You know a developer is a hardcore real - time strategy fan when
the flavor text on their in - game healer reads, «Wolol... oh, sorry, wrong line.»
The player is left to interpret everything, from the world design and lines of dialogue right down to
flavor text on items.
Flavor text on almost every card and especially on the agenda and act cards does a great job of bringing you into the story, delivering a variety of fun twists and turns that serve to ensure the first time you play through the game will likely be your most memorable, too.
Until an investigator travels to an area it is classed as undiscovered, with just a small portion of
flavor text on the front providing a snippet of information.
The player is left to interpret everything, from the world design and lines of dialogue right down to
flavor text on items.
Not exact matches
(I use this word in spite of a certain
flavor of «sanctimoniousness» which sometimes clings to it, because no other word suggests as well the exact combination of affections which the
text goes
on to describe).
Discovering effective methods to increase the Book's level, experimenting with codes and their effects
on monsters and equipment, and reading the compendium of
flavor text will keep any player busy and satisfied for hours.
At the beginning of every round you're going to dump a doom token
on the topmost agenda card until it reaches the limit, and then flip it over, reading the beautiful
flavor text and then groaning at whatever evil it's going to drop
on you from a great height.
Choose its name, its appearance, and decide
on its
flavor text.
Flavor text: You're suddenly startled by the feds knocking
on your door.