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Nice idea, I really like the vibe. Big shoutout as well for the setup (“just flip it and play on”), that’s genuinely fun.

So the ship can’t turn back, right? Does that mean it can only move forward until it eventually leaves the map? In that case, the +1 movement bonus feels a bit useless, especially on maps with only three river clearings.

I also don’t think making the ship a token is the best choice, since it doesn’t really behave like a token mechanically. Maybe a pawn would make things clearer?

And maybe I’m just tired, but I can’t figure out from the board how they actually get warriors onto the map (do they move them from the quarters?)... and… how they score victory points!

Thanks for the feedback!

1.  Correct, the ship can't turn back and eventually needs to leave the map.  I was trying to force the ship to more through the map instead of just showing up, turning around and leaving (plus, how easy is it to turn around a pirate ship in a river?).  I thought I had looked at all the maps, but realizing now that the Mountain and Gorge maps only require 3 movement to leave.  You are right that "Helm" and "Main Sails" are essentially redundant; I might look at changing one of those actions, or removing one altogether.

2.  I like the idea of the ship being a pawn.  It hadn't crossed my mind when I was designing, but it would certainly stand out better on the map.  The only hangup was that I did intend the ship to be considered defenceless if there weren't Pirates in the clearing itself.  If all the Pirates are in the Crew's Quarters, they aren't prepared to defend the ship.  

3.  It's all good; I took some big swings with some aspects of this faction, and I might need to review how it's presented on the board.  Hopefully the following helps clear up some of the basics:

Warriors: Yes, you have that correct: warriors can be moved between the Crew's Quarters and the map (similar to the Duchy's Burrow).  When the ship arrives in the Woodland, it's carrying a bunch of Pirates that can either be used to trigger actions (on the Upper Deck, in Daylight) OR moved to the map to rule/move/battle etc.  You don't have a true Recruit action, so what you start with is all you get.  

Points: Unfortunately, this was a mechanic I was cooking up that doesn't really fit on the board (you'll see why in a minute).  It's explained in more detail in my Law of Root, but I didn't get that finished before the deadline.  It's posted on Discord if you want to take a look, but I'll try to summarize it here:

When playing with the Pirates, a new mechanic is introduced for the whole table: loot tokens.  On any player's turn, they can "convert" one of their Victory Points into a loot token and give it to the faction that rules a clearing (giving loses one point, receiving gains one point).  In exchange, the giving faction gets to act as if they rule that clearing for the rest of the turn.  You're essentially bribing the rulers to let you do what you want on your turn.  The loot token remains on the map (tucked underneath a warrior to show who it belongs to) and can be moved, battled, removed, or given in a future bribe.   If a faction loses all of their warriors in a clearing but still has loot tokens on the board, those are transferred to the attacking player.

The Pirates can also generate loot using two actions:

- "Plunder" (in Daylight): spend a card, create a loot token, and gain a point (need to fix that last bit on the board).  This is supposed to be the Pirates extorting the denizens of the Woodland directly, instead of the other factions.

- "Parlay"  (in Evening): In each clearing they rule, the Pirates choose one faction with pieces there and make a demand: give me [a warrior, two cards from hand, or a crafted card] or a loot token.  The generation of loot is very dependent on other players, but I hope that the tradeoff makes people think twice.

 The goal of the Pirates is to come to the Woodland, gather this loot, throw it in their Cargo Hold, and sail back to wherever they came from.  Because they are so dependent on the volatile loot tokens for scoring, they need to be able to sail off the map to secure their score.  Otherwise, they accumulate a bunch of wealth and become a target for the other factions.

Sorry for the long response, but you asked some good questions!  Let me know if there's anything else I can clear up.

Thanks for the detailed breakdown, it makes total sense now! Sorry I skipped over that entirely. It’s definitely a cool idea to work on. From my limited experience writing rules for Root, changing how a specific piece category behaves can be dangerous. Maybe the loot shouldn't be tokens, especially if they can't be removed in battle. What about making them items? 😅

Also, I'd suggest making movement between the box and the board its own separate action (if you leave it as a standard move, because it gets easily tricky because of so many mechanics affecting movement).

One final thought: starting the game with (kinf of) unlimited actions is risky. I only say that because I’ve fallen into that trap before. Even if boardwiping the Moles T1 isn't the goal for your pirates, just having the option open can feel game-breaking.

Hope this helps, and I'm excited to follow the faction on Discord after the jam!

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As of right now, loot can be removed in battle; whatever doesn't take damage gets transferred to the attacking faction.  I am considering changing that, though, since it's more fun when the points stay on the map.

I'll think about the ship-to-map move (something like "Embark/Disembark"?), but since you always rule the clearing with the ship, I don't think there would be a problem.   They'd still be stopped by the Corvid's Snare, but it's nice to let other factions have their fun ;-)

The balance is certainly the biggest issue going forward.  I've avoided the board wipe in my multi handed play testing, but I can see how it might happen.  Not sure how "thematic" this is, but the Pirates actually want to Parlay (to generate loot) more than they want to destroy everyone else.  Might need to reduce the number of warriors or tweak some mechanics, but hoping that the faction gives players a new way to approach the game.  

Thanks for taking a look; I really appreciate having another set of eyes taking a look at everything!