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The management part feels too simple. It seems like the only strategy is to spend resources on under-attack sections and conserve them otherwise. The win/loss conditions are good though, they remind me of board games. I think the game could use ways to shift resources (such as trading food for ammo) or even sudden events so that there are interesting decisions to make.

The illustrations are nice, and the game suits the theme well. Good job.

(+1)

Thanks for reviewing this! Yeah, I had all of about five minutes to do a balance pass on the actual numbers, half an hour before the deadline. In an ideal version of this game, even with exactly the same strategic options, the twelve states that each quarter can be in (three food states, two military states, two "under attack" states) would be more noticeably different and thus meaningful to select between. But even more ideally as you suggest, a couple more mechanics (quarters affecting each other, and the enemy having more tactics than just random binary on/off attacks are the two I had toyed with as stretch goals that never materialized) would've made the strategizing have more depth.