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A jam submission

OPR - Warbands of the ArcanaView project page

A Tabletop Strategy Game
Submitted by Codexier — 23 hours, 44 minutes before the deadline
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OPR - Warbands of the Arcana's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#64.2764.571
Design#93.6083.857
Overall#123.6083.857
Adherence to the Theme#132.9403.143

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(+1)

Great minds, amiright? 

I really like the inclusion of a narrative "question" that is left open for players to explore. It makes me wish there was more mechanically involved with those questions, and that there was more to your game than simply attacking the opponent, because those questions would be really excellent to explore in a minis game. "How did the land around the character react to their passage?" Are you kidding me? That's RAD. "What was the impact of the characters actions on the world outside this plane?" Killin' me. "What did the character sacrifice to attack an enemy?" Ugh, so juicy. And all of it so disappointingly under-explored. 

There isn't really a lot of spice in your combat as it is, either. A couple of problems: a player with a bad hand is just going to get trounced. Nothing they can do about it. Because there's only one deck, it means a player with a bad hand increases the odds of the other player having a good hand. Very little (or nothing, really) can happen that is unexpected or unprepared for. Maybe if you play a card thinking "oh they can't top this" and then they do, but that's going to be pretty rare. It's a shame that there's so little drama in the combat because that's the only thing the models can do; fight each other. I'm aware of these problems because I worked through the same issues myself in my design.  Another issue is that even though your players will be choosing which card they can play, it still may feel like the player has no control, particularly if the two players have very different hands. 

I don't really see any of synergy in your design. Everything does exactly what it's supposed to and no more comes of it. 

To conclude I think you've got great ideas that are under-utilized. I'd love to see a game where those narrative questions are more the focus and less an after-thought. 

Developer

All true!  Actually, I’m just happy for one element to resonate as “rad’.  I’ll take it!

Submitted

lol I really do like the bones of this one. I hope you keep working on it. Or at least the elements you've got. 

Developer

I've been thinking about your comments on synergy.  I'm not really a game designer, more just have visions of things I want to play and often don't know how to make that a reality.  When I dream about this one, I see the synergies as the draft.  You pick a character that can move another character fast.  Then you draft a combat powered character, so you use those two to  speed down the field and crush.  Or you pick characters that work well to push enemies off the field.  I saw it as this kind of pushing and pulling of characters around the board.  How to make that...not sure.  Thanks again for the comments!  

Submitted

So I decided to have a look at your rules again. I'm going to have to recant my statement on synergy. Synergy sometimes takes some work to see and I'm the stay-at-home-dad of a 2yo, so my attention was maybe divided. Sorry about that, it wasn't fair. I still don't think there's a ton, but there's certainly more than I was giving you credit for. 

So lets talk about your character abilities. Most of them directly affect another model exactly as it's supposed to, without really affecting the game beyond doing exactly what it says. An easy way to change this is to give passive abilities that key off of the things your models can do. For example "if this model is moved when it isn't activating, it..." This creates a synergy that your players will want to key off of.  I think objectives besides killing other models will also allow you to create synergies as you choose models because they're good at scoring or moving, or make other models good at doing those things. Even like a King of the Hill thing would elevate the design, I think. And I think if you started considering those narrative keys you might be able to build a functioning mechanic around those questions, too. 

Thanks for the response. I appreciate the dialogue. 

Submitted

Are defense cards always optional? I like the idea having to choose which attacks to block and when to save resources for offense, that is really neat and allows for positional turns vs slugfests.


How do you propose players track the power cooldowns? I see either tokens or rotating the character Tarot card by 90degrees for each turn of cooldown as being options but having a suggested method in the rules would be helpful!

Developer

Yes, optional on defense cards.  Exactly so on saving vs spending. 

Good question on cooldowns!  I like your idea!

Submitted(+1)

Love the tarot-based mechanics!

Developer

Thanks!  I foretold you’d say that.  :)