1) Above all else, the inclusion of the rock around the artwork is just fantastic. I love this most about the graphic design. It transforms the cards from prototype to flashy. It’s very modern looking and I love it.

2) Originally, the rock-paper-scissors symbol was hard to determine what card type your team was countering. Now, the arrow showing the counter is highlighted as well as reminder text at the top of the card. This was a necessary change. Good job.

The inclusion of the rock around the artwork is just fantastic. I love this most about the graphic design.

3) Most people that I know, fan their cards out to the right. The symbol indicating the card type used to be on the right which would be hidden once you fanned your cards. Now it’s on the left which makes it easily visible when holding the cards in your hand.

4) Card size has been improved since I played. It went from a rather large and clunky card to tarot (Dixit) sized cards. Easier to hold and find sleeves for.

5) The overall arrangement of text and symbols has been aligned and pronounced. It’s much easier to read which speeds up playtime.

6) Lastly, I’d like to give a big shout out to the graphics designer, Rubens Castro, for implementing one of my suggestions after playtesting. Each of the damage resolution conditions had unique names which were difficult to remember. I suggested that icons would be easier to identify. They are! Man, does it make a difference. No more need to reference the rulebook. Thank you, Rubens! You’re my hero.