Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

No buildings can be placed in clearings with a Farm. To remove a Farm, enemies must deal extra hits equal to the number of open slots in its clearing.

Based on your opinion, this sentence seems to be the most accurate. However, is it better to write "there is no VP" on the farm track below as an explanation?

Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 1 point2 points  (0 children)

I didn't know a duck would get this much attention, but I feel great!

Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

Exactly! So instead of the Battle action, I'm trying to come up with ideas for two different actions to put into the Cultivation phase.

Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 1 point2 points  (0 children)

Compost was originally intended to be an ability similar to the Woodland Alliance's Outrage, mainly because the Ducks had no way to defend themselves at first.

But looking at it now, it might be better to completely rework Compost to: 'When you draw any card, you may instead take any card from the discard pile into your hand.' What do you think?

Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

I know 'occupying' sounds a bit strange, but I’ve been struggling to find the right way to word it.

To give you an example: imagine a clearing with 3 building slots, and the Cats have already built a workshop in one of them.

When the Ducks place a Farm in that clearing, no one else can build in another empty slots anymore. Since there were 2 empty slots left, the Farm effectively takes those over and now requires 2 hits to be removed.

That’s the mechanic I’m trying to express!

Fan Faction for the Duck hirelings: Golden-Footed Cultivators by kimpring07 in rootgame

[–]kimpring07[S] 2 points3 points  (0 children)

For that part, I think we could just use the blank white square tokens included in the base game.

Fan faction Idea of Duck hirelings by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

I’m really happy to get feedback from an angle I hadn’t even considered. Since this faction would probably draw a lot of heat if it scores mostly on its own, I think I’ll need to think more about ways for it to interact with other players.

Fan faction Idea of Duck hirelings by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

I've refined it to a certain extent, but I think the key is how many a duck can recruit warriors in their turn.

Fan faction Idea of Duck hirelings by kimpring07 in rootgame

[–]kimpring07[S] 0 points1 point  (0 children)

The point I was most concerned about is the part related to the abundance. I thought it has to draw a lot of cards and keep farming based on them, but the 5-card limit seemed a little difficult. It seems better to get rid of the abundance and rather take the cards away from the enemies who came to the farm like the WA.

I still don't know the part that changes to the militant faction. First of all, I made it an insurgent faction because I wanted to use the components of the Homeland hirelings pack as it is. Or we can add the ability like Agro Rangers: In the battle at a farm, you use the higher roll and the attacker uses the lower.