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PTS Update 34 - Feedback Thread for Tales of Tribute

  • Demalb16_ESO
    Demalb16_ESO
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    How are you supposed to get Hunding's favor? In neutral, it's "opponent pays 2 power", so the only way is freezing the conversion from power to prestige on the opponent and then you can get his favor? That seems way too tough to achieve to ever make his 1 gold (which doesn't do a lot or anything in most cases once you got enough gold to afford a card to activate him anyway) useful. Unless I'm overlooking something, I feel like he needs a rework.

    that's not what it says

    9ltqd86ud4gv.png

    Yes, that was a version an NPC was using. Probably an old version that they keep using.

    I played like 100 games of tales of tribute..... that's the text I get, the photo I took was for reference. There is no "version" of the patrone they are all the same everywhere. try using it and see.
  • Yuualun
    Yuualun
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    What are your thoughts in general regarding the gameplay and quest components?
    To tell the truth I was not really looking forward to this game and I was kinda sad it was not a "collect nice looking pictures" kind of Card game.
    But I was wrong.
    I love this game and already had a lot of fun with it!

    What is your level of experience with competitive card games?
    I played legends but never really competitive. Like I said I like to collect nice pictures...
    I also played a lot of Yu-Gi-Oh as a child :blush:

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
    I watched the stream so it was fairly easy to get started. I also tried it out with my friend right aways, who plays a game called "Dominion" a lot which is apparently very similar. So we goot used to it fast. I think I played like 15 games (maybe more?) and 6 games against my friend.

    What took the most time for you to understand?
    Some descriptions were a bit hard to understand or we understood them wrong. Most things we tried out to see what happens.
    Also some decks play a lot easier than others.

    Was anything confusing or unclear while you were playing?
    Combos could use a better visual cue. I also thought combo cards had to be played right behind each other until my friend told me otherwise ^^'

    Did you mainly play against NPCs or other players?
    I played more against npc. The npcs feel a bit "stupid". They rather do nothing and trow their gold away instead of just using the bank and upgrade one oth their gold cards xD
    The novice are no challange at all and only the veteran npc start to feel like a proper opponents. But they are all no comparison to how a real human being plays. (I never lost against an npc but I can not say that about the games against my friend! I lost a lot against him lol)

    It was facinating that against a human games are really well balanced! We had games where I was far ahead and then still lost and most of the times we were head to head. In the end all of our matches were decided by luck.

    NPC on the other hand you can can be beaten by decks like Rajhin 46 to 0. Against a human this deck does not work this well: it is by far too slow against others like Palin.

    Were you able to easily find the Roister Club and the tutorial quest?
    Yes.

    What was your favorite and least favorite deck, and why?

    my favorites are:
    Palin (red):
    It is just Incredible strong and easy to play!

    Duke of Crows (violett):
    Combos, combos, combos and draw a lot of cards! It's a lot of fun.

    Hallalu (Yellow):
    I like free cards from the tavern hehehehehe

    My cool but not the best Decks:
    Maormer (blue):
    This one is interesting if you use the patron a lot.

    Rahjin (orange):
    Extremly funny against npc but feels too slow against humans. But might be a matter of luck.

    Redguard (green):
    Also a free card and shuffle deck and interesting to play. yellow is a lot easier though

    Do not like:
    Psijik (Blue):
    deck shuffle is not really my thing ^^'

    Reach (greenisch black):
    ehhh I hvave not figured this one out yet xD

    Did you feel any cards were too strong or not strong enough?
    Yes Palin and duke can definetly outplay a lot of decks.
    I do not want to get them nerfed because I love these two but it would be nice if the 4 unlockable decks would be a bit better.
    I just notice that I always pick Palin or Duke cards over othrs...
    When my friend used Rahjin against me it was annoying but he did not get any strength. While I just played good old Palin and won before he could get some good combos.


    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?
    These guys a damn strong if you figure out how to play them. I don't really used them at first but for example with Rahjin and Maormer you want to bribe them as often as you can XD

    What did you think of the rewards you received?
    Do you really intend to give us 200 stacks of stuff? XD
    I mean... I would take them....

    I also like the furnishings!

    Do you have any other general feedback?
    Not really like I said I was really positively surprised by this game.
    I am just a bit uneasy about the ranked matches because I am generally afraid about playing with people I do not know. Ahhhh anxiety is such a stupid thing....^^'
  • emilyhyoyeon
    emilyhyoyeon
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    note: My ESO is not in english so neither is my PTS, so basically there's nothing voiced for me, and as a result the tutorial was nonexistent for me since it had no subtitles. All my feedback is from having essentially no ingame tutorial but I did watch the main english stream and german stream.

    What is your level of experience with competitive card games?
    none

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
    It took me about 3 games to understand the game in general. I'm only focusing on learning 2-3 decks specifically for now.

    What took the most time for you to understand?
    How to do combos. Looking back it's intuitive, but I had to guess around. Could've been a no tutorial problem though.

    Was anything confusing or unclear while you were playing?
    At first, everything was confusing, but I clicked around and learned the flow that way. Other than that, as others have said, the red Pelin deck and orange Rajhin deck are way too similarly colored. Make Rajhin a brighter/lighter orange.

    Did you mainly play against NPCs or other players?
    Only NPCs in the starter card place so far.

    Were you able to easily find the Roister Club and the tutorial quest?
    I found it accidentally when I did my first walk through of the city so my feedback isn't good here.

    What was your favorite and least favorite deck, and why?
    Favorite: Crow and Rajhin because I understood them the easiest, not sure why.
    Least: the green Ansei deck and gray Reach deck didn't click with me (yet)
    Never tried the Orgnum deck so far

    Did you feel any cards were too strong or not strong enough?
    The red Pelin cards seem strong because of the straight power they give but I don't have enough experience to give an accurate judgment IMO. But these red cards felt pretty threatening, maybe it's why I gravitated towards the Rajhin deck.

