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Intraceptor

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A member registered Apr 20, 2026 · View creator page →

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(3 edits)

Thanks for the feedback! Honestly I haven’t tried it with an entirely barrel-focused start yet, but foregoing scoring on the first turn to do so might be interesting! I usually do 3 recruits, an Excavate, and store 1 barrel on the first turn, but having one person test will have them reach the same strategic conclusions often.

Also I tried to word the Sail action like the Harrier, so it should be able to go from one corner to the other. You don’t really want the ship too isolated though, since most of your recruiting is at it.

I love these! The idea of a faction that can’t craft or draw organically is insanely flavourful for pirates, and the loot adds really interesting interactions between players other than the faction just because it is in the game. Great work all around!

(5 edits)

Thanks a lot for the feedback!

For barrels above 12, other than keeping them on the map you can spend them with the Heavy Weapons berry ability to deal extra hits at the ship or spend them in the daylight to battle using the hireling (within this battle you can spend them to ignore hits you take). The Quarter action also takes barrels from the ship, so unless you have extras, recruiting away from the ship costs you more actions to do. I do believe the faction could work with 18 barrels instead though, I didnt really do optimisation on the number.

The canals also make the clearings rivers for everyone, so while it admittedly doesn’t have the greatest effect on most factions, factions with Swimmers can ignore rule while moving on them, riversteads counts them, and riverfolk can recruit on them. The main goal with them was to make a clear AOE for the ship that the enemies can control by destroying the connection to the main river or destroying a new canal so you can’t move there in birdsong for the battle with hit protection