1 hour ago · 5 min read1015 words · Gaming · hide · 0 comments

I never played Spyrium, William Attia’s 2013 game of steampunk factories, but I heard good things about its worker placement/removal system. Greylune, as near as I can tell, recaptures that title’s core appeal, while swapping the geared top hats for a more generic — but maybe more blandly appealing? — fantasy universe. Your followers go into the market to buy goods… and steal gold? I think? As expected, the best part has everything to do with the workers. The core system here is genuinely brilliant, a series of placements and eventual withdrawals that feel like direct assaults on one’s fellows at the table without ever laying a cross finger upon anyone’s shoulder. The idea is that workers are placed into a marketplace to secure various goods. There are a few types of said goods: items and companions, both of which require purchasing, and amenities, which can be visited more than once. Their main commonality is that buying something from the market has two big restrictions. First, you…

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