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?
    I'm focusing on playing the Crow and Rajhin decks and patrons each game so, speaking for them, yes.
    Edited by emilyhyoyeon on April 24, 2022 2:52PM
    IGN @ emilypumpkin, imperial pumpkin seller & ghost hunter
    main TES character: Tullanisse Starborne, altmer battlemage & ayleid researcher
  • phantasmalD
    phantasmalD
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    How are you supposed to get Hunding's favor? In neutral, it's "opponent pays 2 power", so the only way is freezing the conversion from power to prestige on the opponent and then you can get his favor? That seems way too tough to achieve to ever make his 1 gold (which doesn't do a lot or anything in most cases once you got enough gold to afford a card to activate him anyway) useful. Unless I'm overlooking something, I feel like he needs a rework.

    that's not what it says

    9ltqd86ud4gv.png

    Yes, that was a version an NPC was using. Probably an old version that they keep using.

    I played like 100 games of tales of tribute..... that's the text I get, the photo I took was for reference. There is no "version" of the patrone they are all the same everywhere. try using it and see.

    Then you haven't been playing against expert NPCs, or had incredible draft RNG, or somehow playing a different update.
    This is how Hunding's tooltip looks when an expert NPC chooses it:
    gs8dzcmmgy68.jpg
    Note how the deck colour marking in front of Hunding is the Psijic blue. Also note how Pelin lacks his 'agent in cooldown pile' condition. Expect NPCs have some buggy Patrons.
  • CyberOnEso
    CyberOnEso
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    I would love there to be some UI indicator on the social UI elements (Group, Guild Roster, Friend List) for when one of your friends is playing Tales of Tribute. Maybe set their 'Player Status' to a card icon or something.

    Just because the chat box fades and you are locked into the game for 10- 15 minutes making it hard to respond to messages or requests to do a dungeon/ trial with a friend. Adding this indicator would demonstate they are busy and will resond when able/ their game ends.
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • Eric_Prince
    Eric_Prince
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    What are your thoughts in general regarding the gameplay and quest components?
    In short - really liked it. In long - described my thoughts in this thread of mine: https://forums.elderscrollsonline.com/en/discussion/603272/i-actually-liked-tales-of-tribute#latest

    What is your level of experience with competitive card games?
    Not too much. I played Gwent a lot, but that's it.

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
    I needed about 4-5 games after the tutorial quests to understand the game. Then I played a whole evening, didn't count games.

    What took the most time for you to understand?
    Card types, combos (not the concept of combos, but, for instance, that 'neutral' gold card counts towards combo), the whole agents concept. Mainly, things that tutorial don't explain or explains badly.

    Was anything confusing or unclear while you were playing?
    Things mentioned in previous answer. I must say, tutorial is quite bad. The way it explains the game makes player think it's clunky, uninteresting and overcomplicated. I don't know hum, but it should be reworked, otherwise many players will quit the game before the actual fun begins.

    Did you mainly play against NPCs or other players?
    Players. They're much better entertainment.

    Were you able to easily find the Roister Club and the tutorial quest?
    Yes. Location is very good, hard to miss.

    What was your favorite and least favorite deck, and why?
    Court of Crows is my favorite deck, I find it very strong in good hands. And, unlike maormer deck, it designed in the way it can't be used too much. If you have favor of this patron, that's it. You can't keep spamming gold on it to gain more and more power endlessly (which is the case with maormer, few games with NPCs became extremely tedious, when we kept giving maormer patron gold and I won just because I had more cards. No strategy, just mindless turning of the patro wheel).
    Least favorite deck - the Reach. I just don't get it yet. I can play with anything but it. Yet I see the general theme and feel it can be very powerful in good hands. Just need to test it more.

    Did you feel any cards were too strong or not strong enough?
    Maormer patron is too strong. And, actually, too boring. You can easily win the game agains NPC by just using his favors. I get it, the whole deck is build on the principle 'quantity over quality', but something better be done with it.

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?
    Already said everything I think about maormer patron. Otherwise, I like patrons, they're good addition to the game and can easily turn the tides, but must be used wisely to do so. That's good.

    What did you think of the rewards you received?
    To be honest, I don't like them. Well, I get it, fun is the main reward. But after just a few games simple rewards like crafting ingredients start to feel boring. Notes with cards locations are okay, but I myself am not a fan of riddles. I'd prefer good old maps with big red X.
    I'd love to receive more interesting rewards. Treasure maps, even surveys, maybe? Leads would also be good. Anyway, anything is more interesting that what we have right now.

    Do you have any other general feedback?
    Just to sum:
    - Tutorial is bad
    - Maybe do something with maormer patron? For example, raise his cost from 3 gold to 4 or even 5?
    - More interesting rewards!
    To be the Chosen One really sounds like lots of fun,
    But in the end you'll just be someone's lunch
    (c)
  • Eric_Prince
    Eric_Prince
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    This one tried the tutorial and still had no clue what to do.

    She progressed by randomly clicking on various bits of the screen until something happened.

    Yours with paws
    Santie Claws

    Tutorial is THE WORST, sadly -___-
    I just see how countless players just give up on the game because tutorial made them feel like Tales of Tribute is something about rocket science. Shame, because game is actually what it was advertised: easy to learn, hard to master.
    Really hope ZOS will listen and changes tutorial.

    I'd prefer a good detailed game that explains more, maybe even tells you a basic strategy. Just to make you understand that strategy has a place in the game.
    To be the Chosen One really sounds like lots of fun,
    But in the end you'll just be someone's lunch
    (c)
  • CyberDiva
    CyberDiva
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    xgoku1 wrote: »
    King Orgnum Patron is so broken. All you need is to get 3 gold and spam Orgnum till your Cooldown fills with Maormer Boarding Party cards and directly boost your prestige. It's so good even the NPC AI is exploiting it! Just had a match that went on to 64 vs 65 points with both me and the Novice NPC spamming Orgnum.

