A few months ago one of my playtesters, after performing a
very impressive combo that led to his Shieldbearer eliminating two rather nasty
enemies, stated that it’s a shame there are no individual rewards for monster
slaying – and asked if I could modify that rule, so that there is an incentive
for players to do more killing. I shook my head and told him what I am about to
tell you.
Art by Enggar Adirasa. |
Mistfall is a game of management. You manage your hand, you
manage your deck, you manage your discard pile. You try to manage the level of Enemy
Focus you are forced to put on your Hero whenever you’re doing some doing
heroic stuff. You also manage Resolve, a resource generated mostly by
eliminating Enemies, that allows you to develop your Hero – and that is stored
in one common pool, for any player to draw from and use to buy new Feats.
So why is there a common pool, if the Mage does more
killing than the Cleric? The question actually includes the answer:
because the Mage does more killing than the Cleric. And the
Cleric is protecting and healing the Mage, making sure that the
exhausted spellcaster does not fall victim to a new wave of fresh Enemies, or to the main villain (like Karnas the Betrayer depicted here).
Mistfall is a game about managing, but it’s also a game about
sharing. It’s about deciding that the Resolve generated by the Seeker’s killing
blow will be immediately used up by the Shieldbearer, allowing him to protect
the Mage from a crippling blow in a moment of weakness. Or it will be used by
the Cleric, who used to be focused on healing, but with a new Advanced Feat will
now suddenly be ready to deal with some of the undead threatening the whole party.
So, there are no individual Resolve rewards – all goes into
a single pool. All the tokens stay there until you, as a group, decide that it
it’s the time for one of you to acquire the card that will allow you all to
overcome a previously insurmountable obstacle – and persevere. This allows every
individual player to make their own propositions on which character to improve
and how. This also allows everyone to participate in the overall party
development, building a feeling of a fellowship and creating an option to
synergize even beyond combinations of cards, actions and in-game effect –
making Mistfall a truly cooperative experience.
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