Kodecco Games
// DEV JOURNAL

One Job Each: The 4.1 Character Rework

Aug 30, 2026 · 4 min read

Back in Too Many Characters, we admitted the roster had grown past the point of being fun. Forty characters, eight classes, and half of them doing the same job with a different coat of paint. We said we'd cut it down and make every character earn its spot. That work is what became 4.1, and this is what actually changed.

4.1 Character Redesigns title card

Before the mechanics changed, the cards themselves needed fixing. Three problems kept coming up in playtests and reviews of the old set.

Faces are too similar and not unique
Faces were too similar and not unique. Eighteen characters, but the art didn't make you feel like eighteen different people.
Clothes and style feels a bit boring
Clothing and styling felt flat. Every repaint in 4.1 pushes for a more dynamic pose and a distinct silhouette.
Abilities can only be used once per game
And the biggest one: most abilities were gated by a "use this once per game" counter. It reads simple, but a counter is just a number that runs out, not a decision.

Cost and timing, not a counter

That last problem turned out to be the whole design. Old cards carried three lines: phase, usage limit, effect. The usage limit was doing nothing but bookkeeping, so 4.1 cuts it entirely. New cards read as two lines: phase, effect. Instead of a counter, every ability is now gated by something a player actually has to weigh in the moment:

Every one of those is a decision made at the table, not a running total on a card. That single change is what the rest of the rework builds on.

One job per faction

With abilities free of their counters, we went back through all eighteen and asked what each one actually does mechanically, not what its flavor text implied. Five factions already had a clean, single job. Outlaw was the outlier, holding three characters that didn't share a purpose. Three moves fixed it.

MoveReason
Sheriff moved to Outlaw, renamed WardenJoins Stranger and Trickster as player interference
Prospector moved to RangerGold Rush is a draw engine — pure supply economy
Survivalist moved to HunterThe only Ranger with a combat trigger

The Survivalist move was the one that unlocked everything else. Our first plan was to move Disruptor into Hunter instead, and every ability we wrote for her afterward fought that placement. She was never the problem. Survivalist was.

FactionMembersJob
DetectiveEnforcer, Informant, InspectorIndirect intel
ScientistGeneticist, VirologistDirect intel
AmnesiacOutlanderDirect intel, self-blind
HunterSentry, Duelist, SurvivalistEncounter combat
RangerBlacksmith, Forager, ProspectorDiscard economy
ScrapperPathfinder, Surveyor, DisruptorEncounter deck control
OutlawStranger, Trickster, WardenPlayer interference

Eighteen characters, seven factions, one job each. No two characters compete for the same reason to exist.

Mark: one gesture, four consequences

Warden card art
Warden, formerly Sheriff, keeps his signature move but gives it teeth: Arrest, powered by the new Mark mechanic.

Four cards now share a single physical gesture: placing your character card onto another player's. We call it Mark.

Mark: place your character card onto another player's character card. It stays there until, on your turn, you move it to another player or take it back.

Same gesture, one different consequence per faction that uses it:

CardFactionAbility
WardenOutlawArrest — their ability is blocked
EnforcerDetectiveInvestigate — look at their hand before they contribute to an encounter
SurveyorScrapperOverwatch — look at the top 2 cards and choose which one they draw
SentryHunterCrossfire — [-1] danger whenever you and that player share an encounter
Sentry card art
Sentry, formerly Deadeye, trades Longshot's flat discount for Crossfire — a Mark that only pays off when you're both in the fight.

All four Marks persist until moved. None of them resolve on their own, and a player only ever has one to place, so leaving it on someone means you're not watching anyone else. Physically seeing whose card sits where turns out to generate more table argument than any hidden effect ever did.

The renames

A few characters needed new names once their jobs changed. Warden was chosen over keeping Sheriff, since a lawman inside the Outlaw faction was a word collision, a warden isn't the law, he's just the one holding the keys. Sentry replaced Deadeye once Longshot became Crossfire. Outrunner became Disruptor, whose job is now removing a bad encounter outright instead of just running from it. And Tracer is on deck to become Informant, once her card art carries the new name.

Not everything is settled. Whether Fallback needs a reason to exist, how Trickster's card-swap interacts with a Mark already in play, and whether an unwritten "once per turn" rule is needed now that counters are gone are all still open questions we're carrying into playtest. But the direction is clear: fewer excuses for a character to feel redundant, and every remaining one earning its spot at the table.

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