Round 2: Goblins!
Tricky tricky faction to play solo or maybe it’s just that the Knight was so straightforward. Like the Knight, the Goblins need to smash five crystals before the Cave collapses. Unlike the Knight, exploring the map with three separate tribes is super procedurally weird. Running around in the light kills your tribe’s population, but you need population to smash the
patriarchy crystals. I think wild fluctuations in population are to be expected though.
They power themselves up by allying with fellow monsters, which is very cute. I’ve also got a hand of Secrets, those cards in the foreground, and it’s just…a lot to keep track of.