Looks like it should work now, or at least, it's working for me
Diggsworth
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A member registered Sep 11, 2019 · View creator page →
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Pretty fun, actually.
Took me a minute to figure out the chart - I had printed it in black and white, but I realized after seeing the colours how the elevations work.
There were a few things I'm still not 100% clear on;
- Dice Pool - after rolling, from left to right, do I place the dice: Highest - Player's Choice - Lowest - Player's Choice - Player's Choice?
- Negativity - do I use all the bubbles on the row, increasing the amount of negativity I accumulate? That is to say, if I have accumulated negativity 5 times I will I mark the "-3" bubble on my fifth accumulation?
- Backtracking - do I collect 1 negativity per tile backtracked across, or 1 negativity total, and then I can backtrack to an empty square, or, do I collect 1 negativity per cardinal line travelled. This is to say if I've trapped myself in D6, and the last open tile is A1, how much negativity would it cost me?
- Error Fixing - I'm honestly the most confused about this. I believe that I can use leftover 1s from the pool after marking the score track(s), but I'm not sure whether the number of fixes is limited or unlimited. If I have a green 1 in the pool, and I want to fix an error, would I elect not to take a nature score and then scratch out 1 of the 4 "green" bubbles?
Overall I really enjoyed the puzzle of trying to match my rolls to connect elevation lines, while trying to minimize the amount of backtracking and missed connections.
I think this definitely succeeded as a one-page RPG, and the rules are clear enough that I was able to play and enjoy myself.
Additionally, I could definitely see this being a bigger game, where you're following/creating an overarching story across multiple map pamphlets.