Frequently Asked Questions
The print and play version of Moonflight was generated to allow for open beta testing, but it has not yet been altered due to a range of excellent feedback that will be used to make the final version better than it would have been. Although none of these changes are major alterations, they are worth knowing about to get a better idea of what the final version will be like. As such, this is a list of changes that will be made to the final game from the Print and Play version. This is aside from the rules which are constantly updated as feedback comes in and can be viewed in their up to date form by following the link on the Kickstarter page. Also, remember that the final version will have twice the cards and that will be around twice the size of the cards in the Print and Play.
Changes from the Print and Play to the final version:
In the rulebook:
Card backs will be added to the table set-up diagram along with (face-up) or (face-down) notations.
A components image will be added to the component list highlighting the difference between Starter cards and AI cards and the other cards.
To avoid confusion between Coin Cards/Coins Cards/Coin Tokens:
Coin cards to be renamed -Money
Coins cards to be renamed -Wealth
Wealth cards to be renamed -Riches
Riches cards to be renamed -Opulence
Font text will be stepped up by a couple of points and contrast increased to aid clarity.
Add “except ‘Understand’” to step 8 of the Post turn Words and Names AI card.
Quick Ref card:
Updated to reflect changes to the rulebook:
All instances of moving coin tokens to the “Discard stack” to be changed to moving them to the “Supply”.
All instances of cards that are “Set” to be changed to cards that are “Settled”
All instances of “Market Supply Stack” to be changed to “Supply Stack”.Last updated:
The Jack O’ Bond and Kind is a powerful take that deck, a resource generator and marketplace manipulator.
During the first half of the game, prior to the Turn, its character power is to deal out +1 card when the market supply deals out. This means that if there are cards they are willing to bury a player can potentially force the Turn to occur up to two rounds early, and while opponents still have up to six cards to deal out from their supply. This has several potential effects, firstly scoring cards increase in cost significantly when the Turn occurs so Turning early can leave other players struggling to finish their build. Secondly, cards can be returned to stacks of their suit when cards deal out during the Reset, normally this skill is useless for unbuilding since the stacks are empty so cannot be dealt. But if other players are still buying with Supply stacks to deal out this normally purely protective ability can be twisted to unbuild. Generally, Bond and Kind’s marketplace focusses on resource generation, but has a few cunning twists. Some cards will trigger additional supply deal outs, allowing for a heavy market rush tactic to be employed, others allow Bond and Kind to count their Starter cards as having the suit of their choice. Remember, when the market deals out players can return any card to a Market Stack that matches its suit, allowing Bond and Kind to use this effect to return their Starter cards to other player’s market stacks, refining their deck early and forcing other players to buy their garbage. Central to Bond and Kind’s deck though are their various Loan and Debt cards, in the early game these generate increased resources at a cheap price, so a fast Bond and Kind can snatch them up, grab cheap money and rush the market.
However, post the turn Bond and Kind’s character ability becomes that they can purchase cards into other player’s decks, and the cheap money Loan cards become Debt cards that can only be Trashed by spending coins. This means that Bond and Kind can be played by building cheap funds and rushing the market, but it can be built to keep those debts in the market, ready to be bought into an opponent’s deck in the late game as a take-that assault. Since most resource generating cards do not provide points players will seek to Trash them fast after the Turn, a huge mistake if Bond and Kind is playing since it will leave them powerless against Deck clogging Debts. Bond and Kind’s trashing is based, unsurprisingly, on costs. They pay to Trash all cards of a certain price together, can return cards to the market and purchase entire Market Stacks at a time. By manipulating the market stacks, selling en masse and buying in bulk Bond and Kind can gain victory over opponents still drowning in debt.Last updated:
The Jack O’ Cot and Hovel is the master of the tableau, controlling ongoing effects so they are able to plan far ahead of other Jacks.
At the start of the game Cot and Hovel has the ability to move any Settled card to the discard stack, rather than the last set, allowing it to bury cards they don’t want to see unearthed in the foundations. It has far more cards with Stability values than other Jacks, and cards that allow it to Set via a range of methods other than the Build action. This means it may spend entire turns Setting to powerful Stable cards, knowing that it will reap dividends in the rounds to come. While other decks try to manipulate the odds of pulling the right cards depending on how concentrated or dilute the decks are when Cot and Hovel has their village in play they can cease to rely on odds of any kind, instead knowing exactly what they will be capable of long before they activate their abilities. They can use forward planning to build more refined and complex engines, patience is a virtue with this deck, having a whole town working for you is powerful, but Rome wasn’t built in a day.
