bohu dit :Docky dit :J'hésite encore un peu à m'acheter la boîte de base pour du solo presque exclusif. Et voilà que tu nous appâtes déjà avec la suite. Dur de résister. ;)
Et là, tu peux tout prendre d'un seul coup… (pour dans deux ans…)
Et sans la TVA qui sera ajouté via le pledge manager...
bal0o67 dit :Bah, ça ne fera qu'environ 325€. Par contre, je suis curieux de voir comment ils vont s'occuper de la TVA, vu qu'elle est différente dans chaque pays, et que c'est celle du pays de chaque backer qui doit être prise en compte.bohu dit :Docky dit :J'hésite encore un peu à m'acheter la boîte de base pour du solo presque exclusif. Et voilà que tu nous appâtes déjà avec la suite. Dur de résister. ;)
Et là, tu peux tout prendre d'un seul coup… (pour dans deux ans…)
Et sans la TVA qui sera ajouté via le pledge manager...
Récapitulatif des Strectch goal acquis :
- 75.000$ ; nouvel esprit ; "Starlight seeks its form" (rajouter à l'extension "Jagged Earth")
-100.000$: extra fear cards (4) et scénarios (2) (rajouter avec le promo pack de ce ks)
- 125.000$ : un nouveau envahisseur écossais (rajouter avec le promo pack de ce ks).
- 150.000$ : nouvel esprit ; "Downpour drenches the world" (rajouter avec le promo pack de ce ks)
- 200.000$ : 5 nouveaux aspects (rajouter avec le promo pack de ce ks). 5 déjà prévu dans l'extension. Les aspects vont permettre de changer les capacités et pouvoirs innés de plusieurs premiers esprits (~ les plus faciles apparemment).
- 250.000$ ; nouvel esprit ; "Many Minds move as one" (rajouter à l'extension "Jagged Earth")
donc 3 nouveaux esprits, dont 2 directement dans l'extension (=10). Et 2 esprits promo qui seront vendu dans un promo pack mais sont inclus dans les pledges de cette campagne.
L'auteur a communiqué ; en gros, il est happy mais aves ses enfants donc pas le temps^^. Pas plus de strecth goal prévu que ceux affichés (et atteints), ils réfléchissent sur ce qu'ils peuvent faire sans faire de folie car ils ont déjà assez à playstester. L'insert sera testé pour les cards sleevées. Le promo pack sera sans doute vendu plus cher que celui de la première campagne (20$?). Il a conscience de faire gronder les gens sur les prix (taxe et frais de port). Ceux qui veulent le jeu de base, n'attendez pas 2020 (une sixième impression (VO) sera lancée bientot dés que la cinquième est épuisée).
R. Eric ReussCollaborateuril y a environ 1 heure
Hi! I can't post full updates, and I'm guessing everyone at >G is in bed by now, so I'll just make a comment instead: EGADS! HOLY ****! WOW!
I had my kids for most of today, so have only been able to sneak occasional peeks at how the KS was doing, but it's been exhilarating. I'm immensely pleased (and honored) that folks enjoy Spirit Island so, and hope y'all love Jagged Earth just as much.
In short: **Thank You.**
I don't have time to read every comment - there's so many, and I've got to get to bed - but here are a few notes, confirmations, and the like from what I've managed to skim:
* No, we don't have any content stretch goals beyond what's listed on the main page - we laid it all out up-front. We're discussing what else we might do - stretch goals are exciting and people enjoy them - but committing to totally-new things at this point would be foolhardy; we've got enough testing on our plate, and even if I took time out from testing for new design whatever I came up with might not pan out in the timetable we have.
* The publisher is planning to have the insert tested with card sleeves. (The plan is for Broken Token to have a physical copy of the expansion in hand while finalizing the insert design.)
* The intent is that Promo Pack #2 (all the promo stuff from this Kickstarter) will be offered in a similar fashion to Promo Pack #1, though probably at a higher price (likely $20 instead of $10?), as there's more in it. (Not in terms of of paper, but in dev and testing time - Adversaries take a lot of work to make, and while Aspects aren't so hard as full Spirits, they're not trivial, either.)
