Playtest Notes

These are my raw notes as I take them.

  • Rules should state that you get to choose which ritual to invoke if they’re tied
  • Linked Fate could be a Start of Turn effect
  • Deeds Shall Be Known has an annoying Start of Turn effect. It should be moved to an action card. It’s just too much hand management to do every turn.
  • Knowledge Chant should let you draw a card instead of just putting one on top. Felt too weak.
  • Engraved Truth is fun because you choosing which Prophecy is fun.
  • Do End/Start of Turn cards need to have the “Exhaust this card =>” on them?
  • Cursed Pact is cool

Dan’s Notes

When the Dead Rise never triggered for Dan, so he felt a little cheated by it.

He was trying to complete the rituals because he wanted the power spike.

“Are there more cards that react to your Power level?”

Prophecies could play off of specific types of rituals being at certain power level.

Maybe Prophecies could be separated into a Start of Turn, When X, and End of Turn types. Each player gets one of each type. This could allow the prophecies to be phrases that all fit together.

Things To Change

Give each player a third ritual.

Have Invocation cards that care about Power level. EG: Invoke a Ritual of Power 2 or less.

Have more cards care about Power level. EG: Draw a card. Power 3+: or higher, draw another.

Simplify more of the Prophecies. They could have additional scoring rules?

Cut it down to 3 types of Rituals: Blood Magic, Necromancy, Demonology. They could have different bonuses. Each player gets one of each school of magic.

The main cards could then have conditions on specific rituals. EG: Draw 1 card. Demonology 3+: Scry 2 before drawing.

Remove the “Exhaust X =>” on Start/End of Turn effects. If the card is exhausted you can’t do it, and you can’t do it more than once during those phases anyway.

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