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Ciberwar 2.0's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept & Originality | #11 | 3.529 | 3.529 |
Mechanics & Clarity | #16 | 2.647 | 2.647 |
Overall | #16 | 2.863 | 2.863 |
Adherence to the Theme | #17 | 2.412 | 2.412 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
'Ciber'war is a word crime, and no part of this is a roguelike, the bots even respawn.
All that said, the combination of program and blueprint is quite clever, and allows for some very compelling strategies. The overall gameplay once the bots are designed is also quite simple accounting for the attack rules in another comment.
well, this are the "lite rules" of course, when I imagine the complete game it's more rogue like in the sense that every player keeps adding skills and tools to the pool that they got at random. In my head that was rogue like enough.
As for ciber war... That was a bilinguist errata from my part that then I decided to keep so the tittle is more unique. Does it hurt your eyes too much? It's not set in stone.
Thanks for the comment!
I don't think I understand how attacks work. Is the pdf missing a section or the rules?
mm I'll have to revise but they are authomatic you just assign damage to an adjacent opponent when it's time for the the damage phase
Yep, right there.
"If there are robots from opposing sides adjacent to one another, both players select targets for the robot’s attack. Each robot may only target one enemy. If there are any robots adjacent to an enemy base, they can attack the base instead. All attacks happen simultaneously. "
I'd point out that "attack" = "do damage", otherwise it seems like the attack resolution mechanics is missing from the rule.