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It's Complicated

A complicated game for two complicated people · By jackrosetree

Action Clarifications: An unneccessary and exhaustively over-precise description of possibly required rules resolutions for each individual action space... Sticky

A topic by jackrosetree created Jul 20, 2023 Views: 45
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  • Artillery: Like piece cannot capture like pieces and so cannot threaten each other. A knight does not threaten a knight.
  • Ascension: You still win if you control two sectors, even if your opponent controls the other two sectors.
  • Breakthrough: You may decide the order in which the pieces move. The intent is that you and your opponent's pieces both move the same number of spaces.
  • Bribe: Draw from the top of the deck. There is no hand limit.
  • Calibrate: Should be clear enough. One of the few ways to move backwards.
  • Cheat: Moving the 7's token is not optional.
  • Compromise: Ignore the tiebreaker for this resolution. Hard mode: Don't ignore the tiebreaker for this resolution.
  • Damnation: You may lose the game even if you are winning in two sectors and thereby technically tied for overall control.
  • Decoy: This is the only action that says 'any' and thereby allows a player to move their opponent's pieces.
  • Development: You may choose one of your opponent's dice to reroll.
  • Diversify: If any of your resources are maxed out, you may not take this action.
  • Espionage: Specifically, is a movement arrow on the racetrack pointed at the space the opponent's piece is currently in?
  • Execute: Orthogonal and diagonal movment are allowed.
  • Fix: Use any one of the first action spaces on the main action zones.
  • Flip Flop: Discard first, then draw.
  • Grass Roots: The one added to Congress and the one discarded must both be from the two just drawn.
  • Hob Nob: Nothing to add.
  • Hostile Takeover: You may gain 1 in four different resources, 4 in one, or any combination of 2 and 2 or 3 and 1.
  • Investment: You cannot double something if the result would exceed the resource maximum.
  • Lawless: You are not required to ignore placement restrictions. If you choose to ignore placement restrictions, you must place within warfare, politics, economics, or science. If you choose not to ignore placement restrictions in order to play into corruption or divinity, you must follow all placement restrictions normally.
  • March: move only you own unit and only according to that unit's type.
  • Muster: Nothing to add.
  • Onslaught: Most perform two captures or this action cannot be taken.
  • Opposition Research: You may take as much time as you need to memorize them. Once the game continues, they return to being hidden and you may not look at them again without taking another opposition research action.
  • Research: Movement is always forward unless the action specifies otherwise.
  • Rush Job: This action cannot be taken if the round marker is already on the 4.
  • Sabotage: An opponent at zero shield can still lose zero shields, so this action is still available.
  • Safety Protocols: The arrows are the paths. Do not take them when using this action.
  • Shakedown: Both players reroll all currently unused dice. This action can still be taken if players have no remaining unused dice.
  • Sponsorship: You may not choose fame as the something else.
  • Spotlight: Moving the tiebreaker is not optional.
  • Suppression: As a result of this, player hands may be less than 5 cards. When necessary, assess control based on the cards you have available.
  • Trading: Equal resource total may be swapped, having no meaningful effect.