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(+2)

I sometimes have a hard time learning tabletop games, and this was my first time using Tabletop Simulator, so it was difficult for me to actually learn how to play. The play mat in the latest version definitely helped--it was not clear to me at first that every player has their own draw pile. I played alone since the game page says it is for "1-4 players," but it really seems to be designed for more than one or two. In a group, I could see the fun arising from the sabotage and defense of the other players, especially since the gem count is visible to everybody. Alone, I could only collect gems and make potions, so there was no real strategy. In a pair, there is only one choice of sabotage target.

If TF is supposed to be a major theme, I was expecting that to have a larger role--more detailed descriptions on the cards, perhaps? As it is, the game is somewhat stealthy, and while I couldn't see a "typical" play group getting much mileage from it, it definitely sounds like it could be a lot of fun in a larger, more interested group, especially as a springboard for storytelling or roleplay.

(+1)

I apologize! I thought I set the game page to 2-4, but I understand the confusion!

I tried to lean more on 'stealth' instead of blatant kink, as a more challenging thing.
I would personally love to see this card game used in a more tabletop RPG setting, and I appreciate hearing this idea of using it to spur on storytelling! That makes me smile to see folks come up with ideas for this, as it were. 

I do eventually plan on making a more elaborate, and cohesive rules document once I'm no longer burnt out on making this game!