Rules Overhaul


After some playtesting it became clear that the rules as they were initially conceived were pretty majorly unbalanced in favour of the Gaia player. After a turn or two, it became all too easy to choke out the Industrialist player and prevent them from doing anything. The irony is that this stems from my experience in the initial design stage being that the industrialist was overpowered. Swung too far the other way after that I guess.

A few of the tiles, particularly buildings, have been completely recreated (especially as I realised the factory and the pump station were more or less duplicating each other). though all the tiles remain the same for those who have printed theirs already (like me for example).

The rules have been completely rewritten to be a bit clearer and some explanatory diagrams have been added in. When I get round to doing some proper design work on the manual these will be nice but for now they get the job done. A few terms have been changed around, the use of 'Power' by the Gaia players never sat well with me as it sounds too electrical so it's been replaced by Potency which is better. suggestions for replacements welcome.

The major balance change comes where before the Gaia player could place their tiles in any of the 8 adjacent squares to contribute potency to reclaim industrial tiles, they can now only generate potency from the four orthogonal spaces.

I also wanted more flipping tiles back and forth so now if the potency surrounding a reclaimed building drops, it becomes functional again! This lends much more to the flipping back and forth, area-control style game I first envisioned.

Edit: I've also tidied up the project page and the downloads to make it a bit more manageable. The tiles are all in a zip file, not all individual pdfs now.

That's it for now, please let me know what you think and as always donations are appreciated!.

Files

Reclamation Rules V0.2.pdf 364 kB
Mar 01, 2020

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