In Human Flavor, 2-6 players will each take control of a clan of supernatural beings. The clans are vying for control of the city but need nourishment to enact their policies for domination.
Every type of supernatural feeds on a different aspect of humanity. The shape-changing FERALS feed upon the physical meat of people while divine CELESTIALS consume their faith and prayers. No matter the flavor, humans are nameless meals for these creatures. The real problem is keeping their hunger hidden as the city's population will eventually get wise to all the disappearances and mangled corpses and will rise up to thwart the foul infestation.
You start the game with two actions, one granted from your clan leader and one from your basic minion. Players will take turns choosing actions until all actions are used up. Actions include recruiting new supernatural allies (and thus additional actions), capturing humans upon which to feed to gain resources and triggering special abilities of clan allies and city locations.
Dining upon your captive humans slowly erodes their nutritional value. Eventually they must be discarded into the dumpster. When dumpstered, your clan gains access to that human's sphere of influence in the city and places a stacker on a matching board location gaining victory points and pushing the population uprising meter closer to its triggering point.
Players also have AGENDA cards which can be turned in at the end of a round for slight gains - usually victory points - or can be held on to until the end of the game for a bigger payoff. The game concludes when the two uprising meters are topped or bottomed out giving the player with the most victory points triumphant dominion over the city.
Human Flavor utilizes action selection, resource management and variable end game scoring goals to fuel its fun. It is for 2-6 players, ages 12+?? and games last 60-90 minutes (though that varies depending upon player count).
Components include action discs, resource tokens (acrylic cubes), game board, player mats, supernatural ally cards (tarot size) and human cards (standard playing card sized), agenda cards (half standard size), dominance stackers and network tokens in a velvet bag .
Scoring can happen at the end of each round according to what agendas each player completes or wants to trigger for points. Final end game scoring is tabulated when 2 or more meters on the Human Uprising scale max out or when 4 or more locations are full of dominance stackers. Points can be earned by the level of control players have at various city locations on the board on top of which humans they feed upon, what resources they have remaining and so forth.
the CITY BOARD
The board consists of 4 spaces to hold random supernatural allies, 4 spaces for humans to capture and devour, 8 locations with unique actions that you can control for victory points and the Human Uprising Meter tracking end game conditions.
Each player will take control of a faction (Fey, Ferals, Celestials, Internals, Undead or Mystics). Each board holds a different allotment of resources, can house 3 human captives (along the bottom) and up to 5 supernatural allies.
Each faction mat also has two unique abilities that can be activated (1/round or 1/game) at no cost of actions or resources.
These are the folx you recruit to your clan (maximum of 5) from the city board by convincing them to join your clan. You do so by feeding them 1 matching resource when you acquire them. However, you will need to continue feeding them every round to keep them loyal.
Each ally has a special ability that you can trigger as an action on your turn by discarding the number of matching tokens. Each ally in your clan provides you with an additional action token to use on your turn.
The food upon which the supernaturals feast (in one way or another) are represented by the Human cards. Each human is acquired for free by visiting the city location where they reside. They each provide 3 resources to your clan mat when snacking upon them (at the cost of spending one of your action tokens).
Each human also has a network token attached to it. When the human is fully devoured (removed from the game) you add a stacker to a matching location in the city location to claim points and hold some amount of dominance.
Network tokens are randomly added to each human in the city. When you fully devour them (after capturing them) you gain influence over a matching city location thus increasing your dominance in politics, commerce, culture or crime.
One of the two central scoring mechanisms of the game are the agenda cards. At the end of a round each player may choose to activate the NOW scoring effect and immediately claim points (then discard the card) or hold onto it until the game concludes and use the END scoring benefit.
Not all people stay dead after they pass.
The wee folk of the grove will tempt you away from life.
Clan mystic - humans deranged enough to crave magic
Not all people stay dead after they pass.