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The game starts off strong with an interesting concept and a name that tells you all you need to know about the game.  It doesn't waste any time in drawing you in and the game knows exactly what it's trying to be.

The dice mechanic took a little while to click for me but aside from that, the combat mechanics and the mechanics for downtime were simple, but very effective.  I liked how players had the ability to predict what the orc was doing and plan their turns out around that prediction.  I'm a sucker for mechanics that encourage teamwork and having six actions that each contributes something to the overall effectiveness of the group was a very nice touch.  I liked how the hope mechanic encouraged a satisfying risk vs. reward system where fighting stronger orcs made it that much easier to trigger a revolt and how each rest action gave players not only a mechanical benefit, but also some flavor to really get players into the mindset of someone who is fighting against their will for the amusement of malevolent creatures.

The visuals are on point.  A simple use of black, white, magenta, cyan, and yellow really gives the book a distinctive flair.  Everything is clear and easy to read, the use of boxes vs. frames helps to distinguish the core rules from the side notes, and the character sheet does its job in reminding you all that you'd need to remember to play the game.  If there's any flaw to the visuals, it'd be that there's a lot of dead space, especially on the character sheet, but that in and of itself doesn't do enough to drag down its overall quality.

Overall, this game comes highly recommended.  The snappy visuals, excellent flavor, simple but rewarding mechanics, and in-your-face concept really helps to make it a standout game for anyone who wants to play through an underdog story where you overcome the odds in spite of mounting adversity.