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future-thoughts

  • is 1 monument every other turn (on average) enough for "interesting" interactions?

  • how to get players more involved in other player's side of board?

  • get rid of sacrifice counters and go back to attack/defense?

  • have cancel effects for monuments? i.e. give opponents a means to disable them?

    • this becomes feasible if there are more monument options
  • Tie breaker - harbinger effect (e.g. player with more/less SS wins if not enough tiles to draw from)

  • Nomad - place tribes in new location

Factions - start with 7, each player vetoes 1, reveal 5 or 6 remaining, then each picks 3 distinct

factions - 6 tiles (2 monuments, 4 tribes on average)

factions - is faction selection by players necessary? or use a fixed playset instead?

  • this is the first decision people who haven't played the game before have to make... how useful/interesting/fun is it?
  • what if they can strike an alignment from the playset instead?

Alignments? monuments care about 1 global amount (player must still have more than opponent to win?) or 1 player side amount of same quantity

  • soulstain (evil/selfishness)

  • lack of soulstain (cooperation)

  • neutral?

  • number of tribes (life)

  • population tokens (civilization/tech)

  • population increase counters (fertility)

  • attack counters (war/hunt)

  • shield counters (strength)

  • run (flee)?

Life -> War -> Death -> Peace -> Life (repeat) (pop tokens) -> -> (shield counters) -> (attack counters) -> (pop increase counters) -> (pop tokens/repeat)

Greed/Sharing

Cooperation/Parasitism

Hierarchy/Independence

War/Peace/Isolation

Isolation alone?

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