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(+1)

You've turned Havoc into a much more strategic experience, crunchier but still with a lot of roleplaying hooks. I like that all dice are useful, and that different rolls are useful in different ways. Honestly, I think I like eliminating primary objectives to focus on threats and leaving hazards as secondary objectives that give you advantages. The approaches and tags do a great job of building character and signaling how to play the character. I wasn't sure at first, but after reading the extended play example I agree that being able to split your turn up creates a useful give and take between players that rigid turn order wouldn't allow. I just worry that there's a lot of variables for people to keep track of. One player having two characters is, like, weird, but in a good way. You have some impressive mechanical architecture here, I'd definitely like to see the fortress mapped out and some more stat blocks provided as well.