factionsv2
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
P1  P2  Union 

AB  AB  AABB 
AB  AC  AABC 
AB  BC  ABBC 
AC  AB  AABC 
AC  AC  AACC 
AC  BC  ABCC 
BC  AB  ABBC 
BC  AC  ABCC 
BC  BC  BBCC 
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 selftribe vs. adjacent tribe
 benefit/suffer from MW corruption
 benefit from high population
 suffer from low population
 selfgeography 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 soulstaingaining activities

some with antisoulstain 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)
 Metamanipulation: 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