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(+1)

I really like this one. The player decisions are whether to draw red or black, when to call it quits for the day, and which way to go - everything else is randomized. But that's what works so well. The red cards could be considered food and time, the black cards can be thought of as ammunition, time, and morale. Balancing these resources is the key. Then there's the aspect of the suit, which represents choosing the battlefield that best suits your force from limited options.

Loads of fun. My one gripe is perhaps a silly one - the terrain values for travel are almost too random. I think I'd prefer that many hexes were just a plain number, especially in flat easy areas. Add dice for uncertain footing or hilly stuff. The combat works well though.

The best thing is the sense of atmosphere. I really felt the drawn out, difficult trek with enemies who were in some cases easier to deal with than the terrain! The first time I tried going through the fog and ignoring everyone... welp, but what got me was all the enemies coming from behind when attacking the fortress. I think I needed to make 68 to beat it, and couldn't do it. The second time I went the battling way through the tower which was much easier! This time I managed to win, just. Nicely weighted.

(+1)

thanks so much for your feedback! Your analysis is spot on I think - I struggled to work out what would be good value for the travel/supply hexes. I was worried having a flat number would have made it too easy to be sure of the best route but also agree values I have some of the hexes is a bit random 😅