Play postcard game
A Long Confinement's itch.io pageRate this postcard game
The submission period of this jam has not ended yet. Rating opens 2025-05-05 19:00:00.
Leave a comment
Log in with itch.io to leave a comment.
The submission period of this jam has not ended yet. Rating opens 2025-05-05 19:00:00.
Log in with itch.io to leave a comment.
Comments
Further playing of the game...in solo mode
-Build action: I have to spend a card of the structure value to it's construction side then spend another card to finalize it? Also, do I need a die on the space in order to build a structure?
-Massilian Wall being damaged: I noticed one massilian wall token with reduced numbers...since there are 3 massilian walls on the game perhaps 2 more tokens could be added to the game?
- I also noticed that there are two regular ramps, and one brick ramp. should it be 3 regular ramps + 1 brick ramp?
Thank-you! I appreciate the TTS mod by the way!
To place a counter on the map, on the construction side, a player needs to spend a card with a value higher than what is on the "built" side. To finish the construction (flip the counter), either the counter needs to survive to the reorganization phase or the player plays a second card with the value higher than structural value on a construction side. It is more expensive to start the construction than to finish it. The phrasing is confusing, I think I will try to color code the costs or use symbols on the counter (3A - 1B, for example, to give the notion that first one needs to pay 4+ and then 2+).
Good catch - yes, one builds in an occupied space. I will add this in the next edition of the rules.
Massilian damaged walls counters: I have decided to include only one, because the second damaged wall concludes the game with a Caesarian win. Can it be added to the postcard? It can, but this would require some layout changes... and I would rather concentrate for now on the clarity of rules. Once they are more solid and error-proof, I will know how much space I have for additional counters.
2 ramps and one brick ramp or 3 ramps. Historical narratives/ maps for the siege underline only two approaches/ ramp locations that have been used by Caesarians. In other words, I made a decision for the players to decide which way they want to go. Brick ramp will only enter play once at least one regular ramp has been destroyed - there won't be three approaches available to the Caesarians at any single time.
(Gallic Gate received "weaker" -4 modifier in contrast to other Walls having -5 modifier; it seems that Caesarians concentrated here, maybe because of elevation differences being potentially smaller than with two other parts of the walls).
Sounds good! Thank you 😊
ps: I quite like the game!
Thank You for the comments! They do help in improving the postcard.
My pleasure as always!
Same setup for Massilian side during Solitaire mode? Also how do I assign dice pips to the FLEET space?
thank you!
Same amount of pips for Massilians in Solitaire. I have not written anything about it on the postcard... but possibly even division would work the best for solitaire game: so all Massilian dice end up on 4 pips (12 pips total) and one Albicii die also have 4 pips. Question: where to place Albicii in solitaire variant? They could start with Fleet, they could start in Reserve (where during my solo tests I liked to place them).
Could be randomized... or maybe I will think of some ways of writing those additional details onto the postcard. Space is a tricky thing... I even started considering the two-player version of the postcard and a single player of the postcard... but, at the moment, this is the last resort (though it would give me the chance to flesh out more ambiguous elements - for example, are Massilians AI doing anything doing the reorganization?
Assigning dice pips to the Fleet space = my mistake. During setup, Massilians should divide their 12 Massilian pips and 4 Albicii pips between Wall spaces, Reserve space and Fleet Space = 5 spaces total for 5 dice that they have. So, the Fleet is "populated" during the setup and, later in the game, it can be changed during the Reorganization segments.
I will mark this as the correction that needs to be added to the setup procedure for Massilians. I won't ammend the files immediately, I will leave this for few days - there may be other things that we will find out. (I know, for example, that Massilians could have clearly stated opportunity to re-Build damaged Walls... but the rules as written currently are silent on this)
Thanks everyone for joining this curious designing adventure! (where not everything is set in stone yet :P )
Exactly what I was thinking about the Solitaire setup for the spread of pips for the Massiliann side and Fleet space, i thought that's what you were going for anyway, cool.
I think what you have is pretty clear for the multi player and solo variant. (though I did have a question about Massilian MOVEMENT for the solo mode)
Thank you for creating this interesting game with this piece of history. You had me looking up this battle to find out a bit more. kudos to you sir!
Massilian movement in Solo - offiicially does not exist. Massilians in Solo do not follow the regular sequence of play - they only get x attacks/fights depending on Caesarians' activity. I have not tested it extensively - in my games I was not able to eliminate a single die (because of the modifiers). Slow trickle of losses, sure... so I have never ended up with a situation where Massilian move was crucial. Theoretically, advancing to the weakest target may end up in a move (into adjacent space to the target)... but this would need to be stated in the postcard more clearly.
All of this may be problematic in solo mode - but at least for now, I do not have anything better as an answer.
The graphics look awesome. =)
Great theme. Any chance you have a TTS mod for it? 😇
It was not my priority. I want to create the Polish version of the game first - should take me few days to complete. After that, I can throw both versions into TTS system and make the module available.