Brief Update for Green-Circuit Mercs

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Just finished tweaking the cardset, and not a ton to elaborate on beyond what was touched on last week. Basically the changes made were:

  • Fixed imbalances with player # vs Threat, so now it should be a reasonably achievable goal rather than a hopeless task
  • Swung the points for Techs and Plants upwards, so you’re only getting an average net loss on the first round of cards. The abilities also got a very, very healthy injection of power and utility, so it should now feel like using an ability is a powerful thing, instead of an annoying and nigh-worthless bonus
  • Each of the 4 Bidding decks is now built around a heroic theme: Trickster, Highguard, Biosmith, and Cyborg. They focus on, respectively, losing bids, winning bids, Plant cards, and Tech cards. Hopefully this should add more layers of nuanced choice, and add some interesting strategies for play in addition to kicking the door open for more hero Bidding decks in the future.

The new version of the cardset is here, and the updated rules are here.

Going to be trying it out tomorrow, along with the prototype for Boatbuilders; I’ve got a very good feeling Boatbuilders will be a fairly good hit with not a ton of changes needed, but I definitely want to polish the dickens out of it before marking it off as finished.

 

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