: Each adjacent tribe increases 2 population. Each opposing tribe increases 1 population.

Monuments

  • Huge Piles of Rocks - On MW: if MW has 10 or more mana, you win the game
  • River of Life - On MW: if MW has 3 or more mana and the board has 6 or more tribes or a total population of 10 or more, you win the game
  • Array of Holy Statues - On MW: if you have 3 or more soulstain, you lose the game; if your opponent has 5 or more soulstain, you win the game
  • Circle of Convening Stones - On MW: if MW has 5 mana and there are two adjacent tribes or you have a total population of 5 or more, you win the game
  • Cliffs that Meet the Ocean - On MW: if MW has 3 mana and there are no opposing tribes, you win the game
  • Dark Forest - On MW: if MW has 2 or more mana and you have between 2 and 6 soulstain, you win the game; if MW has 3 or more mana and you have 7 or more soulstain, you lose the game
  • Divine Mountain -
  • Hole of Darkness - On MW: if MW has 10 or more

High/Medium/Low Mana tribes per mechanic

  • also monuments?
  • also geographies?
  • increase mana
  • decrease mana

Soulstain tribes per mechanic

  • give opposing tribes SS
  • remove SS from tribes