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(1 edit)

So I rated this pretty highly. Concept is original, rules are fairly clear, and its very growth themed. Well done!

I do think there is a death spiral present, since whoever wins the first few battles, gets a massive advantage in numbers. But that's there for both sides though, so its more likely to decide the games results in the first turn then give any one side an advantage from the start.

It also hugely disadvantages hoard armies since every unit starts with 3.

(3 edits)

Thanks for your compliments and thoughtful comment!

I don't think it's decided in turn 1 as the real melee engagement would mostly rather take place in round 2. The idea is that models generated by special rule "Growing numbers" go back and forth between the players.  There's the tactics element of arranging your units so you can strike back. Like feeding an opponent unit with your weak units, then killing it with your elites. I saw the deciding fights rather in turn 3.

But you're probably  right about horde armies. Fixed 3 wounds to start with, also ignores point costs of the unit. But yes, it's same conditions for both players, so interesting what to make out of it. 

By now, I found out some army restrictions would be useful. Heaps of Wizards, artillery and high quality long range shooting rather changes the gameplay in a not intended way. Also are taking wounds out of the game. By now I'd also give every hero automatically warning cry, just because units like Goblin's nasty assassins break the game with surprise attack and 1 inch ambushing. 

But yeah, usually you start AOF with two armies and they thin out during the game. This I wanted to turn around into a growth mechanic. And story and motivation wise build up around heroes with themed victory condition.