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Oaken Architects (RootJam 2024)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity/Uniqueness | #7 | 4.002 | 4.133 |
Use of this year's theme | #27 | 2.324 | 2.400 |
Clarity of Rules/Mechanics | #27 | 2.324 | 2.400 |
Ranked from 15 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
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Comments
Whaaaat the heck I love this! Visiting the crafters is so sweet for the bonuses they give you, remind me of the flavour of my Crocs from last year. ❤️ Love the sweet theme you've got going, makes me feel warm and fuzzy 😆.
The lil writeup you included helps me see the unqieu game genre you're bringing to the world of root, really cool how You've incorporated worker placement games into their mechanics in a way that makes em unique but also fit like a glove into the game of root.
Visitors are awesome since it's like a competition for other factions to be able to benefit and compete with EACH OTHER. Amazing!
If I ever get time, I might reach out with some character art you can use. Since you've created such a fun background and theme for their character designs to stand on. :)
Honestly don't have much criticism, I'm saying it a lot but particularly this faction really appeals to me especially. LMK if ya ever need help with em!
I like the idea of your action economy being directly tied to the board itself and buildings on it. My concerns mostly lie with the lack of victory points potentially.
If your own warriors currently visiting your own buildings don’t give you victory points as they leave the building before you can score them, then the only victory points you can receive will be when others visit you, which some factions won’t do, and smart players won’t (to deny you vp). The easy fix to this is to make your own visiting warriors give you point ms before they leave. Then it adds clear counter play (kill the visitor and no vp for you) which is interesting counter play because that visitor doesn’t help the defense. It still might be an underpowered faction like this, but would be playable and interesting like it. The visiting incentives are good enough for others to do it, and the action economy impacts that other factions can have on you is fascinating, by visiting.
Some of the mechanics are hard without a law of root, but I think I puzzled them out correctly.
The action economy is also currently underpowered, as I read it, because you either have to spend two cards or visit with a pawn (not a warrior so no vp) to get any actions at all. Two cards might be too many, even with maximum card draw, that’s only 2.5 actions per turn (assuming you visit a card draw one and have all the action pawns in the locals) by cards, but it makes your build up even slower, because off the beginning you only get .5 actions by cards per turn (not counting starting hand), which slows down the already too slow build up. I think make this one card, but make cards harder to get to the +1 cards per draw maybe, by putting it under the third G and C building maybe, not under locals
Speaking of which, somehow the build up needs to be faster. Since you only have the one local, actions will be scarce with which you need to build more buildings, and start more locals up. I think giving extra buildings around the surrounding clearings during set up will fix this, as your current sole starting building is also the worst for starting, the craft one.
My main rules based concern is the L building in develop. How do you draw cards in daylight? What does this mean? How do you do this action in daylight? I think just have it be its normal action, done at the normal time.
I love the idea of your action economy directly affected by others, while it’s tied to buildings on the board, but it leads to a slow buildup and the card option is underpowered and too slow to get to a normal amount of actions per turn. The victory points, as I read the rules, is not just lacking, but actually invisible and dependent on others completely, but that can be easily remedied to put this faction in a fairly low power level, but at least not corvid level.
I think this one has a lot of good ideas. I do think you've probably overfilled the faction board with text-If I were you I would seriously consider taking the different building abilities off the board and printed on separate cards like the Warlord Moods and Duchy Ministers.
Also, I think the Civilians box could be cleaned up a bit-not sure why there are five different colors for the pawns, and some of the text is a little hard to follow.
Great concept-I think this one does the best job of "affecting the way your opponents play the game"
Thank you!! Yes I do agree with that, if I ever revisit it, I think that would be the best way to improve on the faction. I was hoping to have reference cards you could pass around the table anyway, so you could just keep one for yourself too. The different colors was to give a way to engage with the different suits further, but honestly I don't mind the idea of simplifying it down to just a single type that does it all, suits are already engaged with the card-spending during the Act step.
And yeah! That was really may favorite part of the concept, I'm very happy & proud it came through! :>