Global Prophecies and Dark Deeds

I’m trying out a new idea. Instead of each player having up to 3 Prophecies each, the game itself will have 3 Prophecy cards. They will remain in play during the entire game.

Players will now store cards on Dark Deeds, which will be worth points at the end of the game.

The global Prophecy will list ways that players can store cards on Dark Deeds.

The goal is to streamline the Start/End of Turn effects you have to remember because they’re static throughout the game. This will also, hopefully, increase replayability.

For the Dark Deeds I’m going to add “When Complete” bonuses to them, which I think will be fun.

Live Playtest Notes

It might be easier for all Prophecy effects to be End of Turn effects. It could be its own phase gameplay.

Global Prophecies that reward specific Disciplines for being higher might not be the best. It really forces you into one Discipline, which might be counter to what you want to do.

Prophecies with conflicting requirements aren’t fun. In this playtest one is saying “If your Blood Magic is highest” and the other says “If your right discipline is your highest”.

Some Free Action prophecies might be fun. They would need to have some kind of cost.

Top card of the deck is 2 or greater could be a fun one.

There might need to only be two prophecies. Checking three things every turn might be too much. The problem is that adding a third Prophecy increases the number of permutations by so much. Maybe a third Prophecy could be a non-turn effect. Like a scoring mechanic, or once-per-game action all players can take, or a global goal similar to Longest Road.

Blake’s Feedback

Once you’re out of cards, it is very hard to get more cards. Maybe I should add more of the “Draw a card” poppers.

Blake didn’t place as many cards, just based on our starting hands. He drew all curses.

Are Curses worth it?

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