I love Ozymandias, but I don’t enjoy the Excel-like economy too much. Therefore, in Kingdom of Krawall, actions are represented by cards. The effect of a card depends on where you play it. E.g. a servant card can claim neutral tiles, gather resources, or use a building to craft/train other cards.
The economy - resources + cards per turn - is based on buildings with their base production, adjacency bonuses, items you deploy on them, and servants you play.
As I try to make the game as “elegant” as possible, there is no research tree. Instead, there are anomalies on the map, which allow the construction of special buildings that give you better training options, cards, and other bonuses. Because of that, research is tied to expanding and exploiting.
Combat happens by placing stationary temporary units, which project power onto neighbouring tiles. No unit micromanagement. Once placed, they can be supplied with items to make them stronger, last longer, or gain other effects.
Basically every action in the game - besides trading resources and ending the turn :P - is done by playing a card.
Currently, there are only multiplayer playtests, which I know is a hassle for most. But I’m working on the AI for a single-player playtest version and hope that I can share it soon.
Besides the playtests, I would love to hear your thoughts on the concept, the Steam page, and whether this is a game you would like to play or not.