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A jam submission

HANDCASTLES (basebuilding for FIST)View project page

A basebuilding strategy layer for FIST.
Submitted by kumada1 (@SprintingOwl) — 29 days, 13 hours before the deadline
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HANDCASTLES (basebuilding for FIST)'s itch.io page

Results

CriteriaRankScore*Raw Score
Rank#54.7144.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (3 edits) (+1)

There are a few tried-and-true ways to unite a group of players. You can have them create shared backstories for their characters; have an arrogant villain kill off a beloved NPC; announce you’re suddenly “rolling your dice behind a screen, no reason, stop asking”, or you can give the PCs a base of operations, some humble hex to call their own.

HANDCASTLES* provides a new game mode, suited for longer campaigns or mini-campaigns. First, the group selects a base of operations. But rather than the standard secret agent safehouse, they can pick anything from a Pocket Reality to a Digital Anomaly to an Animal – Dragon, Baba Yaga’s cottage, anything large enough to provide shelter.

Next comes “CHOOSING MISSIONS”, with the GM generating three missions and allowing FIST ops to select their own. Each mission has a Timer, or how long it will remain available, a Yield, ranging from labor to materials to tech, and an Externality, the cost of putting off completing a mission until it’s too late. This is great stuff, offering players hard choices, and reminds me a little of X-Com. Finally there’s a section called “IN BETWEEN MISSIONS,” on how to spend Yield on various upgrades (ranging from a damage increase to a passive source of income generation).

The layout is clean, with good use of artwork that fits right in with FIST’s schematic aesthetic. At only seven pages, it almost leaves you wanting more – but subsystems are best handled with brevity, especially in a game as rules lite as FIST.

I can’t think of any reason not to use this, other than you’re running a single one-shot. My only concern was perhaps some of the Infrastructure might be too powerful, but then I realized HANDCASTLES self-regulates with Externality. (Failure to solve a mission could result in a raid that destroys some of your Infrastructure, and you can’t solve every mission.) This push-and-pull, with no upgrade guaranteed to last forever, was the final element that convinced me to run HANDCASTLES as soon as humanly possible.

*Obligatory +1 Star for having a Dad Joke in the title.

Developer (1 edit) (+1)

Thanks!

The balancing is definitely a little loose, and having a more developed base is meant to be counterweighted by the players taking on more difficult missions. Although you can definitely also use Externalities to chip away at base progress if you need to.

X-Com 2 was a huge part of the influence for this supplement, and I'm happy that shone through.

Submitted(+1)

Usable in a wide variety of settings, HANDCASTLES allow for modular rules to be added to campaigns. 

The mission timer reminds me of XCOM and games of the genre where a strategical layer is put on top of "simply" executing the missions. Taking a step back is always good in order to have a different perspective on your missions and see their consequences and where you will be headed next.

The "In Between Missions" section adds a need to keep track of resources gained during missions but if it's okay with you, it really adds a sense of progression to the setting.

To be honest, I'm now a complete fan of the baba yaga cottage.

Developer

Thanks!

Submitted(+2)

Straightforward and highly usable. Shifts the tone from monster of the week, burn after reading type play to long suffering globetrotters chipping away at The Threat. Strategic as well as Tactical. One for the binder, right next to the core rulebook.

Developer(+1)

Thank you!

Submitted(+1)

Oh this is super cool: I love its flexibility a lot

Developer(+1)

Thanks!