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The Derethi Empire's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Clarity of Rules/Mechanics | #15 | 2.704 | 2.778 |
Creativity/Uniqueness | #16 | 3.190 | 3.278 |
Use of this year's theme | #17 | 2.163 | 2.222 |
Ranked from 18 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?
Yes
Includes TTS files?
No
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Comments
I really like the flexibility of this faction. I am curious how the Rise track helps and/or limits the faction because it does seem to inhibit early battles but I do like how it controls the level of recruitable priests.
One concern that I had reading through the faction is that their main scoring engine is based on clearing containing their pieces so I'm curious how recruiting one per monastery would be able to get this off the ground. But I think I would have to play to find out!
Thanks! The Rise track definitely makes for some very dynamic and interesting gameplay. I imagine they will struggle a lot against factions with early battle agency. Near the end, just imagine them as a WA that always rolls a 2 and has 25 warriors - so I'm hoping the early game struggles balance out the later game unstoppability (they probably have way to many actions near the end). I also think that with the punitive mechanism being tied to the Rise track, it will hopefully make it more painful to lose monasteries later.
You may have missed the second step of Birdsong, in which they choose a clearing and spread to every adjacent clearing that doesn't contain their pieces. This is a little restrictive in a badly-connected map, but it's still enough to quickly get them to 2 points a turn. I was afraid it would be too powerful and so I had to bump down the scoring track - especially since after the first two turns, getting rid of those single warriors will cost you a guaranteed casualty.
I did miss the second step of Birdsong! That makes the scoring track make a lot more sense since you tried to balance it out in that regard.
Wow there's a ton of really unique and interesting mechanics put into here! Just got one question, since it ties in so closely with a lot of the mechanics.
Is the only way to increase the "rise of jaddeth" level the one step in birdsong? I just feel like since a normal game of root only lasts about 7 rounds, the game may end before you get to your really juicy swing turns! Also those few turns at the beginning are gonna be rough in each battle you're in, since you're never ever gonna deal rolled hits.
At least that's how I'm reading it, if it works differently please let me know! I think it's a super unique concept and I'd love to play a game as and against them!
Thanks!
Yep that is how it works right now. However, I have no idea what it would look like after some intense testing. When I did playtest them, they were insanely good simply dealing 2 hits every time as defender in the later rounds - and it balanced out as attacker. It was almost impossible to take out a well-defended monastery because you had to commit so many warriors to do it. That said, I played with pretty non-aggressive factions, and I think their crippling beginning should balance out their later power. It was also before I added some of the newer mechanics (like Wrath of Jaddeth), but you'll still have monks to give a little extra attack/defense. Luckily the Wrath of Jaddeth scales, so though it can be crippling at the end, it's nothing to worry about in the beginning.
They would also struggle playing in a game with a very crowded board. So if I feel like continuing to develop them more after the jam's over, they're likely to get some changes - maybe including something that can raise/lower the Jaddeth track.
those sound like some good observations and I'd love to see them playtested and developed further. Please continue to share them :D