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Hectic Electron

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A member registered Feb 03, 2020 · View creator page →

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Hi BattlePenguin! I think three hours will probably be enough. I don’t foresee the game slowing down much with three tables going on simultaneously. 

But this is uncharted territory! You may want a little extra time just to explain what’s going on to everyone and to flit from table to table facilitating and answering questions. 

Also, do you mean January 2025? Or a month coming up sooner? In either case, please let me know how it goes!

Thanks, Michael! I’m eager to hear what you think.

Epic! Thanks Christian!

  1. I like your idea for when to roll in the house. My thought was, when you're in the house, and you want to move to a new room or take a stolen piece of trash to the ship, you only have to roll if you think it would be interesting. Otherwise, you can assume that it happened automatically.
  2. I also like your idea for the final roll to flee to the ship. Leaving a piece of trash behind is what I had in mind. You definitely don't need to start checking off problems for the ship yet.

Don't fret! You don't necessarily mark 10 problems. I've played several games where we sailed through with very few Ship Problems, and in more than half the games, we managed to make it home in one piece. I think it owes a lot to the simple fact that no dice reproduce their odds perfectly: Sometimes, you roll well ... and sometimes you don't. 

The Complications cards tip that equation just enough in your favor, especially if you play them strategically. For instance, if you play a card that's tagged with the kind of problem you'd mark next anyway (or with one you've already marked), it doesn't cause problems to snowball.

I encourage you to give it a whirl. You might be surprised!

Hi Christian! Thanks for buying Raccoon Sky Pirates. It sounds like you had a great time, for which I’m so glad. I love the idea of playing in the building you’re in.

I don’t have plans for other trash animals, but maybe I should! Gulls, coyotes, and maybe crows are some ideas. And then trash-adjacent animals like your ingenious squirrel.

Thank you for buying the game! I’m so glad you had fun with it. 

  1. The strengths and liabilities are just there to give you ideas for ways to narrate how things go wrong or are helpful, but they don’t mechanically make it harder or easier. I agree that can sometimes make for weird juxtapositions. You can house-rule it that the ship’s strengths allow you free, “extra” plays of Complications Cards.
  2. “Deal with unforeseen consequences” is in there to allow you some flexibility in what you narrate for your turn. But it doesn’t get you any closer mechanically to a particular goal.

In general, despite all the board gamey elements and the total randomness, a lot is left in your hands as players in how you narrate your moments. I hope this helps!

Thanks for the suggestion! I've just uploaded PDFs for the faces and backs.

Hi Jens— It looks like the compression that I did to reduce the PDF's download size is mangling Preview's ability to link internally or display the house maps. I have uploaded the booklet and the play sheets as separate files, both uncompressed. Please let me know if you aren't allowed to download them. (I do like Acrobat, but to each his own!)

Ack! I will update the PDF and fix these problems. 

Thank you! I'm so glad you had fun.

Yes! I now have physical 2nd edition games for sale on www.hecticelectron.com

Yes! Thanks for calling that out. It should be “Noise.” I’ll make that clearer in the next edition. 

Hi @statsjedi! Thanks for the question. I've just updated the PDF and EPUB so that they have a link to a set of online playing cards! If you download it and unzip it, you can upload it to playingcards.io/import. There is also a link to an online character keeper, made in Google Sheets, that you can copy to use.