Playtest #2, Round 11 and Reset

Wrapping up playtest 2 to focus on edits and implementing new game mechanics!

Playtest Log: Round 11

  • Turn 1 (Wounded Veteran):

    • Draw Phase: Paid 2 Hope to Release 1 Suppressed card back to hand.

    • Action Phase: Played Unfinished Business.

    • Traversal Phase: Rolled 2D6 (2, 6 = Net 8). Landed on Hazard space / Gained +1 Burden.

  • Turn 2 (Devoted Elder):

    • Draw Phase: Drew Foundation of Grief (Turning Points locked for 1 round).

    • Action Phase: Played Absolute Zero (Nullify Hazard).

    • Traversal Phase: Rolled 2D6 (3, 1 = Net 4). Landed on Memory space / Drew Nostalgic Comfort into hand.

  • Turn 3 (Polished Mask):

    • Draw Phase: Drew Shared Burden (No effect).

    • Action Phase: Played Muscle Spasm on self (D6 roll moves in reverse).

    • Traversal Phase: Rolled 2D6 (2, 3 = 5; -1 modifier for Suppressed card, +1 Hope spent = Net 5). Landed on Turning Point / Gateway Check roll 3 (Failed - No shift).

  • Turn 4 (Young Wanderer):

    • Draw Phase: Drew Pandemic (-2 to all rolls until YW's next turn).

    • Action Phase: Played An Act of Kindness (Wounded Veteran shed 2 Burdens).

    • Traversal Phase: Executed movement under Pandemic modifier.

Playtest 1.0 Session Wrap-Up & Conclusion

  • Session Status: Attempted Round 12, but board state was unsaved. Formally closing Playtest 2.0 run at Round 11 with current data stack.

  • Key Achievements: Successfully validated 2D6 movement pacing, established the 3-phase turn loop, created the strategic Suppressed Vault system, and identified Fate Deck event density adjustments.

Design & Rules To-Do List

1. Card Design & Language Adjustments

  • [ ] Unfinished Business: Redesign card effect—current memory-tracking mechanic is cumbersome during play.

  • [ ] Nostalgic Comfort: Explicitly clarify card target vs. recipient text. Define whether playing a Reaction card counts against the 1-card limit during Phase 2 (Action Phase).

  • [ ] An Act of Kindness / Burden Pacing: Tune Burden reduction effects (e.g., reduce shedding from 2 Burdens to 1 Burden) to ensure players occasionally cycle through the Limbo board.

  • [ ] Term Standardizing: Clean up rulebook and card text to consistently differentiate "Turn" vs. "Round" vs. "Turn Cycle."

2. Relics & Player Abilities

  • [ ] Relic Tracking: Confirm Relic assignments (Ring 1 Relic: Peeking Truth on Polished Mask; Ring 3 Relic: Veil of Unseeing on Devoted Elder).

  • [ ] Relic Ability Audit: Evaluate the Peeking Truth relic rule—determine if viewing hidden cards/spaces is necessary or adds strategic value.

  • [ ] Relic Visuals: Design distinct visual art and icon assets for all Ring Relics.

  • [ ] Player Ability Revision: Update character board abilities across all four base Travelers.

3. Resource Economy & Hope Rules

  • [ ] Hope Spend Conditions: Formally codify when, how much, and for what exact actions Hope can be spent during a turn (e.g., Gateway re-rolls, movement boosts, or Releases).

4. Physical & Digital Board Reset

  • [ ] Board Component Update: Apply clear labels to the digital/physical interface before starting Playtest 3.

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