Big change 1
In early Adrago, to score points you would try to complete rows/columns and hope that you filled it with positive stuff before other players dumped in junk. So I switched from completing rows to building a radius for points. It not only made more sense with the theme, most kingdoms spread out in a radius not in big long lines, but also played a lot better. Previously players each had their own starting board but there wasn't really a sense of creating your own space, there was just too much sprawl. Changing to a radius based game led to another change, no more squares.
Hex based radius levels |
Hexagons, in my opinion are vastly superior to squares. They are much more organic and allow for a freedom of movement that squares can't give. Just thinking about a hex based Carcassonne gets me all a flutter. So if I like hexagons so much more than squares why wasn't I using them from the beginning? I think it was mainly me worrying how it would work to make the pieces to the game. Squares are easy to make at home, cut cut cut cut, you have a square, they can be cranked out with a couple big cuts at a time. Hexagons are jerks to produce, despite that I made a couple modular hex based boards.
Hex boards being all sexy |
the newer version is a lot easier to read than this |
Big change 3
Do you remember the old action boards? Forget 'em (or don't bother to go find em) actions have been added, severely reworked, or been cut entirely.
the already outdated "new" action board |
Knights were absorbed into the Advisors creating multi use Court cards.
Market cards got dropped entirely, having to buy 'em and never knowing when to use their weird abilities just bogged the game down.
Knights on the board now could move around the field.
The numbered tiles finally got updated into themed areas.
Big change 4
Each new themed tile also had even more new rules tacked on.
There were now 6 main tile types, represented by primary and secondary colors, along with two special areas represented by Black and White.
sure this is outdated too, but it's pretty right? |
Each area has a movement cost to cross. It's easy to zip through the blue ruins with reckless abandon but if a red volcano or purple swamp is in your way you have to decide is it better to spend a chunck of action points to cross or should you just go around.
Big change 5
The addition of actual combat.
With knights able to move, instead of simply creating a passive effect you can march your units and steal chits from other players or even take control of another player's castle.
Big change 6
With a game named Adrago, I finally managed to put a Dragon into the game. Basically the dragon is a piece that moves around the board consuming chits. This is important because instead of rounds the game ends when a certain number of chits run out. The at the end players are able to make a last ditch attempt to slay the dragon and claim all the chits in it's belly (a little bag)
So that gives you a rough overview of the big changes. As always, a lot of these features already have been refined and changed but we are getting close to the current version.
Next time, talking about board game art
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