Brilliant feedback as always!
Good catch TempestFennec – that is indeed a dumb typo, one that slipped through the net!
I changed the tiebreaker line but added '(more often in multiplayer)' which is when tie breakers happen the most.
Wow, StyxD excellent stuff.
I changed the coin line to "... keep track of each player's money”
good call on the Event 'card' bit. Took that out!
I cleaned up the card descriptions. This section was originally in a much smaller space so had less room for descriptions.
I changed the Where to while. I think the half-caste section would read better “...born with parents of different races”? I think I didnt want to put 'of' twice close together.
Changed the gibberish line to: “Each player chooses a Nation to play. Once you have done this, take the appropriate Nation card and place it in front of you.” (A board game rulebook writing site explained you should tell people to do things referencing 'you do this...' So I tried to change a bunch of text to this. It didn't work in this case!)
I changed “A new Eslum age of enlightenment has begun, causing conflict with the church.” to “...causing strife within the Isles.”
Changed them to it. (Damn your grammar is on point
I feel like I'm in English class failing all over again!)
Okay this is me being too liberal in explaining. So each Challenge is a Challenge type: Nobility, Guile and Might. These correspond to Unit 'Abilities' – Which are the Unit's strength in Nobility, Guile and Might. This means there's a bit of overlap in terminology. 'Guile' can be an Ability or Challenge type. This is intentional because it really ties the Abilities to Challenges and importantly, isn't confusing in game.
I changed the line to: “ This Ability is often more covert than other Challenge types” to make it clearer.
Good eye with the attacking on page 16. In a recent update to the rulebook, all rules references (like attacking on page 16) is accompanied by a link to the page with the rule on – other people have pointed out I made this mistake
Yeah I messed up on the damage in the stunned section
But I did it correctly in the Destroyed section! So I'm only half a moron
This is me being terrible at explaining, again. Destroyed Units are placed on the bottom of the appropriate Nation Deck (Nation Decks don't have discard piles, or the table would get too cluttered with piles of cards). Discarded Events, Challenges and Experiences go to their discard pile, so are 'discarded'. Any mention of discarding Units and territories is wrong and I shouldn't use that term (I used it in the Response Events after Battles section).
There are only two types of effects you can do when responding to a Battle, “Destroy the enemy Unit or Steal an Event from your Opponent.” I figured naming the cards just makes it more obvious where those effects where coming from, and if anyone got confused they could pull those 2 Events out of the deck to read.
I'm using ' around card names. I changed the “ around “ALL” in the latest version of the rules because it looks better when using the same quotations consistently, you are right.
I can use card examples to make this clearer (a few Events your opponent can play can exert the Unit, meaning you lose 2 Units instead of 1).
Also no unit has an 'Activated Ability'. We wanted a lot of interaction so all effects now trigger when you do something – like supporting a Challenge (some Territories have Activated Abilities because they don't enter Challenges).
On the Ally/Pawn thing. I'm a soulless hack, so I'm not bothered about any specific term. We can easily call them Ally of Eldex and Ally of The West. There is no card in the game that will have these words on, so it is purely how the rulebook explains it. Then you will have Allegiance Decks (Eldex and West), and you will take the appropriate Ally card and place it front of you when you choose an Allegiance.
I think you are right about the 2 player allegiance rules - we can just take it out. BUT!! I will probably include the old rule as a house rule and recommend and explain why it is fun and tactical in a 2 player game.
Because each Nation Deck in The Roster is available to be purchased by both players, there is no 'safe haven' where you can purchase a card knowing an opponent can't poach it from you. Also there is strategy about not wanting to reveal a powerful card underneath the one you purchased, giving your opponent an advantage if there is nothing on the Roster they can afford or want to Purchase.
By making each player have a separate allegiance deck that is gated off from your opponent, it allows some strategy in that you are not forced to purchase it straight away.
That said, it's not the be-all and end-all of the game and is something we can't have for multiplayer because of the nature of the way the game works