I'm having so much fun, as I said on another platform, very, very clever yet simple system.
As a feedback, I would use different art on trained Move cards, so it's easier to identify them on hand (I know there is the moon symbol, but a bigger clue would be faster to check)
One question: when monsters attack and I win, I'm tooking the victory, dispite them starting the combat (besides zombie, they always tank combat they started). Is that right?
Marcel Ravy
Recent community posts
Played for the first time today and loved it. Like some already said, easy to tweak into a more rogue like game. I'd add some "minimalist sheet", like traits to roll with advantage or a 2d6 curve, so it is a bit less full random tests.
But that's my taste. Playing it ignited an ideia for some brews, and for sure will play it more times.
I still need to by Miru 2, but will do next month.
I guess my confusion came due reading as little as possible before playing. Like the fight clubs, when I first read about them I already was in day 25+ (my second village), so I didn't trained them in first third of playthrough.
I guess a second run would be much smoother, once I'm familiar with the system.
Overall, a very nice worldbuilding and tone, pretty different if compared to mudane hexcrawling. The flavour in this is cohesive, and feels like an ongoing story.
Fun fact, I got ruins for the 9 first days straight. I guess I was lucky. Also, got lots of food. I even got in doubt if I need 1 or 3 meal per day.
I started reading and playing with 2nd ED files, but I found skills and combat easier to understand on the old file. Indeed, I guess EP cost for skills is missing in 2nd Ed.