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A jam submission

The Spore Stratagem - RootJam 2025View project page

This fungal growth aims to spread through the woodland as far as possible!
Submitted by brendz — 19 hours, 42 minutes before the deadline
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The Spore Stratagem - RootJam 2025's itch.io page

Results

CriteriaRankScore*Raw Score
Clarity of Rules/Mechanics#93.5713.571
Use of This Year's Theme#153.3813.381
Creativity/Uniqueness#243.3813.381

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

No

Includes PnP?

Yes

Includes TTS files?
1

TTS File URL (If you've uploaded to Steam Workshop)
https://steamcommunity.com/sharedfiles/filedetails/?id=3481652782

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Comments

Submitted

Really cool faction, with a nice flow of spreading spores and using them to build and recruit! I like that you can spread the spores anywhere but it's more costly if you don't rule the clearing. And the Death Burst seems like a cool way to mitigate your damage if you know you're going to be losing you warriors anyway.

I think you can probably simplify some of the wording relating to the spore chamber. Since there are no bonuses or points related to placing them you can probably remove the directions on how to place them in the track. And since you always add 3 in Birdsong and discard any excess above 6 you might be able to get rid of the 2nd phase in Evening as well. Unless there's a way you can use spores outside of your turn that I missed. If you had 6 and discard down to 3 at the end of your turn, you'll be back up to 6 at the start of your next turn anyway. 

Developer(+1)

Thanks for the feedback!

Yeah as I explained in another comment I made the Spores Chamber a track to be consistent with other factions and the Law of Root. However in retrospect as you say there's no gameplay functionality from it and it has probably just caused unnecessary confusion. I think I will update future versions to just have the Spore Chamber be a pool of tokens.

I somehow completely missed that aspect about how there's no reason for that 2nd Evening step since you can't use Spores between turns! I can see now exactly how that happened - the early versions of the faction didn't have a cap on the number of Spores you could store in the Spore Chamber so I added the "discard down to 3" to prevent players hoarding too many between turns. But then I never removed it after adding the cap in the Spore Chamber. Good spot!

Submitted

Temporary control of enemy pieces is a super sweet mechanic that I can't believe hasn't been done yet (outside of mercs). Super creative and I'm glad you found the design space. I think you can push the concept even further though, especially since your action economy with these fellas are a little limited. Maybe something like the infected warrior can bring a spore with them out of the clearing. Helping with your spread and giving a bit more for it to do. 

Death burst is also really fun! I think it's balanced the way you've got it, but I almost want it to trigger when an enemy falls in battle... Rather than removing a separate warrior afterwards. Tho I'm sure the way you have it is more balanced honestly. 

Really easy to follow and I love the concepts you're going for here!

Developer(+1)

Thanks for the feedback! That's a very interesting idea about hijacking enemy warriors to spread your spores for you, I really like that both thematically and gameplay wise! I'll definitely look into that.

Submitted

Very nice and intuitive faction ! I really like the core idea of spreading tokens that also grow your action economy.

I felt curious enough to try them out in a game and I had a good time ! However, I found it really complicated  to score with this faction. I was never able to have more than 3 mushroom on the board, and they where all lightly defended. I just never had enough actions to also have at least 2 spore spared to score. 

For example, If I want to place a new building and defend it with 2 warriors, I need to :
-Spend a spore to recruit, twice.
-Spend a spore to move
-Spend a spore to build
That's 4 spores already , just for the mushroom to be easily removed with one lucky attack. Also, each of your pieces is so valuable that I never felt that it was useful to use the death burst ability. It was quite an aggressive game, so maybe they would fare better with more peaceful factions ! 

Once again, great work, and I'm sure that with a few twist this faction could be truly great !

Developer

Thanks for the feedback I really appreciate it! I never actually got the chance to test these guys out before the deadline so I'm not too surprised they need a few tweaks but I'm glad you still found them fun to play!

With regard to their scoring this is probably a case of me overcompensating. I thought that without the 2 or more spores per clearing restriction it might be too easy to score with this faction but it seems I was probably off the mark there. My other initial idea for the scoring was based on them scoring VP for the number of spore tokens left in the clearing after they remove it, but my thought was that would encourage turtling too much and Root is obviously at its most fun when everyone is fighting over territory!

For your example with Mushrooms, it might make sense to add a buff that when you build a Mushroom you get a free Warrior along with it to help with defending? I think as you say in your example you are most likely correct that it takes too many spores right now to get a basic setup with a defended Mushroom.

Regarding Death Burst that's very helpful insight - since you found their pieces were so valuable you never wanted to use the ability it might make more sense to change the ability to something passive more resembling the Lizard Cult's Revenge ability. Perhaps if any warriors were removed in Battle you gain 1 Spore to the Spore Chamber?

