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A jam submission

Bay of PigsView project page

It is April 17, 1961 at Bay of Pigs, Cuba...
Submitted by LumacaGames — 102 days, 17 hours before the deadline
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Bay of Pigs's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#144.5004.500
Playability - Mechanics#203.6673.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(1 edit) (+1)

This is a great game, very interesting decisions to make and lots of options. Surprisingly complex for such a small game. It really brings this historic action to light. Very hard for CIA to win. 5/5 on both scores. Next game I will try a new strategy and see if the CIA can prevent more FAR units arriving on turn 3 and 4 by taking those entry points, maybe they can then survive!

Developer

Thank you for your feedback!

Submitted(+1)

Hello,

I just finished my first game which was a landslide victory for the FAR.

  • CIA units may not move in the first turn, right?
  • What about withhold CIA units that enter play in a later turn? May they move immediately? paratroopers for example
  • Since the suspend counter is never removed from play, the weaker side can add the counter to the cup in every battle, right?
  • in several fights, I had too few FAR hit markers. I used other markers as substitute. Or is this intended ond the FAR can only get to 3 CV?
  • I wonder if it makes sense for the CIA to go about with one large stack of all their units. The extra units result in a decent amount of additional +hit chits. In return, they can only get attacked by two units at a time.. And they don't have to conquer anything, just survive until the last turn.

So far it's been an interesting experience. I like the chit pull aspect. The map is also awesome and helps with the immersion.

I definitely plan to play another round.

Thank you very much :)

Developer

Thank you for playing the game and for your message.

1- CIA units do move the first turn,except for the Para

2-they do move, except for Para

3- yes

4- there are 5 red Hit chits for FAR as there are only two units involved in combat they should be enough

5- not that much, as only two units are involved in combat, the other act as chits. And if CPT of the CIA combat units goes to zero, all the remaining units must retreat if there is an area available!

Thank you again and let me know if the answers were useful.

Enjoy!

Marco

Submitted(+1)

Thank you for the clarification! I gave the game another try.


I think in my first game, I forgot the combat limit of two units. That's why I needed more than 5 hit markers. FAR can only get 4 CPT with two units, and there are 4 red hit markers. So that matches. And the same for the CIA forces with 5.

I'm still not sure about the one-big-stack strategy. Since all overstacked defenders function as additional Hit chits, that makes it really hard to attack a big stack. The FAR can site in a choke point location with a big stack to deny the CIA to move north. And a big CIA stack can stay put in some location, as it only needs to survive to win. I might be missing something though.
Maybe a stacking limit outside of combat would be an idea?


Other feedback:

  • I would be helpful if the rules text had a bit more structure. A few headings that stick out, so it's easier to read
  • I really like the shared chit pool mechanic for fights
  • Question: I don't understand this sentence. "Each player can draw as many Chit as many CP are available at the moment of the draw"
    What I was doing: After the chit pool for the battle was determined, the players alternate to draw one chit each from the cup. This continues until, one side is defeated or until one side retreats. Is this correct?
  • Another question: Is it correct, that it doesn't matter which side pulls a chit out of the pool, the result is the same. red chit → CIA loses a step. black chit → FAR loses a step.
Developer

Thank you for the feedback.
The big stack strategy is still a bet because, due to the fact that just two of the units can use their CP for combat each side, if the big stack loses it must retreat all together… if there is space! Having a lot of friendly chits s good but it doesn’t give automatic victory.

As well, the players draw as many chit as the CP involved in the combat; I.e. if CIA has 3 CP and FAR 2, this is the number of chit drawn.
Anyhow also your method seems working!

Regarding the results of the chit pulling, you read it correctly. CIA draws red chit, CIA get loss of a step (the attack was repulsed with losses!).

I will revise the text, issues with the space…

Thank you again!

Submitted(+1)

Thanks for the answers again!

I've played another round, and it's going quite smoothly by now.

> I will revise the text, issues with the space…
Oh yeah, I had the same issue :D

If you like, you can give my game a shot as well. The idea for it came after reading a book on the Cuban Missile crisis. And the Bay of Pigs operation obviously had a few mentions there as well. Might be of interest to you!

Developer

Thank you for the feedback. I will a try to your game with pleasure!

All the best

(+1)

I like it.   It plays well with both sides winning.  I tried a couple of different strategies for the FAL -- combined and split forces.


Question: Since FAR unit 339 starts on Red Beach, does that mean the FAL cannot land more than two units there on Turn 1?   If so, does the remainder of the force have to land at Blue Beach or can they delay their entry until Red Beach is cleared?

Developer(+1)

Thank you for your feedback, happy you like it! The remainder of the force can delay their entry in case.

Submitted(+1)

Unique idea!

Developer

Thank you!

HostSubmitted

Awesome, thank you for your submission. =)

Developer

Thank you for the jam! When posting on BGG please indicate 2022 as year of creation! Take care