    Don't take away Orgnum! It's the only way I win against NPCs or players! I need that thing so I can actually finish my quests cause I still don't really know what I'm doing with this game!
  • Misscapefox
    Misscapefox
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    What are your thoughts in general regarding the gameplay and quest components?
    I found the game fairly easy to pickup and I'm enjoying the quests! I have just finished my first tournament and found that to be quite fun- the different opponents personalities were creative and entertaining.

    What is your level of experience with competitive card games?
    Not much experience. However I have played the game Dominion (a deck based card game) and Tales of Tribute reminded me of this and my knowledge of this game helped me pick up Tales of Tribute.

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?

    It took me about 3 games before I really understood the purpose of the Patrons/Agent cards, etc. I am pretty addicted to this game at the moment and have played about 20 games.

    What took the most time for you to understand?
    Activating the patron cards, and just general strategy.

    Was anything confusing or unclear while you were playing?
    At first, I did not understand what Agent cards were or how they are to be used.

    Did you mainly play against NPCs or other players?
    Mostly NPC and about 6 other players.

    Were you able to easily find the Roister Club and the tutorial quest?
    Yes

    What was your favorite and least favorite deck, and why?
    Favourite: Saint Pelin and Duke of Crows. Saint Pelin because there are some high value cards that add power early on in the game and this really accrues quickly. Also the agent cards are fun to play. Duke of Crows because crows, and the combos are really interesting and effective.

    Least fav: Loremaster Celarus. This deck seems a bit underwhelming. Not sure how to properly use this deck as a main, unless its used in a support role with another deck.


    Did you feel any cards were too strong or not strong enough?
    I find the Loremaster Celarus cards to be a bit underwhelming- they don't seem to offer enough reward to be worthwhile.

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?
    The Patrons were interesting but they didn't seem to be that important overall. I have yet to play a game where either player won using the 4 Patrons. I am still learning to fully understand how to get the most out of Patrons.


    What did you think of the rewards you received?
    Am happy with the rewards! Stacks of 200 of a valuable item are always appreciated, and I received a couple furnishing plans after winning the tournament.

    Do you have any other general feedback?
    -I felt like playing the Novice games with an NPC were a bit too easy. For example, sometimes the NPC would pick up a high value card early on in the game but they never actually used this card. Once you get the hang of the game, playing Novice games kinda drag out because you can get an early lead and you know you have the game in the bag, but it will still take 5-10 minutes to wrap up.
    -I really like the Treasury option of obtaining Writs of Coin to transfer out low value cards.
    -The tutorial needs to go into more detail about how to specifically use the Patron rewards, and how to effectively use Agent cards.
    -This is very nitpicky- but I was mildly disappointed at the art style the cards used. I would've liked to see more colourful/detailed/flashy cards that maybe included a tidbit of game lore or a quote from the game (kind of like Gwent cards).
    -Overall, this game was way more fun and easy to pick up than I anticipated and I think it will be a really fun way to interact with other players!
  • CyberDiva
    CyberDiva
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    Also. Please explain:

    1. Combos - What are they? How do they work? How do you perform them?

    2. Agents - Absolutely everything about them. These are so confusing!

    3. How it is possible to get all four patrons on your side?

    4. Why is there a timer for turns at all? This makes no sense and only makes me more anxious and uneasy while trying to muddle my way through it. It doesn't help me to learn the game, only makes me throw random cards out and hope for success.

    5. Why should the order of cards you expend matter? Or does it ever matter at all?

    6. What happens to sacrificed cards? Do they get put back in your deck? Do you permanently lose them?

    7. How, exactly, writs work, because apparently I'm somehow missing something. How come you can get a writ for a 1 gold card but you can't get a writ for a 2-gold or higher card? Every time I tried to get writs for things higher than 1 gold I never saw any new writs.

    If any of this stuff is in the tutorial, I do not know. The tutorial would not play for me, instead playing one or half a word before just going silent and leaving me wondering.
  • TholosTB
    TholosTB
    CyberDiva wrote: »
    Also. Please explain:

    1. Combos - What are they? How do they work? How do you perform them?

    When you play cards of the same deck (color), they can trigger the combo conditions, which are shown on the right side of the card. It appears that order of play does not matter, even if the card is in your discard pile, it will trigger its combo action if it can. Similarly, agents in play will automatically trigger combos. So if you play Peck (purple no combo), then a purple card with a combo 2 of "draw a card" and have a purple agent with combo 3 draw a card, the second you play the 2nd card you trigger the 2 combo on your current card and the 3 combo on the agent for two card draws immediately.
    3. Agents - Absolutely everything about them. These are so confusing!

    Agents are persistent cards that stay on the table until they're removed by a) your opponent spending power equal to their health to remove them or b) a card or patron with an agent removal mechanic is played.

    In each turn, you can click your agent to get their "play effect" again, like add 1 gold or add 1 power, and as noted above, agents automatically participate in combos of their color. Some agents have a taunt mechanic which causes your opponent to attack/remove them first, and some have additional effects like preventing your opponent from converting power to prestige at the end of their turn.
    3. How it is possible to get all four patrons on your side?

    It can be difficult, especially for some patrons that require agents to be in play for their interactions (I think this is bugged on PTS right now). The best way to get all 4 is to have 2 favored and 2 neutral, then play a card that gives you 2 patron interactions in a turn, which will let you flip 2 patrons at once if you can meet both criteria.
    4. Why is there a timer for turns at all? This makes no sense and only makes me more anxious and uneasy while trying to muddle my way through it. It doesn't help me to learn the game, only makes me throw random cards out and hope for success.

    It appears that the turn timer is not enforced right now for NPC matches, but yeah, I've had my turns end abruptly against players. It's frustrating but there has to be a timer otherwise people can just afk and troll you -- I think most card games of this nature have a timer.
    5. Why should the order of cards you expend matter? Or does it ever matter at all?

