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I have two open questions:

  1. The structure in the house is unclear to me. Are the raccoons supposed to bring new found trash back to the ship before carrying on and stealing more? Is moving back to the ship an action on its own. Like moving? But the rules state that you often don’t have to make a roll for moving to the ship. Can players have a turn without rolling dice? Do raccoons move from room to room? Is every move here a turn? This would result in a lot of moving turns and therefore roles.
    My handling of the house was: Every turn a player has to make a role. A raccoon can either explore an unexplored room or steal trash in an already explored room. Stealing trash includes bringing it back to the ship.
  2. When the residents wake up every raccoon has to make a final test to flee to the ship. What happens on unhelpful roles? Do we start checking problems for the ship here already? Can we still play complication cards? My idea was: For every unhelpful role the raccoon has to leave one item of trash behind. 
  1. I like your idea for when to roll in the house. My thought was, when you're in the house, and you want to move to a new room or take a stolen piece of trash to the ship, you only have to roll if you think it would be interesting. Otherwise, you can assume that it happened automatically.
  2. I also like your idea for the final roll to flee to the ship. Leaving a piece of trash behind is what I had in mind. You definitely don't need to start checking off problems for the ship yet.

Thanks for your answer. Looking forward to play the game again ;-)

When we played last Sunday, we said that moving into a new room in the house required a roll. Moving into already explored rooms do not require a roll. If there was a question about whether a movement required a roll or not, I (the facilitator) polled the group and left the decision to them. 

Returning to the ship required a roll but you could move all the way through the house to return to the ship.

We also had the raccoons leave loot behind during a botched escape. Raccoona Matata had the option - drop her cherished hat or loose the ship's home appliance. She chose the appliance.