Twenty minutes into the game, when you first capture a story node, it makes an eerie sort of sense when you turn the wheel and see the capture resolve your Early Bereavement into a Back from the Dead event. You plug in some general statements about a royal dynasty the Power Struggle and Early Bereavement events pop-out. The process isn’t straightforward, but it’s pretty intuitive, and there’s a decent tutorial. Ultimate General are insistent that the physical design of the wheels is fundamental to the game, and the physicality does add something, although it’s a faff to keep digging them out, and the card isn’t glossy enough to absorb spilt coffee. You set the cards to starting variables to determine the setup, and you use them later to determine story events. Game of Eyes gives us thirty-two maps, three-hundred and sixty-five units, thirteen factions, twenty-four resource types, and seven physical, non-digital Llullian wheels printed on glossy card.
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