    It does not appear to matter a lot because of how combos are registering. I think if I play a combo 3 card before a combo 2 card, the combo 3 still fires from the discard pile, so it doesn't matter the way the game is on the PTS. If I'm playing a deck with heavy draw mechanics like Crows, I like to get rid of my unsuited cards (1 and 2 gold) in case I pull a good combo from my deck that I can leverage the combo. So, if I have 2 1-gold cards, a red 1 power card, and two purple cards that give me a draw, I'll play the 1-gold cards (it really doesn't matter, I like to have them out of my hand), then play the two purples - if I get a purple or red, then I can potentially take advantage of an extra combo. Again, not sure if for example pulling a red card if I'd already played the one power card would trigger the combo, but better safe than sorry.
    6. What happens to sacrificed cards? Do they get put back in your deck? Do you permanently lose them?

    If they vanish off to the left of the table, they're gone. If they go to the right into your discard pile, they will be shuffled back in.
    7. How, exactly, writs work, because apparently I'm somehow missing something. How come you can get a writ for a 1 gold card but you can't get a writ for a 2-gold or higher card? Every time I tried to get writs for things higher than 1 gold I never saw any new writs.

    I've only used Treasury to convert 1 gold cards to 2-gold writs. The 1-gold card is discarded, and the next shuffle you'll start pulling the 2-gold writs. Theoretically that should happen with any card you use that conversion on.
    If any of this stuff is in the tutorial, I do not know. The tutorial would not play for me, instead playing one or half a word before just going silent and leaving me wondering.

    None of this is in the tutorial. I've put together some crappy videos on YouTube for my guildmates who are interested in learning that covers some of these topics.
  • Kesstryl
    Kesstryl
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    The audio from Bregas for the tutorial keeps cutting out and I can't understand what he is trying to tell me. As someone who's ever only played Magic and Pokemon, I have no clue what I'm doing and the audio cutting out is not helping. This means I have to look up how to play which is not how you want players learning to play. The in-game tutorial should be sufficient for teaching new players the mechanics, and once the audio is fixed, hopefully that will work.

    I kinda wish it showed my character name and not the @ player name against NPCs as it pulls you out of immersion and reminds you that you are a player and not a character in Tamriel. I don't care about this against other players, but against NPCs it would be nice to actually be your character and not you as the player behind the computer.
    HEARTHLIGHT - A guild for housing enthusiasts! Contact @Kesstryl in-game to join.
  • Haarkan
    Haarkan
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    What are your thoughts in general regarding the gameplay and quest components?
    I like it more then I was expecting to. The gameplay is fine, the questline felt a bit short but it's a card game not a quest game.

    What is your level of experience with competitive card games?
    I'm something of a card player myself. (I'm not)

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
    It took me about 4 games to grasp the concept. In total i've played around 30 games (so far)

    What took the most time for you to understand?
    Combos and Agents.

    Was anything confusing or unclear while you were playing?
    At first it was Combos and Agents. The tutorial being voice acting without text made it more confusing when the VA would refer to a part of the board but no indicator of what exactly. The tutorial also failed to mention combos and agents as well as their impact. For instance, it took me 3-4 games to understand you could only combo with cards of that deck.

    Did you mainly play against NPCs or other players?
    Primarily NPC's. I've reached the end ones with little difficulty.

    Were you able to easily find the Roister Club and the tutorial quest?
    Yes but I knew where to look.

    What was your favorite and least favorite deck, and why?
    My favorite deck was Hlaalu due to its incredible potential. Hlaalu in a vacuum is one of the weakest due to no reliable power generation, but combined with any other deck it becomes unbelievably powerful, to the point i'd rate it the best deck in the game by a solid lead. Duke of Crows was also an incredibly strong deck with very powerful self sufficiency, and the combo of Hlaalu and Duke of Crows makes most other decks unnecessary.

    My least favorite deck(s) was Psijic and Red Eagle. Psijic is all about card control which narratively fits, but the issue is its self sufficiency is low (admittedly not a problem for Hlaalu) and its impact to other decks is on the weaker scale. Tavern control is nice and arguably the strongest point of Psijic, but why look at x amount of cards at the top of my deck when I can play Hunding and control what's at the top of my deck more reliably since his cards often allow you to pick from ANY of your cards in cooldown pile.

    Red Eagle I feel suffers in power structure. Red Eagle on its own is weak and the primary aspect of the deck is "destroying your cards to make sure you have only good cards", which on its own is alright (counters Rahjit, the Purring Liar's patron) but when that is primarily all of your patron's cards and other decks are capable of determining either what they draw (Hunding) or can draw even more cards (Crows). Ultimately the aspect of "bargaining for power at a cost" such as in the Blood Sacrifice is a solid identity, but 6 gold for +3 power when 5 gold alone can buy me 2+ card draw (Duke), Free 5 costs in combos (Hlaalu), 5 power 1 gold (Pelin) is weak.

    Tldr Red Eagle cards are overpriced and do not influence the game nearly as much as other decks especially for their cost.


    Did you feel any cards were too strong or not strong enough?
    Most of the Hlaalu cards are incredibly strong and i'd argue too strong, but only in comparison to other cards; consistent easy gold generation allows you to purchase any solution to a problem you're facing. In comparison, as mentioned above, Red Eagle cards are too weak, especially for their cost.

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?
    Patrons felt fine over all, though some stood out to me as better then others. Orgnum for example is a Patron (and deck) that can function on its own and actively encourages you to focus primarily on its own deck. Orgnum's patron power in particular was very powerful. I enjoy Hlaalu's "destroy a card to gain power" patron power, and it functions as an arguably better version of what Red Eagle cards are (and should be).

    Meanwhile, Hunding's pay 2 power get a gold (or get a gold free at max favor) felt out of place for the theme of its deck and how it interacts. Celarus' felt overpriced for its action at 4 gold, especially since it can only trigger if there is an enemy agent and thus can be useless for most of the game. Rahjit's is interesting though the NPC's don't use that patron power at all and so it devalues what I imagine Red Eagle's deck counters well (the bewildered cards).

