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Thanks, I really wanted to do something where Growth was baked into the mechanics, more so than just the reason for the game.

I take your point about the radius, but I think if you're actually moving and consolidating the objective markers, hopefully it'd be obvious how many VP an objective is worth. I'd thought about having the plants attack or need attacking but I ended up thinking that DT was just an elegant solution. Hopefully, it wouldn't be that much of an issue...

I think I'd seen a few OPR missions running to 5 turns whilst skimming some but I might have got confused with all the different game systems. I do think the last turn would be a weird moshfest anyways as there's only one super important objective - tactically, you might just be thinking of ways to stop your opponent seizing it, rather than seizing it yourself! It'd be fun though!

Anyways, really grateful for the feedback, thank you very much!