future-thoughts
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is 1 monument every other turn (on average) enough for "interesting" interactions?
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how to get players more involved in other player's side of board?
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get rid of sacrifice counters and go back to attack/defense?
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have cancel effects for monuments? i.e. give opponents a means to disable them?
- this becomes feasible if there are more monument options
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Tie breaker - harbinger effect (e.g. player with more/less SS wins if not enough tiles to draw from)
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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
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soulstain (evil/selfishness)
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lack of soulstain (cooperation)
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neutral?
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number of tribes (life)
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population tokens (civilization/tech)
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population increase counters (fertility)
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attack counters (war/hunt)
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shield counters (strength)
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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?
ABCDE ABC ABD ABE BCD BCE CDE