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RootJam 2023 - Dynamic Colony's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Clarity of Rules/Mechanics | #5 | 3.784 | 4.000 |
Use of this year's theme | #16 | 2.393 | 2.529 |
Creativity/Uniqueness | #17 | 3.172 | 3.353 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Includes Law of Root?
No
Includes PnP?
No
Includes TTS files?
No
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Comments
These are really interesting, feels like a super clear mechanic with interesting choices on what you need to boost. And cool push-pull with building and defending lodges vs the cost of losing them
This is a really elegant design for a "policing" faction. I like it!
It seems like a faction where a bunch of different strats would show up for how to "build" your action engines, kind of like the different mole strats.
These guys are presented in a way that's really easy to follow, and helps me to theory craft some awesome ways to play them without even sitting down at the table. I think it leads to a lot of interesting strategies, like if loading most things into battle would increase the action economy going forward. One question, is it increasing a position on the track for "each hit" in battles, or for each battle?
I also wanted to ask the same question.
Moreover, do they need rule to build?
Each battle where they actually do a hit, so a 0-0 wouldn't count. Should have made that clearer! Also, rule is needed for building. I didn't think to clarify that.
But for the battle with the outcome 3:0, when they deal 3 hits, do they get 1 improvement, or 3 improvements?
from what I understand now, just the one! ;)
I think so also, but wanted to be 100% sure.
A 3-0 would only get 1 improvement. So long as one die is 1 or greater, you get 1 improvement.