Glad you like it!!
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Rules-wise it's pretty easy! since it's a turn based game, with one player it's just always your turn.
Feeling-wise, though, it's definitely a different experience, but the difficulty would depend on the person playing. Since you're not bouncing ideas off of other players throughout play, in my solo playtests the game became much more of an introspective experience where you're trying to come up with ideas that really speak to you in particular.
i'm taking a good long look at my game shelf and itch library to pick the perfect pieces, and figured i'd start this thread to see what people's first thoughts were.
Personally i'm thinking about mashing a board game with an rpg. codenames and the quiet year? deep sea adventure and the wretched? ganz schon clever and monster of the week? somebody stop me!
Stuck outside on a night of the hunt?
I was immediately drawn to this game, as it checks off a lot of my boxes: bloodborne, forged in the dark, tri-fold games, one-shot focused games.
The game offers a few nice twists to FITD to simplify it for one-shot play, but each of these changes pushes the game towards the theme of hunters in a city gone mad for one night. Can't wait to play it!
I'm a big fan of how different all three quick nettles are - hang out at a bar on the moon, play year long space mech football matches where the ball gets lost in saturn's rings, or deal with the sinister disk found on the surface of pluto.
And the three different modes of play offer an interesting twist to the situation - what does it mean to take an issue that cropped up in the sports game over to the tranquility base hotel?
There are quite a few other games trying to fund their existence on itch and wanted to leave their links here for people to check out. Feel free to post any others as well!
The Josh Hittie extra dice power. Death Mask Die- if you have to roll the dice and happen to be shrouding yourself in necromantic energies, roll an extra die. Revenant Dice - If you are channeling forgotten memories and skills from your past life, roll an extra die. Add this extra die in whatever way makes sense for your dice class.
Yet Another mv pocket power - before you sit down to play, fill your pockets with as many dice as you possibly can. When you're unhappy with a roll, you have 10 seconds to pull a die out of your pocket and set it on the table to whatever face you want. That die is considered to have been rolled naturally.
oh i love that. Here's a go at it:
you can never have an odd number of stats. If you have an odd number of stats, roll for an extra one.
Pair off your stats in a way that makes sense to you. Set which one is high, and which one is low. Choose a number for them.
when it's time to roll, pick a stat to roll 1d6 on. Roll +1d if you're prepared for the action, and compare the number to that stat's pair score. If the stat you're rolling is low, you want your dice to be below the score. If the stat is high, you want to be above the score.
If no dice succeed, it goes wrong.
If one die succeeds, you succeed with complication.
If two dice succeed, you succeed fully.
If any dice roll the number exactly, ask the GM a question about the situation and they must answer honestly.