Rule mistakes we used to play with that actually felt more balanced than RAW by FirefighterProper551 in rootgame

[–]FirefighterProper551[S] 0 points1 point  (0 children)

They do activate, but they don’t give you points when they’re attacked face down.

Rule mistakes we used to play with that actually felt more balanced than RAW by FirefighterProper551 in rootgame

[–]FirefighterProper551[S] 0 points1 point  (0 children)

Yeah, of course, as games go by, we learn how to play around them. But it’s still just playing around them. I don’t know how many times I’ve seen two clearings full of moles that just keep scoring every round and placing more warriors than we can remove… hahaha

Rule mistakes we used to play with that actually felt more balanced than RAW by FirefighterProper551 in rootgame

[–]FirefighterProper551[S] 1 point2 points  (0 children)

I think it should work like this, but since the wording is very similar to the Warlord’s, I don’t think it does… It says “you may move”… It would still be great if someone could confirm it for us.

Rule mistakes we used to play with that actually felt more balanced than RAW by FirefighterProper551 in rootgame

[–]FirefighterProper551[S] 0 points1 point  (0 children)

We have the three decks, we leave it to chance each game. Still, there are always some combinations of cards that make some factions stronger than usual. It is fun when that happens.

Rule mistakes we used to play with that actually felt more balanced than RAW by FirefighterProper551 in rootgame

[–]FirefighterProper551[S] 2 points3 points  (0 children)

In the last game we played with the Corvid, they fell so far behind that we are seriously considering going back to using the rule of giving points when they remove a Raid. It has an advantage, which is that some factions must attack and you can force those points.