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Marcusthecat

10
Posts
A member registered May 16, 2024

Recent community posts

I like the idea of a faction having a one-time ability similar to the scoundrel's torch. Also the artwork is both cute and terrifying.

I think the numbers are a bit difficult to parse, partly because I don't know what you have as your warrior supply. Do the sacrificed souls need to scale like that? For a game as short as root is, I'm not sure there should be anything besides the scoreline and army supply that exceeds 7-9. Think of the duchy ministers, moods, roosts, sympathy, etc. I would probably trim this down to fit within the complexity budget of Root.

I think this one has a lot of good ideas. I do think you've probably overfilled the faction board with text-If I were you I would seriously consider taking the different building abilities off the board and printed on separate cards like the Warlord Moods and Duchy Ministers.

Also, I think the Civilians box could be cleaned up a bit-not sure why there are five different colors for the pawns, and some of the text is a little hard to follow.

Great concept-I think this one does the best job of "affecting the way your opponents play the game"

The rules are well-written and easy to follow. My only critique is some trepidation at playing a faction whose core mechanics come down to RNG dice. Imagine rolling nothing but sword icons for the first turn when you want to be setting up. Makes planning out a turn difficult i imagine. Other than that, I like the armored berry ability and the congregation effect-I'd be curious to see what the faction interplay would look like there

Interesting ideas. However, I'm confused about their scoring mechanic-how do you outpace your opponents in scoring? Also, how does the request envoys not absolutely wreck the insurgent factions (corvids, WA)?

Just as weird as I'd expect a platypus faction to be!

move with bomb is a little confusing-do you need a bomb to move the squirrels, or is it optional? love the meeple design you got here-so much better than the harrier! lol

move with bomb is a little confusing-do you need a bomb to move the squirrels, or is it optional? love the meeple design you got here-so much better than the harrier! lol

very clever mechanics. the concept of corruption is good-probably just needs a lot of playtesting to figure out where the sweet spot of card loss and supply loss is.

Very unique faction. Love the theme you have going here. It's clear you want to emulate all of chess into this faction, but I wonder if for the complexity budget's sake, it may be better if you trimmed down the number of special pieces? Then it might not feel so much like learning a "game within a game within a game". Combining Queen with King and removing Bishop might be enough-then you only have 3 pieces and a building to differentiate from. just an idea

Very cool theme. The Dark Harvest (with two uses of "up to") was a bit of a headscratcher, and the pyramid, with all its lines and symbols, seemed a little confusing, but I liked just about everything else. Also, no battles! balance-wise could be very tricky when you need these guys to actually police the table.