
MMCC79 |

They say the Devil is in the Details.
What is some of your favorite subtle details about the game where the designers have done an awesome job mimicking gameplay. Here are two of my favorites: (And I'll paraphrase the text to emphasize gameplay)
Shopkeeper's Daughter:
Make a check against WISDOM 8 or else you're turn is OVER!
Cannibal Isle:
At the end of your turn any Allies you have in your hand get captured by the locals (bury them). If you defeat the cannibals you have rescued your friends (close location and recover allies).

isaic16 |

Prison has great flavor (If you unlock the cage, the of course I'll help you!)
The 'sanctuary' effect you get from the temple and safe house is also neat.
However, the absolute winner for flavor in the details is the scenario 'Here Comes the Flood.' No scenario before or since has done as good of a job at portraying a particular situation or environment as that card. That sense of rising water taking cards from the bottom, while you tried desperately to evacuate people from the top. You have to convince the people of the town to trust you and follow you, or they'll put themselves in danger. It's funny because the scenario reward is a complete waste, but I don't care because the scenario itself is so cool.

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You acquire a spell, you can use it even if you have no arcane or divine. I. e. how to put scrolls and actual spellbooks in the same card. Simple, elegant, perfect and 100% D&D core.
It is very funny how that subtlety is lost on most that don't have an RPG background. I instantly saw that was how you turn a spell into a scroll. A once-and-done item.
I've had to explain why the banish is there and was able to compare it to potions that get banished after use.