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Great job on this faction!  I feel like a lot of entries took “swarm” as being fast and violent, but this is a refreshing(?) design approach to make someone that can’t attack.  The Notices are nice way to put pressure on other factions, but only to the point they might try and wait it out another turn…


Your faction board is really clearly laid out.  The Q&A and Law were just what I needed to confirm everything I thought about the faction.

Just had one question: if you use Overtime to place Notices, does that impact the number of actions you can take?  For example, if I end Daylight with 3 Notices on my player board, can I take 3 “Serve Notice” actions?  Or, if I take a “Serve Notice” as my first action (leaving only 2 Notices on the board), do I only have one action remaining?

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Also, I noticed that Z.3.4 in the Law said that the faction has 9 Offices and 6 Notices, unlike the 7 and 3 on the faction board.  Not a big deal; I assume those are just modifications from play testing ;-)

AHHH you found a typo! Yes, they had way too many Offices at first, and your handsize was originally limited to unused Notices, which was cool, but there wasn't a reason to place that many of them. Missed fixing it there :P

Thank you for the feedback! Glad the Q&A and Law were helpful. Yeah, I should've made an entry about the placed Notices + Overtime; I think the best way to resolve it would be to say the Notices are counted at the start of the step and then placing them doesn't remove actions until next turn.

(+1)

That's what I assumed would happen (since the alternative could get very muddy).  Another option could be to say that you can't "Serve Notices" with "Overtime" actions (the boss wants those notices delivered during business hours!), though that might mess with their action potential too much.  Either way, I'm intrigued to give this a try myself!