Grudunza said:
Avi_dreader said:
It's unclear (to me) whether you intend to deprive investigators of their skills with the "Start of the game" ability.
Also, I presume you want Juk-Shabb to replace one toughness monsters with higher toughness monsters. That's not stated in the ability.
Well, the images aren't updated yet, but I've already changed these to clarify that yes, no Skills are in the game at all. And I moved F'non'F's Worhipper ability to Juk-Shabb.
My intent is to make more of a distinction between them, so that F'non'F is the "GOO for the forgetful" and Juk-Shabb is the "GOO for the time-sensitive". Everything for F'non'F reflects something that players might be likely to forget. In particular, the Environment card modifiers is the big one for me, but also Skills and Allies. The only thing I could think of for Worshippers is that once in a great while I do actually forget to check to see if any monsters can be removed after closing/sealing a gate. And the final battle thing, well, sometimes I don't check for the possible benefit of exchanging items during Upkeep each round. If you guys can think of a better version of a "simpler" Final Battle (without going the route of Azathoth), then please let me know. What I like about this GOO is that while it's meant to simplify some things, it's not likely to be an easy one to beat. No Environments means more likelihood for Rumors and also a lot more Headlines throwing monsters around, and on top of that you can't remove any monsters when you close gates. And you don't have any Skills or Allies to help you.
For Juk-Shabb, cutting out the Horror Checks and Other World Encounters will save some time, but not really lose much of the game, and of course, 10 doom tokens and one less gate to open or seal should make for a shorter game than usual.
Re: environment cards, it should say "Discard and redraw" or "Discard and replace." I assumed it was just intended to ignore environments, not force redraws. I only figured that out because of your comment about more rumors.