I
think I've settled on at least a few themes for different factions,
apart from the original idea that each color would have a primary
attribute that would be powerful.
Emptiness,
being the color of Endurance, will also have protection as a major
theme. In this way, they might be better defensively all around,
such as having some bonuses to their attributes on defense. They
will also be Rogation-heavy, where advantages and bonuses can be had
by playing Rogations, or some cards might allow you to draw
Rogations.
Thanks
to Papaya-Style for the new art on Naomi:
Click to enlarge. |
I'm
also considering Emptiness having a “lone wolf” mechanic, which
would encourage Emptiness to frequently have only one Crusader at a
time out on the Field. Naomi is the type of card, for instance, the
punishes the player for having too many Crusaders on the Field, but
is otherwise pretty powerful. In this instance, however, since
killing isn't something Emptiness often wants to do, the detriment
isn't so bad as to be unplayable; the player can have other Crusaders
in the Field, but it's only a minor setback against players who are
aiming to end the game by killing out Emptiness. Emptiness might
have pacifistic Rogations, such as Burial Rites, Wedding, Psalms, and
the like.
Solidity,
being the opposite and harsh opponent of Emptiness, will gain
advantages for having a fuller field state. They might also get a
card-in-hand advantage with Crusaders, perhaps by having Solidity be
able to draw Crusader cards, like some Crusaders that perhaps allow
them to draw a Crusader upon successfully crusading. I also like the
idea of Solidity being in a precarious position, however, by having
traitorous cards like Earthlings and The Derelict, which offer
bonuses when they are in an opponent's Field, or quick-enablers like
Hitchhiker. This has the fun implication that Solidity is not as
solid as they think they are.
The
Infinite like to think they rely on logic and reason, so I think
there may be a bit of Frenzy hate in their cards, either to negate
Frenzies, prevent them from being placed, or drawn, or anything of
that sort. Or perhaps they have the more explicit “does X against
Devotees, does Y against Zealots” than other factions. I'm
thinking they might also be the faction for players who like a more
complex game, perhaps by giving them a separate token resource
mechanic, or perhaps at least allows them to use normal tokens for
other means, like “if this is on the Field, you may pay a token to
draw a Rogation” or something of that sort.
The
Noise, being the opponent of The Infinite, are
more straightforward. They probably like to be Frenzied, so there
will be more bonuses for Frenzied cards. They will also have clever,
but simple, devious tricks, such as having Crusaders that can come
down to the Field at inappropriate times, or just do chaotic stuff
like Kamikaze. They may also be pro-Spiker, in that late game, their
Crusaders may get bigger bonuses based on the number of Spikers
already drawn, giving them a reason to get closer to the end.
Perhaps they will have lots of late-game Rogations, or Crusaders that
can be beefed up when seven Spikers are out.
To all
that end, I've got a lot of rearranging to do with cards, abilities,
and the like. I've also got to come up with a lot of interesting
variations on these themes, and group them loosely in sixteen-card
Crusader sets. That process has already started, so soon I'll be rearranging the Google Drive to reflect that.
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