I’m still working on it. It’s taking a while to really quantify what went wrong with the Combat of the playtest. Mostly because that rolls into the larger problems and that naturally leads me into pitching solutions.
My deal is that even if solutions make more complexity, I’ll walk down that garden path a bit and pare it back a bit later. I mean, “wherefore equipment?” “seven stages of combat and only one card type affects each one” “dice for village actions” “theytriarch cards and you” “monsters should kill everyone because A) Monsters & B) It’s Written On The Box” “were coins that bad?” “If that’s a whole village, shouldn’t it have at least one consequential gameplay mechanic?”
It’s a process and I haven’t sat down and dedicated time to typing it all out.