To move your character in Aethermon you must discard a Movement Card. These cards are numbered 1 to 6, and you move the distance indicated on each card. Once a player has used all 6 cards all expired cards are refreshed and the cycle continues.
This allows an average movement of 3.5 (like a d6-based role and move game), but this system gives players greater agency over their movement, and removes the luck element where one player might forge ahead due to the luck of the dice.
Under this system players have typically taken about 25 turns to complete a game of Aethermon. This has included: defeating an average 3 (out of a possible 6) Dojo’s; 1-3 defeats (forcing players to retrace a few steps); About 4 trips to a healing centre; And anywhere between 2 and 6 Quest Square interactions depending on the player’s play style.
These events make up about half of a player’s turns, the other half are standard random encounters (80% battles, 20% special characters).
These quieter turns serve both a mechanical and narrative purpose. Narratively as they release tension and build anticipation for larger in-game events. Mechanically they allow players to develop their character, test tactics, and prepare for upcoming challenges.
However, too many of these turns can bloat playtime. Recent interactions of Aethermon has seen the introduction of a 7th movement card which has reduced the number of these quieter turns per game.
Next week we detail the changes that made this possible!
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