* I realize the situation with international shipping is really frustrating and is making non-US folks - particularly from Europe - unhappy. I'm really sorry about that! Both the publisher and I wish it were cheaper; we vastly prefer making people happy.
* The existing product add-ons and pledge levels are meant as convenience items (because people have asked if it's possible), not as bargains. If you want a copy of the base game, absolutely go buy it from a retailer right now rather than paying $79 and waiting until Jagged Earth fulfills! (6th printing should be arriving soon, if 5th printing is selling out.)
Thanks again, and goodnight,
Un nouvel esprit, annoncé comme très complexe "Fractured Days Split The Sky" ; il va jouer sur le 'temps' car il permet en inné d'accélérer un sort lent et il peut également aller prévoir ce qui va se passer dans le deck envahisseur/évènement. Potentiellement très puissant, ceci dit le premier pouvoir (qui peut se répéter 3X!) l'affaiblit car il doit replacer (ou détruire) ses présences sur son plateau pour le faire. En "mode Blitz", cet esprit perdra de son intérêt.
Il s'agit d'un esprit "couteau suisse" qui puise sa force de la lumière primordiale des étoiles. L'originalité de l'esprit vient de la multitude d'option de croissance tandis qu'il doit en choisir 3. Certaines rangées sont à déverrouillées au départ avec des pions présences à vider et présentent deux alternatives. Le choix d'une option exclu l'autre le reste de la partie. Sur la piste de présence, l'esprit aura aussi la possibilité de choisir son ou ses affinités, en sachant qu'il a des pouvoirs innés capables de jouer sur... toutes les affinités. Bref, là où on se démerde habituellement avec un esprit définit qu'on a choisit, ici on va définir en cours de route ce qu'on va pouvoir bien faire. Assez excellent comme liberté, bien qu'il soit plus limité que d'autres esprits en gain d'énergie (max 4) et avec juste 3 cartes à jouer maximum.
Si l'auteur a publié la preview du plateau de l'esprit, j'ai essayé de le reprendre ici.
Grinning Trickster Stirs Up Trouble - much older incarnations of this were High complexity because it had a ridiculously complex-to-plan 2nd innate (each of 4-5 levels could target a different land) and because it gained Minor Powers frequently enough that I felt it would be faster to play for folks who knew the Minor Power deck pretty well. However, that innate got simpler, its Power Card gain slowed down, and I realized that "gains Power Cards pretty frequently" really wasn't a good reason to boost a Spirit to High complexity, so it's back to Moderate. It still has some pitfalls - it can spend itself out of much-needed Energy spreading Strife, or position all its Presence such that it can't target its Range-0 innate power, but those are more "tactical/strategic mistakes that may cause you to do poorly" than an inability to play.
Shifting Memory of Ages - were it not for its ability to store Elements for one-shot use on later turns, this might be Low complexity. That system nudges it over into Moderate.
Stone's Unyielding Defiance - requires a very different playstyle than most Spirits and becomes much less effective if you ignore that fact, but that playstyle isn't a brain-burner ("put your Presence where Invaders are apt to Ravage") and it's called out in its Play Style.
Likely Moderate (3):
Lure of the Deep Wilderness - this Spirit requires some forethought and setup to hit its full potential, and uses a lot of tokens, but you can have a half-decent game when just winging it. So likely Moderate.
Many Minds Move as One - this Spirit constantly deals with getting enough Beasts into position to do what it wants to do, and while its "Gather/Push at Range 2" rule is awesome for flexibility, it also increases the search-space of what might be possible substantially. So it could plausibly be High complexity just for the sheer level of spatial searching/thought required, which is greater than either Thunderspeaker or Sharp Fangs. But outside of that specific thing, it's solidly Moderate, with very few pitfalls beyond "can't get Beasts everywhere I want them". I've been getting a number of contradictory opinions on this one; I'm currently leaning towards making it Moderate but emphasizing the high degree of spatiality in the Play Style.
