>>440
>It may be me who has never played any boardgames more advanced than Ticket To Ride or Alias, but with the mentions of "action points", it sounds like there's a lot of point systems to keep track of in-game, such as in the line "You can exchange 4 resources of any one color for one treasure card of the same color. This action costs 3 action points." I'm thinking of renaming the action points as "dice dots", or would that just be silly?
There is only one point system in this game, that's action points. All other things are tracked via cards in your possession.
One of my main concerns is that at the start of each turn, the player receives some points, which they then spend on actions, and there's a high risk that the player forgets how many points they haven't spent yet. I decided to leave this flaw in, to encourage potential drama of "how many points do I have left, guys? - Three - No, four - Three, you cheater!". May be a bad idea.
The original name for action points was "movement points", but I changed that when all actions were made dependent on these points. Any name's welcome, and I'm sure players will call them whatever they want.
>• If the resource card strength words only maintain a difference between 0, 1 and 2 resources anyway, why not make it say "Dud", "1" and "2" instead, the latter two in large fonts?
The visual design of resource cards uses both names and numbers. Their separation in the rules is just a formality. "Resource counter" is imaginary, players are expected to count resources themselves by observing their resource cards.
>• You've done a pretty god job in having the different Filly species be able to counter many of the other species' advantages, I'll give you that!
Yay!
>• When will the Event Cards be drawn during a match?
At the start of each player's turn and when a player decides to combine resources into a treasure. Earlier versions of the game also had you draw an event card when you search for resources, but I scrapped that idea because that would make players draw event cards way too often.
>• The default map shows a lot of water. Even though Witchy magic and the Drought and Balloon cards are all possible, I can't help but think that there should be a convenient way for onshore Fillys to move from the centre island to the north shore.
>• I can even imagine both players picking two Princesses each and having all four Princesses on the main island, which would limit tresure diggings on the centre island pretty hard, and disastrously so in the Flood event. Conversely, to lessen the Mermaids' super-importance slightly, I half-heartedly suggest making the Elves able to search on water hexagons that are two hexagons away.
This map was drawn before a lot of rules were written, so it's pretty far from what a proper map would look like. I mean, there are seven forest hexagons, that's ridiculously low number. Coming up with maps that would work is something I have yet to do.
>There are only really two things I consider vital in a boardgame. 1) The rules must be easy for all parties to comprehend, leaving no room for heated arguments over how to interpret the rules. 2) It must allow for cunning strategies with which you can laugh maniacally if your strategy turns out the way you hoped for.
I've tried following both of these rules (since I consider the same thing). My old things like the Filly Card Game and the likes aren't around anymore because they violated either 1) or 2). This one allows for both of these, think, but test plays are required to check it, especially 2).