Thanks again for the detailed review it's super helpful and I wish you the best of luck in the jam!

Submitted(+1)

For such a simple core idea (spend tokens to take actions), I feel like the player has a lot of interesting decisions on how to approach this faction.  I'd like to see them in action!

Developer

Thanks for the feedback! 

Submitted (1 edit) (+1)

Those are some creepy mushrooms. Very cool faction. 

Developer

Thanks for the feedback, glad you like them!

Submitted (1 edit)

This looks like a nice concept, very interesting implementation of the Swarm theme! Balancing out which spores to use for actions and which ones to save for scoring seems like a nice 

The mechanics are very thematic, the way the faction works is easy enough to understand, good job on that! Among the things I like are the option to build mushrooms in clearings without your warriors  (should you want to...), that seems very flexible. Plus the use of artwork from other Leder titles, that's clever!

Is there any relevance to the order spores are placed in the spore chamber? It states the way it should go in and out a couple times, but I can't find a reason for it.

I'd be curious to see how they'd comeback from being wiped, it seems like a slow and arduous multi-turn process.

The description for Mind Infection in the lore text sounds awesome, I kinda wish there had been something more/cooler to it than just moving a single enemy warrior each time. 

Overall, nice job creating a very neat faction here, kudos! 

Developer

Thanks for the feedback!

For the ordering of spores removing from/entering the spore chamber I was just trying to be consistent with the way other factions have "token tracks" that they place/remove from in order. See the Law of Root "2.5.3 Tokens. If you are prompted to place a token, take the leftmost token from its track, if any, or take it from your supply. If one of your tokens is removed, return it to the rightmost empty space of its track, if any, or to your supply."

You could achieve the exact same gameplay if it was just a big pool of tokens, the order is more just a way to help you keep track of how many you have and it also meant I could have the box which helps visually with how you discard down to 3 tokens during Evening.

Yeah I'd have to test the faction out for finding out about their comeback potential.

Glad you like the Mind Infection! I agree that it would be cool to see that aspect of the faction expanded out - I was tempted to make it replacing enemy warriors with your own or something but Lizard Cult already has that ability. Something to think about for sure!

Submitted(+1)

Cool faction - there's an elegant simplicity to it. I've found I come up with these big ideas that sound great but are nigh on impossible to practically apply without having to rewrite some fundamental rules for various factions, making it very messy!

The artwork is great - did you do it yourself?

Have you had a chance to test this? It feels like it might be a difficult balancing act between the Remove and Score Spores actions - taking enough Daylight actions vs leaving spores on the board to score in Evening. Curious how that would build up over turns.  I suppose the more you recruit, the more you can risk leaving spores in guarded clearings to place and score more of them on subsequent turns.

Only other thing is I wonder if there could be a bit more flavour added as to the warriors, maybe in the Playing the Faction section. Are your warriors sentient fungi? I presume they are from the badass artwork in the bottom right of the board but I was initially a bit confused at the idea of sentient mushroom warriors building non-sentient mushrooms.

That is a very minor nitpick though. Great job!

Developer

Thanks for the great feedback! Yeah I'm quite happy with how this faction turned out, I often end up making relatively simple factions for these RootJams that start from picking one element of the "core" Root experience and thinking about how to expand or change it. For example in 2023 the idea was tokens you could upgrade and move around the map and last year my core idea was using cards as crafting materials. Though one day I do think it would be fun to come up with something completely off the wall!

The art is all by Kyle Ferrin and I sourced it all from the Leder Card Library. The mushrooms in the top left are from a card in Oath and the other fungal creatures are actually Blight from the Arcs: Blighted Reach expansion. 

I've not had much chance to test these guys out so I'm not too sure how well the balance between actions vs scoring will work in practice. I think getting Mushrooms out quickly is definitely going to be key for this faction earlygame. 

I was imagining the warriors were sort of sentient fungi, like how the Sylvari in Guild Wars 2 are sentient plants. In retrospect making the warriors be sentient mushrooms and calling the Mushroom buildings something else would also have been cool though!

Submitted

It didn't even occur to me to look at other Leder games for artwork! Doh! 

That makes sense on picking a core element and thinking of how to put a twist on it. I'm still very new to the game so I'm often getting carried away with ideas without having the knowledge to see the flaws!

With yours though, like I said, it feels like it's got a real elegant simplicity, and that maybe play testing wouldn't call for huge changes so much as small, easy-to-fix balance tweaks.

Can't wait to have a look at everyone else's creations in detail. I heard about the Root Jam from listening to the old Woodland War Machine podcast and was really happy when I saw it being posted about. 

Submitted

Oh also, random idea - think I initially thought of your warriors as some kind of woodland sprites or spirits, guarding the mushrooms to help the forest grow naturally.