    What did you think of the rewards you received?
    I'm of the mindset the rewards should offer more cosmetics such as motifs or otherwise, and/or provide rarer items. I presume 200 Dreugh Wax is a bug of the reward system but if not I am def. fine with that.

    Do you have any other general feedback?

    Ultimately a fun game, though I feel the game would be better with more cards to increase interaction, and ultimately some balance tweaks to get weaker feeling decks to higher levels.
  • Synaryn
    Synaryn
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    What are your thoughts in general regarding the gameplay and quest components?


    I have become quite addicted to the game already and I'm looking forward to when it launches and the competitive season starts and new decks get released. I unfortunately encountered bugs that prevented me from continuing the questline, I did think it was odd the game hall didn't have any proficient or expert NPCs to play against (I had to go to Stonelore Village to play experts!), I thought it was interesting the game hall was in such a central location, though I suppose it makes sense a vacation island would prioritize such a fun hangout.

    What is your level of experience with competitive card games?


    I've played Hearthstone extensively and some of Magic and Pokemon.

    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?

    Took about ten games to really figure the basics out. I've played probably 40 games so far now, still learning with every game.

    What took the most time for you to understand?

    I did not understand Contract Actions for the longest time, what the difference was between them and regular cards that had their effect played immediately, or why they didn't stay in my deck.

    Was anything confusing or unclear while you were playing?

    As mentioned, Contract Actions were not at all explained. The tutorial was.......very unhelpful. I didn't know what the win conditions were, it took a few games of experimenting to find the prestige needed to trigger a win. The tutorial didn't explain Agents, Contract Actions, Combos, the amount of Prestige needed to win, that you could click on your deck to view the cards.

    Did you mainly play against NPCs or other players?

    Half and half mostly. NPCs make a lot of poor moves such as not trading their treasury gold in for writs of coin or not taking advantage of patron abilities often.

    Were you able to easily find the Roister Club and the tutorial quest?

    Yes, the quest was right at the city gates.

    What was your favorite and least favorite deck, and why?

    This is purely on the cards within the decks, I will get to the patron abilities in the relevant question.

    Crows is certainly my most favorite deck, by far. The thrill of comboing cards to draw more cards to combo together to draw more cards was amazing, and it pairs well with almost every other deck. It's wonderfully thematic for the Duke of Crows to be all about getting more gold and cards and shinies.

    Pelin comes in as my second favorite deck for being simple, solid, and effective. The taunt mechanic is incredibly useful especially if you're behind to try to catch up, and the cards have a really good power curve.

    Orgnum comes in third, you could win a game entirely off of Orgnum. I found the mechanic of gaining Prestige instead of Power for the Maormer Boarding Party an unusual choice given the raiding vibe of Pyandonea. Once I discovered its effectiveness at circumventing the Taunt mechanics, though, it made much more sense as sneaking by enemy defenses.

    Hlaalu is fourth, for massive gold generation. Using a Customs Seizure to seize a Customs Seizure made me laugh, and is utterly Hlaalu. All in all, a solid deck, that becomes absurdly strong when paired with Crows.

    Hunding is fifth, I feel the theming is a little less on point here. I guess it works to emulate the difference between Crowns and Forebears. Being able to choose between gold and power, or power and grabbing cards, works quite well but in the end it felt the deck was still lagging behind such simple effectiveness as Pelin or Crows+Hlaalu.

    Rajhin is sixth, his cards making the enemy lose cards and prestige were very thematic. I do not understand how removing my own agents could be beneficial (except for complicated plays using Celarus or Hunding to line up some combo, but there are far far easier ways to win), and it made me angry that I HAD to and it wasn't voluntary like the 'discard one of your own cards' cards.

    Red Eagle is seventh, for the similar reason that I don't like the effects centered around discarding my own cards. It does make it a good counter to Rajhin's Bewilderment, but since Rajhin isn't that effective of a deck, it still falls short. Most of the deck revolves around Contract Actions, which are again hard to combo effectively.

    Celarus is dead last. Pretty much the only good thing I can say about it is that it is thematic. Hunding can cycle your deck better, Red Eagle can cycle the tavern better, Hlaalu or Crows can generate gold better, Pelin or Orgnum can generate power better. The deck is so utterly pointless it's painful. I recommend redoing the deck around viewing your opponent's cards, and go harder on the removing enemy agents.

    Did you feel any cards were too strong or not strong enough?

    Crows: The Law of Sovereign Roost is IMO the weakest card of the deck (not saying much TBH because the whole deck is strong), it being a Contract Action makes it difficult to combo with other cards of the deck. The Pilfer Card is almost stupidly strong, being a reliable 2 card draw almost always.

    Pelin: The Bangkorai Sentry is a very high cost for its initial effect of a 1 gold taunting agent, which gets slightly better when it upgrades but still a card I would hesitate to buy, but the overall deck is solid. The Armory Card is by far the strongest, 5 gold for 5 power and 1 gold means buying it without question whenever it shows up, and whoever has it in their deck has a strong advantage.

    Orgnum: The deck having the only other card to allow you to use Patron abilities other than Tithe is also a huge bonus to the deck. Despite this it does sort of fall into the weakest card of the deck as it requires a huge gold cost to use effectively to double up on Patorn abilities. The strongest card is IMO Sea Serpent Colossus which makes for a reliable combo for gold and prestige.

    Hlaalu: The weakest card is Ebony Mine, as again Contract Actions are harder to combo with making that 3 streak difficult to reach so you're often losing gold buying it. The strongest card is undoubtedly Customs Seizure. Getting free cards from the tavern for such a low price is insanely good.

    Hunding: The weakest card is Hel Shira Herald as Agents can be easily destroyed through half a dozen methods, so the card giving less cycling/power than Hira's End made it meh in comparison. The strongest card is a tie between Shehai Summoning (is...it meant to be free?) or Ansei Victory for letting you claim literally any card from the tavern.

