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(+1)

Hi David.  Loving the game having purchased it this week.  Glad to see Solarpunk becoming more popular! 

I must say I'm struggling to understand it though.  Page 11 isn't as clear about playing it as I hoped it would be. I think it gets Twists and Oracle mixed up, and to add to the confusion is Rumor! "Read the remaining spades and clubs as Twists  (page 13) to describe the location. "  Yet twists are page 15. Page 13 is Oracle. 

Also I don't understand Insights and Doom. Do they only become challenges when picked up as an Oracle,  or also when picked up as Rumor,  or Twists, or Magic? A challenge isn't always implied by their appearance.  I feel like I'm missing something,  or am I just not getting it?  Shame,  because it does look fun. Thanks in advance. 

(1 edit) (+2)

Hi Mc! Thank you so much for picking up the game and taking time with it! And I apologise for the errors in the text- I made revisions recently to layout, but failed to update all the rules text. I also see your frustrations with it in terms of clarity. 

This is how those paragraphs should read- 

THE ORACLE

After each journey, take two Spades and two Clubs, a Heart and two Diamonds. The first Spade is the location you discover and first Club is the Being you encounter there. Read the remaining Spade and Club as Twists (p.15) to describe the location. Interpret freely. The Heart and Diamonds are Twists to describe the being/s. Write in your journal about your first encounter. Now reinterpret the Heart as an Event that changes the situation. What happens? Now reread the first Diamond is a Thing that is there with you. Can you find it? The second is a thing that belongs to the Being. Will they let you have it? A table of names (p.16) is there to help.

THE END

As you travel, you seek Insights, and fear Doom. The Insights are the Four Aces. When they come up in play, after the action you receive a vision: roll your highest Skill against the World. If you Succeed, keep the card and roll for a World Event (p. 14). If you fail the vision remains indistinct and the card returns to the deck. Doom is the Four Kings, a terrible omen. What portent do you see in the clouds or hear in the wind? When a King comes up in play, after the action, roll your highest Skill against the World. If you Fail, keep the card and take harm. Once you have four Insight or Doom cards the game ends. Insight ends well, and you live on to share knowledge. Doom, and the journey ends badly; in lonely misery; taken by the CryOrg; or death.