I recently purchased a Konica Minolta color laser printer when it was on sale for the absurd price of $119 (it’s currently $199). So I decided it was time to add more color to Joshua’s Conquest. Check out the map below, I think it makes some things clearer, and livens up the joint!
Other big changes came with the map. First, I stole a concept from Twilight Struggle after hearing designer Jason Matthews interviewed on the Ludology podcast. I decided that instead of having city sieges take place once the siege tracks were filled, they would instead be tied to scoring cards. Each player would start with two in their hands, each representing one of the cities on the board. A player could choose to trigger a siege by playing the scoring card, but would suffer a penalty if the siege failed. I also tweaked the combat system so that players would score more VPs by taking out more powerful Canaanites. I’ll post a more extensive review of the revised combat system after another playtest to make sure I’ve ironed out the major bumps. The overall impact of this change is to give more agency to players, and to make the combat phase a bit more streamlined and fair.
Another major change came to Ark of the Covenant track. For one, it got renamed. Now it’s the Tabernacle track. Also, it doesn’t score VPs anymore. Woah. Instead, your place on the Tabernacle track grants you powers to push your priests forward on the various High Place tracks. And how do you actually claim the top spots on the Tabernacle track? Let’s wish a warm welcome back to blind bidding, a mechanism I fell in love with in such titles as A Game of Thrones.
Finally, I’ve tweaked card play, deciding that playing cards outside of combat should not cost anything additional, but that triggering the “miracle” effect of a card in combat would still carry a casting cost.
Hoping to get some more public playtesting, so if you’re around on Wednesday night, head over to Battleground Gaming on 267 Main Ave in Norwalk. I’ll be there from about 6pm with a playable prototype.