    Rajhin: Shadow's Slumber is the weakest card by far for making you remove your agents, possibly the weakest card in the entire game, with it taking 2 similar cards to get any actual use out of it. The best card is Twilight Revelry, its play effect is already strong and getting combos with it makes it gamebreaking enough to be worth the 10 gold cost.

    Red Eagle: The weakest card is Hagraven Matron, there is little to no point to spending 9 gold on an agent who's main effect is discarding your own cards, and the combo is only 3 power, which is so painfully not worth the cost. The strongest card is Midnight Raid, which is very easy to combo for a cheap six power and is the saving grace of the deck.

    Celarus: The weakest card is Augur's Counsel, as a Contract Action and doing cycling/power generation worse than any other deck. The strongest card is The Dreaming Cave because then maybe you'll draw a non-Psijic card.

    Treasury: Plain gold is inferior to every card in the game except Psijic Apprentice, with the tactics of having to trade them in for Writs of Coin vs buying cheap cards making early game interesting. Ragpicker is useless unless you have a Bewilderment. Tithe is a very high cost to be able to double-use Patrons effectively.

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?

    Crows: Absurdly strong if you save his ability for lategame, even moreso if paired with Hlaalu to trade in 20+ gold for a massive lead.

    Pelin: An awkward ability that balances out a massively strong deck.

    Hlaalu: Incredibly painful to sacrifice a card to Granny Hlaalu, but doing so has won the game for me on more than one occasion. As above, balances out a powerful deck.

    Orgnum: Ridiculously, absurdly strong. Can win a game just by spamming gold and Orgnum cards/ability, nothing else needed. Actually feels a little unfun doing that.

    Hunding: Weak, but also strong, having a reliable +1 gold can really help in some rounds but only further solidifies him as a mid-tier deck.

    Rajhin: Incredibly fun to use, perhaps a bit of a high cost since for an equivalent cost to Orgnum you can win much more efficiently.

    Red Eagle: ABSURDLY FUN to pair with Crow, it does painfully suck when you spend 2 power to get a 1 power card, or a 1 gold card that doesn't let you buy anything. As his deck is so painfully low-tier, the patron ability is the only other saving grace than Midnight Raid.

    Celarus: Useless. Utterly useless. There is literally no reason to use this instead of using Black Sacrament, Ambush, or simply using Power to eliminate an agent. Even if you have access to none of those, it's more effective to buy a better card or Patron ability.

    What did you think of the rewards you received?

    I pray that the 200 upgrade mats is completely intentional. Please do not change it, I will die laughing watching the market crash over a card game. I quite enjoyed getting housing mats from it, a much more fun way of grinding for them. There should be a higher drop rate of motifs, something that's not just crafting mats. The potions are completely useless inventory filler and should be done away with or exchanged for better potions.

    Do you have any other general feedback?

    Need a spectator mode for other people to watch, also it makes me angry every time that your turn doesn't actually begin at the "Begin your turn" banner and you need to wait for the animations. Please speed up the animations, and tighten up the tutorial, and add expert/proficient NPCs to the Gonfalon game hall.
  • shadyjane62
    shadyjane62
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    This one tried the tutorial and still had no clue what to do.

    She progressed by randomly clicking on various bits of the screen until something happened.

    Yours with paws
    Santie Claws

    Tutorial is THE WORST, sadly -___-
    I just see how countless players just give up on the game because tutorial made them feel like Tales of Tribute is something about rocket science. Shame, because game is actually what it was advertised: easy to learn, hard to master.
    Really hope ZOS will listen and changes tutorial.

    I'd prefer a good detailed game that explains more, maybe even tells you a basic strategy. Just to make you understand that strategy has a place in the game.

    This is my experience. The game is way too complicated for the pitiful tutorial. On a good day I wouldn't have understood much of what Bragas was saying , but Bosmer with a thick scottish brogue was cruel.
  • VoidCommander
    VoidCommander
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    There is NOT enough time to complete turns where cards are drawn. I have lost SEVERAL games because the slow animations of "placing the cards very daintily" uses up all my turn's time. When I am using a combination of Duke of Crows and Psjiic, I literally don't have enough physical time to perform all the actions possible on my turn. Look at the top X cards, play a purple crow, draw a bunch of cards, play each card extremely slowly, and BAM. Turn's over.

    I shouldn't have to wait for my opponent to finish drawing their new hand to start playing cards. The time should be based on the time it would take to perform all possible actions, OR just add like 15 seconds to it.
  • Talmak
    Talmak
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    This is the official feedback thread for Tales of Tribute.
    Specific feedback that the team is looking for includes the following:

    What are your thoughts in general regarding the gameplay and quest components?

    >>> The gameplay with NPC was easy to understand after 1 false start i started to get into it


    What is your level of experience with competitive card games?

    >>> Played a Lot of Magic; someheartstone; some start trek the various dice game


    Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?

    >>> After my second game i started understanding althos some concept where a little more hard to graps

    What took the most time for you to understand?

    >>> what were agent and how to use them


    Was anything confusing or unclear while you were playing?

    >>> On my first and only game ; got green cards for the first time
    ach time I tried to play the card it would not play and returned to my hand - no error or explanation given by the game
    I conceded the game because my oppenent was able on it's nest turn to play them and got 8 tribute point in a go

    Did you mainly play against NPCs or other players?

    >>> NPC as the event describes on previosu answer made it frustrating

    Were you able to easily find the Roister Club and the tutorial quest?

    >>> Had to ask in zone - but didn't take long

    What was your favorite and least favorite deck, and why?

    >>> I like the crow one but i will need need to play more to assess

    Did you feel any cards were too strong or not strong enough?

    >>The fact tha npc and player can play a few turn and not be able to buy anything is annoying especially if no card allow to remove some high cost card from the tavern

    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?

    The concept of paying them andd being able to have a win just with them is interesting


    What did you think of the rewards you received?

    >>>> I love the full stack of purple tempers and materials but didn't care about the low level food and drinks


    Do you have any other general feedback?

