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stonehorse

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A member registered Nov 13, 2020 · View creator page →

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Thanks for the great feedback.

I see your point on synergy. Originally I had some actions which allowed adjacent models to do more, one was a rest action, which allowed models to remove noise tokens. One was a guard action which increased their R value. 

There were also a few other missions, escape, and loot.

However it took the game into 2 pages, which is something I wanted to avoid. Seems with out them the game lost some crucial elements.

The Hero is I think a little bit too powerful in combat, I think lowering their A to be the same as a Warrior might help.

The Enemies are meant to be a challenge, with their limit to one move and one attack a turn I thought it would balance out their damage output. My thinking was that tontake out the big hitters (Brutes and Elites), the team need to bloody them before rushing in.

Again thanks for the very useful feedback. I'll have a think and a play about and see if I can nail it down.

Cheers, the noise tokens are also part of the difference between the team members. While the Hero is a better fighter, he would need 2 action points to move and fight, the spear warrior, can move and fight for 1.

Which means the spear fighter makes less sound, so good at striking and not being jumped on afterwards.

https://stonehorse.itch.io/were-not-meant-to-be-here

Original designed for a 2 day game jam challenge. 

In this quick to play, quick to learn game, your small team have somehow got lost deep into enemy territory. Luckily it is dark and they haven't spotted you yet. So it is the perfect time to launch an ambush.

The game has the following:

  • Quick to learn, entire rules are on 1 A4 page.
  • Offers a lot of replayability, with 4 levels of difficulty, and different equipment options.
  • Solo game mode.
  • Small foot print, can easily be played on a coffee table.
  • Model agnostic, use what models you have.
  • Simple, elegant system that offers players a challenge.

Is the characteristics only used if a double is rolled and selected for the unit to activate?


So if I rolled two 3's, I could use that to activat a Tank, and get it's characteristic ability, however if I used say a single 5 to activate it I wouldn't get to use the characteristic ability?

A few questions 

When shooting, is both shock and wound rolled?

How does reload work in the game? It talks about it costing actions, but no word of how it impacts shooting.

The objectives are a bit vague, delay for reinforcements. How long do I have to wait for them?

Destroy Central terrain piece, how do I damage terrain?

Cheers, it was written on word using a smartphone, which is hard to tell how it will look in the OPR layout. Think that has a part to play in the format issue. 

Always a fan of elements fighting!

fantastic idea! Will have to give this one a try.