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Thank you! Yes, enemies knowing most of the cards in your hand provides crucial counterplay, as you know where recruits/ swarms may be occurring. As overflowing is fairly predictable, some measure of planning for the next turn’s potential swarms can be made. Because of the risk of going ‘bust’ on drawing, often I found that I would take one fewer action per turn to guarantee at least two cards in hand at the start of the next turn, to prevent it from being a completely lost turn!

Dagger hits are only dealt when specified, so yes, on a 1-0/1-1 roll, only those hits are dealt and any ‘banked’ hits are lost. The syndicate particularly hates battling the WA as the odds are flipped. The 0-0 roll being so savage to the Syndicate both serves the thematics of a disorganised rabble sometimes being easily dispersed, as well as increasing the jeopardy in continued ‘push your luck’ rolls. The most fun part of any push your luck game is the tension as the active player wills for dramatic success while the rest of the table hopes for complete failure - increasing the punishment for being too greedy magnifies this feeling. Might end up being too swingy in the end with further playtesting, but we shall see!

Thanks for the explanation!  I really appreciate the time you've taken to make the theme match the mechanisms.  I think some of my confusion came from misreading the board.  I was thinking that when you rerolled, it was just the attacker die that was getting rerolled, not both.  So if you chose to reroll, you had a 50% chance of doing of hitting that 1 or 0 and the attack going awry.  Instead, if you're rolling both dice, you're more likely to get that 2 or 3 (unless its against the Alliance, in which case...just wave the white flag ;-P )