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RootZev

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A member registered May 13, 2023 · View creator page →

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Good question about the omens track. Yes, the points are only when revealed, like sympathy.  I actually put a lot of thoughts into back-loading those points at the end. Here's my thought process: 

Cursed players have a decision to make: Do they get rid of the curse with a Favor, or give the Augurs an Omen? Using an Omen means the Augurs improve their engine, but a Favor can be used against you specifically, so you know it's going to mess you up later. Putting in the points at the end of the track means that in the end game, it's a completely different calculation. Suddenly it's not "Whatever they get one more action", it's "Oh shoot this could put them in range to win next turn". So basically it's a way to heavily incentive paying with a Favor (or holding on to the curse). This also gives the Augurs more policing power / increases entanglement towards the end of the game, which I think is a fun dynamic. 


Pyramid steps are sort of like strongholds. They don't cover anything on the board, they just chill in your supply until you build them. It's sort of like an action tax for getting a pyramid knocked over. 


Pyramids and favors aren't connected at all, they just ended up in the same place on the faction board. I guess if I keep working on this I can give them their own box to make that more clear. 

This is a really elegant design for a "policing" faction. I like it! 

It seems like a faction where a bunch of different strats would show up for how to "build" your action engines, kind of like the different mole strats. 

For the curse cards, I did consider some of these complications. I have a mini "law of root" document attached that goes over the complications with curse cards. 

My ruling was that curse cards cannot be placed into special zones like the Decree / the Retinue, since curse cards don't have a suit so they couldn't be used to do anything. (And in the Eyrie case they would immediately turmoil).  I didn't consider the case with the Eyrie where they MUST place a card and have only curses in hand. I think in this case it would make sense that they would have to use the discard mechanism to replace a curse with a real card, so that they would have something to put in the decree. 

I like how you're double-dipping on the theme with the stacked buildings AND stacking the bag. 

Amazing artwork and great use of theme. A highly polished entry. 

I like the travelling circus idea, and how you've made it "feel" like a travelling circus with the "Travelling entertainers" ability. 

I am a bit confused by the "After activating an event" clause. The token moves without any warriors with it? I guess you have to position yourself carefully so that your event has somewhere defended to retreat to.

This is a quite elegant implementation of a "deckbuilder" faction. I also like how "snake-y" you've made them feel with the faction abilities. 

A clever design, reminiscent of how the corvids have a "guessing game" that other players have to opt in to, the Koalas have a betting game that they force other players to play. Great use of the theme. 

I like how the other players can gamble at casinos that you build. That's a nice touch. 

It's interesting how the turf can keep growing until you start cashing it in to score. So if you choose not to score for a few turns, you could build up an incredible number of actions. It would be neat to see how the balance between action economy and scoring plays out.

I love this submission. Amazing work with the faction board design. Very well polished. And the faction itself is great, I would love to try playing them and give them a spin. 


Also I read over the submission and voted on it before I came back to it and realized that it's a friggin stack. Literally a FILO stack data structure. Feels like the whole thing was a setup for a pun. Ugh. Well, you nailed the theme for sure. 

An amazingly unique and creative entry! I love this idea of stacking your buildings on top of items.