    >> It is unclear how one can get extra card ; uppgrade and more patron ... unlike the excavation sytem
    a list of mod ; event dungeons or node that could yield them would be good
  • Epona222
    Epona222
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    I've completely changed my mind about this - I was disappointed that this was the new thing they came up with this year.

    Have to say after getting the hang of it (which took a while due to lack of tutorial subtitles as I mentioned earlier), it is great. I actually can't wait to have some time on the PTS later to play another few hands of it.

    So actually, overall great job.

    I hope other sceptics give it a go instead of dismissing it out of hand.

    Please please fix the tutorial though, it is so offputting (and not just due to the lack of subtitles).

    I'll do a full feedback thing answering the questions later in the week, hopefully some of the glitchy bits of it will be fixed in today's PTS maintenance.
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Monthar
    Monthar
    Soul Shriven
    We need a map icon for gaming locations.
  • doesurmindglow
    doesurmindglow
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    What was your favorite and least favorite deck, and why?
    Did you feel any cards were too strong or not strong enough?
    How did the Patrons feel? Did you find they fit into the game and general flow with their related decks?


    My favorite tends to be Crows. It seems to offer the most engaging gameplay, with lots of cards happening pretty often, and a lot of strong combos. At the same time, it's not so strong that its mere presence overrides any other strategies, as currently seems to be the case with the Maomer deck. Maybe this has something to do with my not having yet collected better cards that offset the power of the Maomer deck but it's kinda hard to even want to go into a game with Orgnum selected as Patron for this reason.

    My least favorites tend to be the Maomer and Red Eagle decks. Maomer because it's consistently too strong and tends to dominate the match, and also because the strength of the patron effect forces both you and your opponent to spam the Patron or risk having the match get away from you. I don't know if it needs more counters, if this is a skill issue in that I haven't yet collected or learned enough about the game to know how to counter it, or if it just needs to be dialed back so it's handing out less prestige all the time, but it really makes for boring matches with predictable results.

    The Red Eagle deck appears to have the opposite problem, where cards seem too weak. The focus of the play effects is on sacrificing cards most of the time with very little benefit. While I can see the value of this strategically in helping you thin out your deck so as to stack your draws with the most powerful cards and combinations, it seems like this deck needs to give you a little something more when you choose to go forward with a sacrifice to really make it work out effectively. It also seems as if attacking your opponent's deck could make more sense thematically, which really you only see from the Rahjin deck in any kind of meaningful way.

    I wouldn't say it's my least favorite, but the Psijic deck is also pretty challenging to use well. It's a neat idea in that you can really use it to basically create a hand-picked draw next turn, but it relies on this to a crazy extent. The patron effect is also kinda expensive and somewhat lackluster; I could see it having most value in a game with a lot of cumbersome agents, I dunno. This deck probably needs some more love to get to a place where it's as fun to play and use as the Rahjin, Pelin, Hlaalu, or Crows decks. It also doesn't need to be confined to tossing draw cards to cooldown or reverting cooldown cards to draw. The patron and the cards play effects could also have powerful moves like allowing you to move cards from the bottom of your draw to the top, or even from the bottom to the top of the Tavern draw pile, or some such. Or maybe a "time stop" effect that prevents an opponent from using one of their drawn cards for a turn, or gives you power on the current turn at the expense of freezing one of your draw cards for the next turn. This sort of thing would make it a much more powerful, interesting deck while maintaining its "Psijic" identity.
    Edited by doesurmindglow on April 26, 2022 5:35AM
    Guildmaster : The Wild Hunt (formerly Aka Baka) : AD PC/NA
  • ESO_Nightingale
    ESO_Nightingale
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    saf227_ESO wrote: »
    [*] What is your level of experience with competitive card games?
    Not a lot. I played Legends for a bit. It irked me too much to keep playing.
    [*] Approximately how long did it take for you to grasp the concept of Tribute? How long, or how many games, did you end up playing?
    2-3 hands. The tutorial does a poor job of pointing out & highlighting things on the board.
    [*] What took the most time for you to understand?
    How the initial decks are chosen.
    [*] Was anything confusing or unclear while you were playing?
    How the initial decks are chosen. (OH!! I'm choosing my opponents deck. Thanks for telling me. Somewhere.)
    Edit: Also the whole idea of Agent cards. I don't think they were explained in the tutorial. If they were, they were quickly glossed over. What an agent is, how they work, how long they stay on the board, how you use them, etc. should have been clearer. That took me about 3 games to figure out, too.
    [*] Did you mainly play against NPCs or other players?
    NPCs
    [*] Were you able to easily find the Roister Club and the tutorial quest?
    Not really, but I managed.
    [*] What did you think of the rewards you received?
    Seriously? If this is typical, I'm gonna do nothing but play cards.
    v76513xxytvm.jpg



    hell yeah! risotto!
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • CyberOnEso
    CyberOnEso
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    Regarding the week two changes

    Thank you for allowing us to play more than one card per second at the start of the round! The game feels 1000x better.

    The combo UI element is really great! However, I would still love some more fanfare when you activate a combo
    (That doesn't slow down the user's inputs) to make activating a combo feel more gratifying.

    Activating the green patron now feels useful, which is great!

    The turn timer change is also appreciated, 60 seconds per turn felt kind of rushed.
    Edited by CyberOnEso on April 26, 2022 9:12AM
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • CyberOnEso
    CyberOnEso
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    Regarding the Maomer issue, I think it stems from the fact that there are lots of good Patrons but only one (Now two) that have a benefit from favouring you. Saint Pelin, Hlallu, Celarus, Red Eagle, and, Rhajin have no benefit to them favouring you. And the Crow has a drawback to favouring you. They are all useful but since only two have favour benefits it makes countering Maomer less impactful as most other patrons give no benefit to favouring you.

    Additionally, the Crow, Hlallu, Celarus, Saint Pelin and Red Eagle are much more impactful when used later in the game, this makes fighting over control of the Maomer patron early game more essential.

