Greatly impressed by the direction of the game, taking a genera known for it's complexity and putting it into one page is bold and it seemed to pay off. What was your inspiration to go in this direction? Did you have a game in mind when making the rules?
BrotherSteven
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Would obviously need some work, but I enjoy the idea of an ever morphing board. Maybe instead of an inevitable end, the board grows and shrinks, revealing and taking away necessary items? In some ways a rouge-like about maintaining yourself when you feel like the world is avoiding or passing you by, if we were to preserve the theme.
I really enjoy this submission as it seems to be the only one with a physical skill element! Did a specific game inspire that choice, or was it spur of the moment? Overall solid and simple, I could see it being expanded to a whole board game, perhaps with weapons that increase or modify the players target range or clans that award more points based on completing challenges. Could be an awesome family game.
With a good pair of shades and a leather jacket, who needs realistic hacking? I agree with the critique, the movement as it stands could be more engaging. We toyed with having "abilities" that would allow players to further affect their movement such as an ability for the dudes to spawn on the edge of the map if they died instead of the center, or agents getting a one time teleport! In the end we cut them, deciding it detracted from the core of the game, that being tactically placing the terrain and moving your units carefully. Thanks for the comment!