Volcano Looming High - probably Moderate. My initial assumption was that this Spirit's drastic Presence restriction (Mountains only) and need for patience in its slow buildup would make it best suited for highly experienced players... but the former, while drastic, isn't actually very hard to perform or particularly time-consuming to think about, and the latter is much more a matter of playstyle preference than of experience. It does have a brinksmanship issue where it can destroy enough of its own Presence to be vulnerable to an "all Presence destroyed" loss, but the process of blowing up most Presence on a given Mountain will tend to clear the threats from that Mountain and surrounding lands, meaning it's only a problem if the player mis-estimates the board position and a bad Event comes up. "Explode down to 1 Presence" is something experienced Volcano players will do sometimes, not a rookie mistake, and it's always transient given Volcano's regenerative ability.
Likely High (1):
Shroud of Silent Mist - probably High, for reasons I'll get into when I do its preview.
Vengeance as a Burning Plague - Vengeance has a lot of different stuff going on: getting Disease on the board, using it in usual and non-usual ways, sometimes wanting its Presence to be destroyed, getting more powerful as Blight goes down, often needing to choose one innate to focus on over the other. Most of these interlock, many can be juggled poorly, and it also has the ability to tank the game by misjudging how out-of-control it can let a board get before it starts wrecking face there. It's not nearly as perilous in this as early iterations were (a version from last summer would often get into states where it was balanced on the razor-edge between defeat and victory, where a single Ravage would make the difference between "lose to triple Blight cascade" and "utterly obliterate the Invaders") but still. Also, it's allowed to do some things like "add Disease instead of adding Presence for the first 2-3 turns", which is a terrible idea that will lead to a very underpowered game.
Downpour Drenches the World - I'd thought this one was a solid Moderate until I saw a medium-experienced player try it for the first time and take much longer than they usually do. Handling "Play many fewer Powers but Repeat them some number of times" is a form of mental complexity different from most other Spirits out there, and it seems to make planning more difficult in a way that's enough to merit High complexity - though we've found that using something like Scenario markers to track how many Repeats you have remaining to use does help lessen the mental load of tracking, at least, and its Spirit Panel now suggests doing so.
Likely Very High (1):
Starlight Seeks Its Form - Starlight's early-game involves huge decision branches and lots of Power Card gains. However, under the "warning label" theory of complexity, I'm not positive it needs a Very High, because it looks so complex that it's pretty obvious that it's going to take a lot of up-front brainpower - in effect, its entire Spirit Panel is a giant warning label. Once it's started settling into its form, its play isn't complex at all, and unlike many other High or Very High complexity Spirits it doesn't warp the game for its allies. However, it does have the potential to paint itself into a corner with its Growth and Power Card choices in a way that most Spirits just can't manage - e.g., it can in theory leave itself with no way to Reclaim, or no way to gain Power Cards (though not both at once) - so it might want to be Very High after all.
Very High (2):
Fractured Days Split the Sky - Its Spirit Panel doesn't look super-complex, but it can be head-bending to play, it can accidentally live very dangerously by having its Presence tracks cleared with only 3 Presence (or fewer!) on the board, and some of its shenanigans warp the game for everyone at the table. It also generally wants to take a few minutes at game start to look over its Days That Never Were cards (since its preview, it's gone from being able to access the entire discard to being able to access a small set of alternate-reality cards). This is an excellent example of "complexity is a warning label" providing clear guidance.
Finder of Paths Unseen - Like Starlight, Finder presents as very complex, but unlike Starlight, that's not something that fades after a few turns, And unlike Starlight / like Fractured Days, Finder makes the game more complex for the entire table: the latest iterations of Finder no longer require Energy to make two of its lands adjacent. (Though it can only do it for a single pair of its lands per action.)
There's where things stand with the Spirits right now. Happy May!