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TSUKUYUMI – Full Moon Down was developed by Felix Mertikat with his games publishing company King Racoon Games. For two years, he worked on the strategy game and play tested it with more than 200 players, refining it down to the last detail.

Designed as an area-control game, the balancing was aimed at giving every faction the ability to conquer and hold area tiles – hit points and destructive potential played a less central role.

When a new faction was envisioned, then their potential to conquer was always put first, followed by their ability to successfully hold areas. All the other faction properties were then aimed at increasing, modifying or expanding this potential. This meant that an individual play style could be developed for each faction, and a variety of strategies were possible. The players can and should dive into the world of a faction, sound out the complexity of the rules, and try something new every campaign.

Replayability: 150%This figure symbolises that every game is new and different and gives players incentive to take Tsukuyumi down from the shelf again and again.

Tsukuyumi is not supposed to have an “engine”, which controls the effects or the neutral Oni faction each round. Instead, the top priority is “power to the player”.

For example: The cards dictate that Oni units must be placed, but the player decides which units and in what area. Events which influence the game are also always introduced by the player. This means that unforeseen events are never a question of chance or luck.

In addition, the game is marked by transformability and variety. The area tiles can be reassembled differently every time and laid out in all kinds of variations. Factions bring in special rules or suspend existing ones, and change the flow of the game with special missions and goals. These mechanisms act as a sort of expansion on the basic game, which gives the play a different focus and has a significant effect on the game dynamic.

These basic principles of TSUKUYUMI may reflect Felix Mertikat’s undeniable love of role-playing games.

Game developer Felix Mertikat loves games where you can dig into the mechanics, and are more than just cardboard pieces on a table.