Xenocide Uprising

Indoctrination, and one way to choose how you play

Xenocide is hard, and it is hard in a way that is not obvious. You do not lose because you did too little Ruin. You lose because you ran out of cards, and the moment that became inevitable was probably four turns earlier.

That is difficult to learn on your own, so descending alone now has two coaches instead of one.

Inoculation speaks after your move. It shows what three different priorities would each have done, and lets you see which one you actually followed.

Indoctrination speaks before it. It names the move to make, and then it has to justify it.

The rule I set for it

It never argues from a score.

There is a move-ranking engine underneath both of these, and it is good enough to pick a move. It is nowhere near good enough to argue for one. “This move scores 284” is not a reason, it is an appeal to authority, and you have no way to check it.

So the ranking chooses, and everything it then says to you is a fact re-derived from the board that you could verify yourself:

  • the only move that survives the Manifestation
  • the only perfect banishment available
  • Void is bound, but those wards are incubating

And when nothing is decisive and the top two moves are close, it says so and names the other one. A hint system that admits doubt gets trusted. One that is confidently wrong a single time gets ignored for the rest of the game.

One switch, not two

The two coaches used to be tick boxes. They are now one dropdown with three options and a description that changes underneath it.

A tick box reads like opting in to something incidental. This is a choice about how you are going to play, and a dropdown shows you all three at once rather than hiding two behind boxes nobody reads.