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Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Rina Wariah is a half of a mood, I have to imagine.

Now, I like this encounter a lot. It's straightforward, simple to run, and doesn't require all that much preparation to utilize. It's about perfect for having a Western-themed episode for a party even early on to the campaign, since the Gimmick offers some challenge, but does take a while to win the game. Like, it's just excellent design all around, and the little tidbits here and there are just fun, like the already-mentioned bit about tying someone on the tracks. Shoutout also to the second Plan to Win, and how it would work in practice. I also really appreciate you adding Judge tips for running it.

Good job!

(1 edit) (+1)

I appreciate the feedback! The long time to kill was definitely something that came up in testing, but I didn't want to give up the flavor of a six-shot revolver lol. In my heart Rina has always been a "first boss in the video game" type of antagonist, meant to look and sound scary but be beatable by new players, so I was okay with the deck being one that takes its time while a newer player figures out how to beat it, especially since it encourages some creative uses of Draw the Perfect Card to dismantle its gameplan with non-conventional removal.