A downloadable game

The Starling Confeatheration score by gaining loyalty from your field agents. you gain these by having your opponents draw them as turncoats instead of normal cards. once they discard them, you will gain more recruits and actions. And you will score points from the loyalty they bring.

The confeatheration aims to unify groups of rebel cells and coordinate a simultanous attack. both physically on the board as by infiltrating your opponents hands. 

steam worksop mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3481008700

Discord Devlog and discussion Thread:

https://discord.com/channels/476234833572397056/1367958245544820766

Art by Kyle Ferrin and M.C. Escher

Published 8 days ago
StatusIn development
CategoryPhysical game
AuthorKingLuigiNL

Download

Download
Starling Confeatheration PnP.pdf 3.4 MB

Comments

Log in with itch.io to leave a comment.

This looks like such a cool faction! I really want to see them in action. I like how they have two different ways of moving: in small numbers ignoring rule or in large numbers bringing cells along with them.

(1 edit)

i love the idea of infiltrating a player's hand and clogging it up with useless cards. Very cool concept.  I am a bit confused by how players deal with that - if they are infiltrated, on their card draw, they have to draw a Turncoat and lose an infiltration. But they can discard the Turncoat to draw a card at any time on their turn? So I guess the strategy is to infiltrate them multiple times to really impact their turns? Do I have that right? 

(1 edit)

yep! They get turncoats that are basically dead cards. They then have 2 choices: keep them in hand, but that means they have less acces to useless cards. Or discard them, powering up the confeatheration and letting them score more. 

And yeah the dominant strategy (probably) is to focus your infiltration on one opponent. Specifically one that values cards a lot. That gives you the highest chance of them actually discarding cards.

Players of course can discard them when they have 6+ cards end of turn. But they can also discard a card on their turn to draw a new card, this is needed especially for eyrie, but factions like moles and lizards also value cards that actually have suits.

Intended is that after you draw, its no longer your turn so you cant discard turncoats that same turn to draw a card.

Targeting one faction sounds so evil. My immediate thought is lizards are so screwed, but they do (fairly often)  have to discard one from their hand in evening as you say. I might have to print n play this one see how it works in practice 

Opponenst are not actually negatively affected, becouse they always have the chance to discard and cycle the turncoata away to draw actual cards. The only thing this does is power up the confeatheration. If they want to hold the cards in hand to reduce the power of the confeatheration thats totally up to them.


Ofc i only had time to test these guys 3 times during the jam, and this latest iteration that i posted has not been tested at all. So things can and probably will change after i test more.


Ofc id love it if you test and come back to me with feedback! (Preferably on discord if possible)

I'll print it and let you know over on the WW Discord. The jam is so tight, impossible to test thoroughly, but i like the audacious ideas it throws up 

FAQ: 

  1. keyword "infiltrate" When you infiltrate an opponent, give them an infiltration token. 
  2.  Cells have 2 sides: "ready" meaning on standby and "active". A cell can only be activated once. When you 'activate' or 'ready' a cell, you flip it to its corresponding side. 
  3.  Daylight: reveal agents to take extra actions. The actions have to be in a clearing matching the revealed agent. For example reveal a fox agent to swarm from a fox clearing.
  4. when you unite your 1st 2 cells, you dont need to remove any warriors. However you do need to place them at your warriors.
  5. Murmuration: When you spend a non-bird card, you search for a matching agent. If you cant find any, you dont get to add an agent (tough luck...) 
  6. Loyalty: any time you get an agent, you raise your loyalty by 1. So this includes your opponents discarding turncoats, or you searching for one with murmuration. 
  7. turncoats: They are cards in opponents hands. They cannot be put into their play area, aka cannot be put into the decree/retinue/supporters, etc. When the eyrie has to put a card in the decree and only has (a) turncoat(s) they have to spend it to draw a new card. 
  8.  agents: Turncoats that are in your agent stack are called agents. They are facedown but you may look at them at any time. You can only use them to reveal with the recruit step or during daylight to take extra actions. You cannot use them to discard and draw a new card. (edited)