    I would also like to add that I love the decision of making Maomer give 2 power when it's unfriendly but 1 per 6 cards when it's neutral. This means that, as you start with 10 cards Maomer gives the player trying to keep Maomer neutral 2 power per turn and the one that wants control over Maomer 1 power per turn, at the start. Making vying for control of Maomer at all times a potential curse if your opponents counters.
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • xgoku1
    xgoku1
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    CyberOnEso wrote: »
    Regarding the Maomer issue, I think it stems from the fact that there are lots of good Patrons but only one (Now two) that have a benefit from favouring you. Saint Pelin, Hlallu, Celarus, Red Eagle, and, Rhajin have no benefit to them favouring you. And the Crow has a drawback to favouring you. They are all useful but since only two have favour benefits it makes countering Maomer less impactful as most other patrons give no benefit to favouring you.

    Additionally, the Crow, Hlallu, Celarus, Saint Pelin and Red Eagle are much more impactful when used later in the game, this makes fighting over control of the Maomer patron early game more essential.

    I would also like to add that I love the decision of making Maomer give 2 power when it's unfriendly but 1 per 6 cards when it's neutral. This means that, as you start with 10 cards Maomer gives the player trying to keep Maomer neutral 2 power per turn and the one that wants control over Maomer 1 power per turn, at the start. Making vying for control of Maomer at all times a potential curse if your opponents counters.

    Orgnum is the minigame within the minigame. The problem isn't with the Power generated, but the Maormer boarding party cards added to the Cooldown pile when Orgnum favors. I personally hate it since matches just devolve into turning the Orgnum dial back and forth.

    In NPC matches the AI usually does this: buy tavern cards till 15-20 prestige, then spam Orgnum. Once you have enough gold-generating cards you can safely spam Orgnum (especially if you have Hlaalu stuff) until you get 3-5 Maormer boarding party per turn.

    I think Rajhin is supposed to be the counter-play as it adds Bewilderment cards to opponent's cooldown pile.
  • CyberOnEso
    CyberOnEso
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    xgoku1 wrote: »
    CyberOnEso wrote: »
    Regarding the Maomer issue, I think it stems from the fact that there are lots of good Patrons but only one (Now two) that have a benefit from favouring you. Saint Pelin, Hlallu, Celarus, Red Eagle, and, Rhajin have no benefit to them favouring you. And the Crow has a drawback to favouring you. They are all useful but since only two have favour benefits it makes countering Maomer less impactful as most other patrons give no benefit to favouring you.

    Additionally, the Crow, Hlallu, Celarus, Saint Pelin and Red Eagle are much more impactful when used later in the game, this makes fighting over control of the Maomer patron early game more essential.

    I would also like to add that I love the decision of making Maomer give 2 power when it's unfriendly but 1 per 6 cards when it's neutral. This means that, as you start with 10 cards Maomer gives the player trying to keep Maomer neutral 2 power per turn and the one that wants control over Maomer 1 power per turn, at the start. Making vying for control of Maomer at all times a potential curse if your opponents counters.

    Orgnum is the minigame within the minigame. The problem isn't with the Power generated, but the Maormer boarding party cards added to the Cooldown pile when Orgnum favors. I personally hate it since matches just devolve into turning the Orgnum dial back and forth.

    In NPC matches the AI usually does this: buy tavern cards till 15-20 prestige, then spam Orgnum. Once you have enough gold-generating cards you can safely spam Orgnum (especially if you have Hlaalu stuff) until you get 3-5 Maormer boarding party per turn.

    I think Rajhin is supposed to be the counter-play as it adds Bewilderment cards to opponent's cooldown pile.

    Yeah, I get this and I don't think everyone being forced to spam Ogrum is good. However, I rarely see people spamming Ogrum late game, more so spamming it early game in turn 2-3, where he can be countered.
    I think if your relying on getting Ogrum online late game it's just too late, +2 prestige cards (even getting 4-6 Prestige per turn) isn't enough to win against a deck which can combo Pelin, Ansei, or Crow cards.

    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • CyberOnEso
    CyberOnEso
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    Also, as others have said. The armory card is just too good, there is never not a reason to pick the armory card.

    The power/ cost is just through the roof and not requiring a combo to activate is just too strong. When you compare it to something like 'Archer's Volley' it's insane, for 1 more gold spent you get 2 more power and 1 more gold, and don't require a combo.
    Either the gold cost should be increased by 1 to stop it being activated really early into the game, or the power should be changed to something like
    Play effect: +1 Gold +2/3 Power
    Combo 2: +2 Power

    It's just too easy to purchase this card on turn 1-3, and never having to synergise with another Pelin card to unlock its power.
    Having a card that should never not be picked isn't advocaing enticing strategies.

    I think lowering the power gain on this card, as well as some of the other high power generating cards would allow for more diverse strategies and allow other decks to shine.
    Edited by CyberOnEso on April 26, 2022 4:36PM
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • SilentRaven1972
    SilentRaven1972
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    This game has been WAY overthought. I couldn't even get through the tutorial, and that was with my son helping. There was way too much going on, instructions weren't clear. During the tutorial you are told "look at such and such" then more rambling on, but wherever you are supposed to look is not well indicated. My frustration is making it hard to articulate, but it boils down to...I'll stick to Gwent.
    "Such is the nature of evil. Out there in the vast ignorance of the world, it festers and spreads. A shadow that grows in the dark. A sleepless malice as black as the oncoming wall of night. So it ever was, so will it always be. In time all foul things come forth." -Thranduil
  • shadyjane62
    shadyjane62
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    As I read these posts, I realize that even having played ten games, I still have no idea what is going on.
  • VoidCommander
    VoidCommander
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    I would love it if my game didn't randomly freeze every time someone used a "Player discards a card at the beginning of their turn" on me.
  • lisaallman
    Sorcerer-king Orgnum patron - neutral - pay 3 gold gain 6 power. i only received 2. this patron acted as if it were unfavored but it was at the start of the game and it was neutral
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