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
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 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