After the Turn Cot and Hovel has very little in the way of direct card Trashing abilities. Its character ability becomes the power to pay coins to Trash Settled cards but generally it relies on the Reset stepping order that means cards are cleared from being Settled after checking for the end, so if they can Set enough cards, they don’t need to Trash them. As part of this building to unbuild peculiarity Cot and Hovel has unique zero stability cards. Cards in Moonflight cannot be Set to if they have a Stability of – and can only be Set to using the Build action if they have a Stability with a number of 1 or greater, but since Cot and Hovel has cards allowing non-Build setting they can leverage Stability 0 cards to clear out their deck. By building their tableau they unbuild their decks, so long as they can stay one step ahead of the entropy that their tableau is now suffering, they can turn their village into a ghetto to reign as the slum lord.Last updated:
So long as the shadows of the moon are and have been cast upon the ground the town of Moonflight has and will be. It is as solid as those shadows are deep and as real as the darkness. It has always been, and has as much of a presence in the rime tinted ill gotten alleys of poorly lit city quarters as the shaded boscage of a distant forest. With each turn of the moon it is cast from our shadows and, in turn, casts shadows upon us, but the shadow of the fairy darkens more than just the physical world. So it is that their world both becomes a dark reflection of our own but shades darker our world with each generation, the shadows ever deepening.
Moonflight is eternal while being as brief as the passage of a single night, it is consistency and contradiction at every turn and every resident is both what they are and what they are not in a single moment. The city always was and always will be, but becomes and fades with every night, the fay residents of the city perceive but dimly that they step from moonlit moment to the next without crossing the voids between, they perceive neither time nor distance as we do, residing as they do in all the moon shadows equally and both waxing and waning at all times. Still, they understand standing among their own, and they know that every waning is a loss of power and face among their brethren, it is for that reason that they always strive to both accumulate strength and to shed it.
When the moon sets anything of their world without the will to withstand the end of the sustaining moon shadow could simply cease to be. As such they can only ever rely on what they hold in their hands for every moment may be a moonset somewhere, a single poorly timed step and they will be left worthless, without respect or power. When each heartbeat can last an eternity, to recover from such a position can take eons that would drive a mortal mind insane to grasp.
All the residents of Moonflight know these truths as inherent to their being, and all cling to small pieces of worth and power from moment to moment, but none of them have mastered the art like their Jacks. Ancient and terrible, the Jacks have learnt that beyond material worth is the power of fealty, loyalty, debt and contract. When every moment is all of time a word never loses its bond, and the power of the Jacks redoubles with every sworn allegiance. To step between flickers of shadows and turns of the clock requires a dark tarantella that all the people of Moonflight must follow constantly, the right to lead that dance to their own purposes is that for which the Jacks compete, even a single step as the lead can reap followers and powers beyond mortal ken. The Jacks though are as strange, cowardly and debauched as they are awesome and awful and none are willing to engage in direct challenge, knowing that they are in each moment as much their most powerful as their weakest personification, and the same is true for their enemies. As such from both fear of destruction and thanks to their jaded and distant tastes they wager their place in the dance on the turn of cards in the game of court, the game of Moonflight.
Each Jack forges their cards on the words of a thousand of their people and to alter or change the cards is a question of inconceivable power, to alter their passage is to invite madness even to the constantly turning and re-forming mind of the fay. Despite this, every Jack is them self no single entity, and so every card can be more than a single thing, depending on the path of the moon and the form that the Jack finds them self in at any given instant. Every Jack forms their deck to their own strange and hidden heart and both fears that others will claim a single of their weakest cards while grasping for those of their brother rivals. They know that they must offer loss to reach for power and doing so fills them both with fear and hate.
It means little to talk of age or hierarchy among the Jacks, all of them are the oldest, all the youngest, each the most powerful and each the weakest, for their time is all times within one. They all try to shape the world and the dance to their own advantage but the very moonlight that forms them is fickle and strange so there is never any true advantage to be gained, for when one of their forms fades with the moon the steps they have led the party in will favour them no more than any other. The Jacks though have no memory as we would understand it, theirs is a being of desire, drive and hope where doubt and regret have no place.
The court of Moonflight is at once still and focussed, as all hang on the turn of a single card, and uproarious in full flight of the dance, to human eyes it is at best a flickering of a thousand different times and places, a strobe of disjointed images that the fay may, at their behest, allow to crystallise just sufficiently to import an idea or image. At worst it is fear and horror, immediate insanity and an eternity locked in a single moment, stepping into the wrong shadow and never returning. The Jacks play the game and lead the dance, they display their dominance while supplicating for support. Moonflight is forever, and is for a moment, it is a game, it is a place, a people, it is power and destitution. When the moon shines though, Moonflight mostly simply is. The Moon is full,the flight is on.Last updated:
Because the premium levels such as foundations and the fine art level are limited we could not provide a Parasites and non-parasites version of them. If backers wish to receive Parasites at the Kickstarter price and back for one of the premium levels they should manually increase their pledge value by £4 and then message us and we'll include Parasites with their order.
To change your pledge value, click on the level you want to back at, in the box that says 'Pledge amount' manually type in the new amount and then click continue.Last updated:
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