Play test # 2 Log: Rounds 9 and 10

Rounds 9 and 10 were super exciting! There’s more movement on turning points, and relics being picked up. Definitely a good momentum shift!

ROUND NOTES: changing to 2 d6, changing to new turn structure: Draw > Play > Move > Discard

Round 9

  • Turn 1 (Wounded Veteran):

    • Draw Phase: Drew Overwhelm (On Draw: Discard 2 hand cards; halved movement roll).

    • Action Phase: (Skipped playing an Action card).

    • Traversal Phase: Rolled 2D6 (4, 5 = 9; halved rounded down = Net 4). Landed on Memory space / Drew Fading Echo.

  • Turn 2 (Devoted Elder):

    • Draw Phase: Drew Shared History into hand.

    • Action Phase: Played Healing Herbs (No Burdens to shed / Gained Hope passed to Polished Mask).

    • Traversal Phase: Rolled 2D6 (3, 6 = Net 9). Landed on Memory space / Drew Repressed Trauma.

    • Cleanup Phase: Discarded Shared History into The Drift as a 4th slot (using Devoted Elder's active ability).

  • Turn 3 (Polished Mask):

    • Draw Phase: Paid 3 Hope to move 1 space and Release 1 card: Released Relapse. Drew Projection (On Draw: Discarded Void card).

    • Action Phase: Played The Quiet Peace (No Burdens to shed / Skipped movement).

    • Traversal Phase: Movement skipped via card effect.

  • Turn 4 (Young Wanderer):

    • Draw Phase: Drew Harmonious (Global Grace: On Draw).

    • Action Phase: Played Deliberate Forgetting against Wounded Veteran (Wounded Veteran was forced to Suppress Fading Echo).

    • Traversal Phase: Rolled 2D6 (2, 6 = Net 8). Landed on Hazard space / Ignored Hazard due to Harmonious.

Round 10

  • Turn 1 (Wounded Veteran):

    • Draw Phase: Drew Community Strength (Global Grace: On Draw - Polished Mask, Young Wanderer, and Wounded Veteran gained +1 Hope each).

    • Action Phase: Discarded Edge of Space to adjust hand size, then played Tradition (Gained +1 Hope; all other players drew +1 Memory card).

    • Traversal Phase: Rolled 2D6 (4, 2 = Net 6). Landed on Void space / Drew The Abyss (On Draw: Forced Limbo Check).

    • Limbo Check: Rolled 6 (Success!). Discarded Harmonious.

  • Turn 2 (Devoted Elder):

    • Draw Phase: Drafted Edge of Time from The Drift (refilled Drift back to max 3).

    • Action Phase: Played Stable Condition.

    • Traversal Phase: Rolled 2D6 (3, 2 = Net 5). Landed on Turning Point space / Obtained Layer 3 Relic.

    • Gateway Check: Rolled 6 (Success! Advanced to Ring 4).

  • Turn 3 (Polished Mask):

    • Draw Phase: Drew The Shared Burden (Global Hazard: On Draw - All Travelers gained +1 Burden).

    • Action Phase: Played Safety (Gained immunity to Hazards and card attacks).

    • Traversal Phase: Rolled 2D6 (3, 2 = 5; -1 modifier for Suppressed card = Net 4). Landed on Turning Point space.

    • Gateway Check: Rolled 4 (Success!).

  • Turn 4 (Young Wanderer):

    • Draw Phase: Drew Mass Hysteria (Ignored for digital test).

    • Action Phase: Played Hurricane (All other players forced to discard 1 card).

    • Traversal Phase: Rolled 2D6 (5, 5 = Net 10; Rolled Doubles!). Landed on Turning Point space.

    • Gateway Check: Rolled 4 (Success! Advanced to Ring 2).

Design & Rules To-Do List

1. Action Phase Rules & Clarifications

  • [ ] Optional vs. Mandatory Action Phase: Make a Decision on this based on gameplay and the current rulebook. Leaning towards mandatory

  • [ ] Card Targeting Clarity: Audit Action/Emotion cards (specifically Repressed Trauma) to explicitly define target selection text (e.g., "Target another Traveler on your current Ring layer").

  • [ ] Negative Event Ratios: Finalize converting pass-through negative "On Draw" cards into playable Action cards to reduce frustration and deck churn.

2. Board Interactions & Relics

  • [ ] Relic Pickup Timing: Clarify order of operations on Turning Points: Does a player collect/claim a Ring Relic BEFORE or AFTER attempting the Gateway Check roll? (Current testing preference: Before).

3. Mechanics & Expansion Ideas

  • [ ] 2D6 Doubles Reward Options: Narrow down the Doubles bonus menu to prevent choice paralysis at the table.

    • Option A: Gain +1 Hope.

    • Option B: Release 1 Suppressed card.

    • Option C: Shed 1 Burden.

    • Option D: Draw 1 bonus card.

  • [ ] Burden-For-Roll Manipulation (Penitent Monk Concept): Test a new tactical mechanic: "Voluntarily accept +1 Burden to modify a die roll total by -1 or +1." (Saving for Penitent Monk expansion design profile).

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Milestone Analytics - End of Round 10

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Playtest #2 Log: Rounds 6–8