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(+1)

Thanks for the extremely comprehensive comments, I greatly appreciate the time and effort that you have put into those questions.  Short answers to a few of those:

All die rolls use a d6

Green ships move up to 2 hexes per turn

Blue can conduct inspections on all ships in the same hex

I'll think about the others and will aim to post an update in a day or three, I'm currently en route to Australia from the UK so I'll address this when I've landed on Tuesday

Thanks again, your comments are most welcome :)

(+2)

I hope that Your travels went fine.

Soloing Your game is challenging :) as I cannot quite forget which Green Ship is the proxy one. Most of other aspects that I have brought up can be resolved with a scrap of paper and secret notes (which is why soloing of the game is challenging).

I have not won a single time with just two patrol ships - even with freedom of choice how many Green ships are in the game, the ability to delay their entry *and* pick starting/ending point means that slow moving ships have a difficulty to catch up with everything. I am guessing that this is the lesson - a difficulty in protecting the integrity of the cable/pipe network without using additional resources.

One thing that I appreciate about this design is how "modifiable" starting conditions are: how many pieces one has to their disposal, how many special units (if any) take part in the session: in short, replayability and even the ease of house-ruling (one idea that I'm toying with now is Green Ships reentering the map for "the return course"; but only theoretically: this would certainly increase the game time - maybe the chance of Proxy ship not doing any damage on the initial course is not worth it).

Thanks again for Your design!