I worked on some of those early concept visions, and Ravensburger were kind enough to give me the chance to illustrate the cards as well
That helps the accessibility, but I think the game came out, to some extent, a little more difficult than we wanted it to be
Its win condition is straightforward, reach 20 Lore by leveraging card draw, evasive glimmers, and resourceful mid-cost characters that keep your momentum steady throughout the game
Its also one of the best ways Ive seen to introduce new players offering an engaging experience early on without requiring a big investment
Both of these Locations don't have a unique ability, but they ease the player into using them by being cheap, ink cost-wise, while also gaining you one lore at the start of your turn, so long as the locations stay on the field