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AOF - Rise a Legend [JOB APPLICATION]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Adherence to Theme | #12 | 3.758 | 3.758 |
| Concepts & Originality | #28 | 3.606 | 3.606 |
| Overall | #30 | 3.303 | 3.303 |
| Rules Clarity | #58 | 2.545 | 2.545 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.
I read through the rules a few times, and I struggled to follow them a little. I suspect that if i were to play this, I'd need a couple of play throughs before I was getting it right. The main thing I'm still unclear about is how growth interacts with casualties and max unit size.
Thanks for you effort ;) It's quite straight forward (from my point of view ;)
Casualties: See special rule "Growing numbers". You fight in melee, you win the melee, you apply the special rule "Growth(X)" to your unit where X is the number of wounds the opponent unit receives.
Max. units: See special rule "Growth(X)". Units can't get bigger than their unit size according to your army sheet. That's basically the unit size you would deploy your unit with in a standard OPR game.
Did you find the wording of special rules "Reinforcements" and "Fortify" easier to comprehend?
If you would try a game, I'm confident you would make it right!
So I rated this pretty highly. Concept is original, rules are fairly clear, and its very growth themed. Well done!
I do think there is a death spiral present, since whoever wins the first few battles, gets a massive advantage in numbers. But that's there for both sides though, so its more likely to decide the games results in the first turn then give any one side an advantage from the start.
It also hugely disadvantages hoard armies since every unit starts with 3.
Thanks for your compliments and thoughtful comment!
I don't think it's decided in turn 1 as the real melee engagement would mostly rather take place in round 2. The idea is that models generated by special rule "Growing numbers" go back and forth between the players. There's the tactics element of arranging your units so you can strike back. Like feeding an opponent unit with your weak units, then killing it with your elites. I saw the deciding fights rather in turn 3.
But you're probably right about horde armies. Fixed 3 wounds to start with, also ignores point costs of the unit. But yes, it's same conditions for both players, so interesting what to make out of it.
By now, I found out some army restrictions would be useful. Heaps of Wizards, artillery and high quality long range shooting rather changes the gameplay in a not intended way. Also are taking wounds out of the game. By now I'd also give every hero automatically warning cry, just because units like Goblin's nasty assassins break the game with surprise attack and 1 inch ambushing.
But yeah, usually you start AOF with two armies and they thin out during the game. This I wanted to turn around into a growth mechanic. And story and motivation wise build up around heroes with themed victory condition.