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* As part of the asymmetrical faction design of ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

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* As part of the asymmetrical faction design of ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded.expanded by placing cards on it. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.
Is there an issue? Send a MessageReason:
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* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

to:

* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', ''TabletopGame/{{Root}}'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.
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* As part of the asymmetrical faction design of ''TabletopGame/{{Root]]'', the Eyrie Dynasty are built around this style. Their central mechanic is the "Decree", which determine what actions they are able to take each turn, and which must continuously be expanded. This creates a loop of trying to balance the sustainability of your decree in the short-term, and planning ahead for what actions you want and are able to take in the long-term. When played optimally, the Decree can grow into giving the Eyrie an unbeatable action economy... but with the constant risk that if just one part of your Decree is impossible to enact, then the entire thing comes crashing down and you must start from scratch.

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