Hey I have some rules questions. Is this a good place to ask?
1. The 'Coordination' Greenheart skill reads "Rotate 1 ally’s momentum card to its vertical position. That ally takes another turn this round".
Does this mean the newly untapped ally should take a turn right after the Greenheart's turn ends? If they were turned sideways, presumably that means they've already acted during the round. The Momentum rules say "The next turn always is indicated by the card nearest the root of the momentum track that has not been rotated", so this sounds like after the Greenheart you pick the just-rotated ally that is closest to the root.
2. The 'Second Chance' Blade skill reads "Take 2 cards from your discard pile into your hand". Does this mean the Blade gets to choose which cards to take? Do you always take the top 2 cards?
3. Can I please request a Judge ability/spell that lets me move an enemy's Momentum card up after Momentum has been dealt? This would be beautifully evil
, but a nice way to set up some encounters. For example, in the Hunted scene it's great if the Gliders can act first and knock the heroes back.
I'm thinking maybe we could have a moderately expensive spell to adjust a single Momentum card up 1 spot, or a very expensive spell that lets the Judge re-shuffle and re-deal the entire Momentum track.
4. How open should the Judge be with monster rules and abilities? Should all monster abilities be visible to the players in advance and known at all times?
For example: the Swamp Choir adjusts their Momentum when more and more heads are killed. Should the Judge let the players know in advance so they can plan? Or is that intended as a surprise?
5. I'm guessing with all of the player cards and combinations one of the design goals is to reward system mastery for players that learn how to play well. Is that correct? What about rewarding system mastery for the Judge? Is the intent that anyone should be able to pick up a scene and play the Judge roll easily, to dish out a difficult encounter for players? Will there be any room for Judges to learn more about how to run certain scenes or monsters to make them most effective?
I would find this most satisfying if both players and Judge had some depth to improve their system mastery. That feels like it would be most rewarding for a victory if both sides had pulled off lots of smart moves, were counter-maneuvered, and then still made it to victory
6. I'm guessing you've already thought of this, but what do you think about having the Judge play as a deck of cards too? It's the obvious symmetry with the player mechanics, but I'm just wondering if there were any design goals or reasons for why you chose *not* to have the Judge play as a deck of cards.
Personally I strongly vote to *not*
have the Judge use a deck of cards. It's one less thing to remember, and I think the Judge role is more fun and meaningful if they have their full array of options in front of them at all times. I'd strongly prefer a game where the players feel like they won because they were smart and used good strategy than a game where the players won simply because e.g. the Judge drew a bad hand of cards. But I love hearing about the design behind this game
Thanks for your time!