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From the KS page:
The game is all about money... at the start of each turn, after rolling to determine player priority, each player receives a 'salary' of poker-chip style 'credit tokens' into their 'liquid assets' account to the same points value as the models they are playing. The player with priority chooses whether to go first (meaning they must reveal their allocation of action points first but also get to activate first) or go last, allowing them to see what the other player/s are doing with their action points first.
The player going first then chooses to 'bank' up to 50% of their liquid assets in their secured account (this counts towards the final score to win the game) and can spend credits from their secured fund to buy a card from the 'acquisitions' deck, these are turned over to reveal external actions that can be saved and used when needed later in the game, such as air-strikes, med-drops and long range sniper shots from high-altitude drones. Finally they allocate the remaining liquid assets to their characters, placing up to three credits on each character card to allow them to perform up to three actions (move, shoot, loot, hack, bribe) during the turn.
The cash mechanic sounds interesting. Is the expectation that players will pretty much always bank 50%, unless they are on the back foot?
What is demotivating players from just castling at the back and cashing their 50% each turn until there's a draw? What is motivating players to engage (other than not wanted a non-game)? Are there other victory point criteria?
I love a good currency management system in a game, and the models look fantastic and unique. Just hoping to better understand the game before taking the plunge!