Playtest #2 Log: Rounds 6–8

Round 6

  • Turn 1 (Wounded Veteran):

    • Draw: Drafted Wildfire from The Drift (added to hand; ignored "on draw" effect for testing).

    • Movement: Rolled 2. Landed on Nature space Drew Quiet Forest.

  • Turn 2 (Devoted Elder):

    • Draw: Drafted Healing Herbs from The Drift.

    • Drill Refill Hazard: Flipped Compounding Trauma (Global Hazard).

    • Movement: Rolled 2. Landed on Skull space Drew Cellular Turnover to hand.

  • Turn 3 (Polished Mask):

    • Draw: Drew Giving Up (On Draw). Flipped 4 Global Cards in a row while refilling The Drift; discarded them and added Overwhelm.

    • Movement: Rolled 6 ($-3$ for Suppressed Cards Net 3). Landed on Rest space Gained 1 Hope.

  • Turn 4 (Young Wanderer):

    • Draw: Drew Fortunate Occurrence (On Draw).

    • Movement: Rolled 6. Landed on Rest space Gained 1 Hope.

Round 7

  • Turn 1 (Wounded Veteran):

    • Draw: Drew Edge of Space.

    • Movement: Rolled 4. Landed on Memory space Drew False Memory into hand.

  • Turn 2 (Devoted Elder):

    • Draw: Drew Unconditional Love (On Draw) All Travelers gained +1 Hope.

    • Movement: Rolled 6. Landed on Emotion space Drew Emotional Spiral into hand. Discarded Unfinished Business.

    • Note: Shuffled and reset the Fate Deck.

  • Turn 3 (Polished Mask):

    • Action: Paid 3 Hope (Character Ability) to Release a card Discarded Wall of Denial. Played Fruitful Harvest.

    • Draw: Drew Reaching Beyond.

    • Movement: Rolled 4 (-2 for Suppressed Cards . Landed on Emotion space Drew The Quiet Peace. Discarded Unresolved Guilt.

  • Turn 4 (Young Wanderer):

    • Draw: Drew An Act of Kindness.

    • Movement: Rolled 1. Landed on Void space Drew Soul Tether into hand. Discarded Shared Burden.

Round 8

  • Turn 1 (Wounded Veteran):

    • Draw: Drew Decomposition and Renewal to hand.

    • Action Phase: Played Energy Boost (+3 Movement).

    • Movement Phase: Rolled 1 (+3 modifier ). Landed on Hazard space.

  • Turn 2 (Devoted Elder):

    • Draw: Drew Boundary Regression (Retreat 3 spaces).

    • Gateway Check: Attempted check on Turning Point space Rolled 4 (Success! Advanced to next Ring layer).

    • Movement Phase: Rolled 6. Landed on Emotion space Drew Surrender.

  • Turn 3 (Polished Mask):

    • Draw: Drew Total Volatility (No effect).

    • Movement Phase: Rolled 2 (-2 for Suppressed Cards Net 1). Landed on Skull space with Relic. Picked up Level 1 Relic and drew Muscle Spasm from Skull deck. Discarded Reaching Beyond.

  • Turn 4 (Young Wanderer):

    • Draw: Drew Cracked Prism (did not move Relic).

    • Movement Phase: Rolled 4. Landed on Memory space Drew Memory Space Card. Discarded Hallucination.

Design & Rules To-Do List

1. Language & Rules Standardization

  • [ ] Turn Cycle Terminology: Standardize timing wording across all cards (e.g., clarify "Round" vs. "Turn Cycle" vs. "Next Turn").

  • [ ] Forced Movement Space Triggers: Clarify rule: If a player lands on a space via forced movement (retreat, push, or card effect), do they resolve the space action/draw, or ignore it?

  • [ ] Terminology Shift: Formally replace all rulebook instances of "Unsuppress" with "Release."

  • [ ] Negative Card Math: Double-check negative modifier stacking and reconcile play timing windows.

2. Card & Deck Adjustments

  • [ ] Fate Deck Ratios: Tweak pass-through event ratio. Convert 5–6 "On Draw" Global Events into standard Action Phase cards to eliminate Drift refill cascades.

  • [ ] A Fortunate Occurrence: Redesign trigger text. Replace "All players draft from the Drift" with "All players draw 1 card blindly from their suit deck."

  • [ ] Card Audit: Review Edge of Space and Edge of Time for text clarity.

3. Mechanics & Flow Updates

  • [ ] Strategic Release Vault: Document rule change: Cards Released from suppression return directly to hand (not discard), turning suppression into a strategic vault to preserve key memories/actions.

  • [ ] Adopt New Turn Structure: Lock in Draw - Play Action - Move - Cleanup/Discard.

  • [ ] Testing 2D6 Movement: Implement 2D6 for board traversal in Round 9 (with a potential "Doubles" bonus) to evaluate pacing. Keep Gateway Checks on flat 1D6 (4+).

  • [ ] Relic Space Interaction: Confirm whether picking up a Relic on a Skull space overrides or stacks with the standard Skull deck draw.

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UUGH the drift