What really annoys me, though, is how old adventures will no longer be purchasable at all; it's not necessarily about access to cards, but that adventures can be flat-out fun to play through. I might switch to only buying Wing 1 of each new adventure when it comes out, to make sure I always have the adventure unlocked to buy the other wings for later.
Hydras are THE BEST. Not only are they really strong creatures with a cool ability (feed on your enemies, grow more heads to feed more effectively!), but they look just like they stepped out of a Harryhausen movie.
The Quick Pitch
It's designed with the same "entire CCG in a box" philosophy as Epic, but with a bigger box (and therefore a lot more options). It's also not a traditional-style CCG either: instead of building a deck beforehand and battling it out with that deck, you build it as you play the game, drawing from a limited cardpool that you bring to the table. It's also inspired by the RTS genre: you get gold (your mana) from investing in workers, you can pursue different tech-tree upgrades, and your heroes gain the ability to cast spells and use innate abilities. So basically, it's "what if we made Warcraft 3 into a card game".
Cool Stuff About It
~ David Sirlin designed it. He's got some very vocal (and blunt) opinions about game design, but he also has a number of really interesting games out, and he has a passion for making asymmetric games that hold up under competitive play.
~ There are a bunch of wildly divergent mechanics attached to the core structure--although the combat is reminiscent of Magic: the Gathering, pretty much nothing else is. The build-as-you-go factor, the way you tech into new buildings, and also the "Patrol Zone", where you assign units to guard against enemy attacks. More on that later.
~ It emulates RTS games in a way that's actually really natural for a card game--I've long thought deckbuilding was a natural fit for that.
~ Okay, the Patrol Zone. It's a mechanic where you assign defending units to different slots at the end of your turn. Your opponent then can attack them (mostly) as they wish, with the caveat that each slot gives you a different bonus if your opponent attacks the unit in the slot! So you basically present them with a difficult decision, and I love that. It's the most unique mechanic I've seen in a card game.
~ While the price for "all the stuff" is going to be a bit steep (probably around $200 or so), that's with every expansion in the game. It's an LCG that you can stop collecting after a certain period of time, and still be current in.
There's some other links in this article, to places where they talk about Codex mechanics in general. I think it's pretty cool, and I'm hyped that it's finally coming to KS!
I think that Blanda is (partially) incorrect here, because he doesn't take into account the intended audience of the signalling. It's not much different than the accusation of "false equivalence," which was designed to send a particular signal to a particular audience, namely one's "circle of intellectual teammates." And for those teammates, mocking the strawman version of the Other Side, or claiming that mentioning their opinion sites along with your own is false equivalence, is exactly how "I'm more informed than the Other Side" is communicated. To say to someone, "You're signalling to me that you're a smug asshole" or "You're misconstruing the context of the article" is pretty much proof positive that you're not on the team, to the point that it's effectively a form of signalling in an of itself.
Also hoping that Molly shows up again in Season 2, she's a cool character.
The Ritual of Regeneration
Before your first tale begins, the Overplayer must choose an eidolon for The Doctor. Then each player, in turn, selects a Trick for The Doctor. Write these down. The Overplayer then adds All That Deserves a Name. In play, anyone may describe The Doctor and their Named, and once per session, instead of using their own Trick, a Companion may choose for The Doctor to use one of their Tricks instead. Each Trick, as always, may only be used once, and The Doctor may only use one Trick per tale.
If The Doctor has used all of their Tricks, the Overlord may, at the conclusion of the Perilous Phase, trigger the Ritual of Regeneration again.
And a new Trick...
Solace: When you reincorporate a thread, you may give something from your list of Named to The Doctor, or take something from their list of Named. If you do, give The Doctor an additional Trick of your choosing.
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