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Smithy Elliott

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A member registered Apr 18, 2023 · View creator page →

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Recent community posts

Thank you! With the Means of Production maybe being able to select the items you want to craft is balanced out by the effort it takes to pay rent every turn. Definitely needs some play-testing!

And I agree, the wording of that Birdsong gave me nightmares. But you got it in the end - the steps are dependent on how board-wiped you currently are. Not sure if this is illegal for the jam (so stop reading if it is) but I made a couple updates since the submission date. Do you think this format is a little more clear?


game-breaking > balanced

Thank you! I've been working on this faction in the background since I submitted kt (and dropped dropped some of the stacking stuff that wasn't working for post RootJam). Excited to share it with you all when this wraps up!

Also letting them recruit like crazy or giving them a defensive buff (like embedded agents, field hospitals, devout knights, whatever gives it the right feel) might also solve this problem by making it harder for other players to trigger collapse.

This is one of my favourites so far - great use of the theme. I'm a sucker for factions that make good use of items/ruins and having these towers across the map is super fun. (Why stop at 4?? Keep the stack going!) I do think they might have a scoring problem though. Let's the vagabond or rats snag a few ruin items and other players craft items early to block you. There's not many items left for your towers, and after a few battles you're locked out of scoring points. Maybe when your enemies remove reinforcements the items go into the crafted items box rather than removed from the game. Then there could be some ability (similar to looters) to yank those items back? It might keep things a bit more flexible and dynamic.

Thanks for the feedback! I wanted to create a sense of wealth inequality and I wanted that to have a noticeable impact on the rest of the table. My goal was to have the players sift through the deck way quicker than usual, have the discard pile reshuffled multiple times, and potentially become skewed dramatically for one suit or another. I also wanted to have a big incentive for players to become tenants and pulling the item cards felt like a good way to tick both of those boxes. It's also wildly unfair and will make the other factions (especially those that require on selling their labour to excel) resent the landlords in hopefully a fun thematic kind of way.

To answer your question about getting board-wiped - when your warriors are wiped you discard your bird cards and get some warriors for free, when your buildings are wiped you discard half your cards and get some buildings for free. This gives your enemies a choice on how they choose to check the pigs - do they want a bunch of bird cards cycled back into the tiny deck or a bunch of suited cards? It's also an incentive not just to check the pigs but crush them into the ground. Another goal was for this faction to act like a "heel" and be a villain character similar to the way the rats are angled as the villain when they're in play. A Vagabond is forced to be a Tenant when they enter your clearings (and can leave like usual) but most other buildings/tokens can't move around other than de-camping, plot switching, wood/relic moving, etc.

Great use of theme - the randomization of the actions and stacking on the barricades. Your board and component quality is also stellar, I love those little frog warriors! I also like the river interaction and the way they spread themselves out around the map. Some rules clarifications: Are barricades buildings? Do they count towards rule? Can I battle them directly? Like let's say there's a Corvid plot on top are both buildings un-touchable outside the Ravager's turn?