Thursday, April 8, 2010
seasons: flow of the game.
When making a game in which one side is almost always at an advantage need to make some kind of balance. Seasons seem to be elegant solution. The yew, yews forces are a force of nature, more subject to cold, able to propagate plaque during summer. Extra movement/abilities for yew during summer movement restrictions/penalties during winter. Two turns per season, works with map scale, gives opportunity to press advantages, gives ebb and flow that's satisfying. Spring, fall place holder seasons chance to prepare for enemies' next push season. Little season dial in marginalia (word? should be if not) simple solution to keeping track plus adds character uniqueness to board.