As I continue working on Magistrate, one of the things that has become rather stable is the information on the cards.
Players manage a handful of these cards, discarding some in exchange for materials at the start of their turn, gaining some new ones at the end of their turn, and flipping over others from the main deck to check results of military battles and agent operations.
They are simply everywhere in the game. It’s been that way from the original design, although what was on the cards has changed quite a bit over the years. This current design has been around for almost a year now, and has settled into its 4 different uses in the game, as illustrated below.
The player turns are down to just 3 steps now: 1. Discard cards from your hand to gain the materials shown on those discards … 2. Take Actions … 3. Draw Cards. (I’ll have another post coming up with the details on all of this.)
During the first step, the cubes or cards shown in the upper-right of a card is given to the player when it is discarded. During the “take actions” step, the results of any military battles or agent operations are determined by flipping cards over from the main draw deck and checking the results shown on the cards.
During the final step of a turn, the player flips over a number of cards from the draw deck and takes all-but-one of them into their hand … the last one remaining is then discarded and its influence section shows how the Judges are moved. Judges move around a track on the outside of the main map and will trigger scoring rounds.
While most of this really won’t make much sense without the details around how the game is actually played, my next few posts will be referring to these cards and the information on them quite a bit … so I wanted to get that out of the way first.