Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Alfred Valley

405
Posts
19
Topics
2,864
Followers
161
Following
A member registered Jul 19, 2020 · View creator page →

Creator of

Recent community posts

It's very satisfying wiping out the last berserker! Thanks for your post and the kind words.

Hey! This card and the rules have had a slight reword in the newest version (which will be uploaded soon).

Rule text:

3. Take stock
Your heroes prepare for the next challenge.
You draw cards (usually 1) from the draw deck to replenish your hand so that it contains a minimum of 3 cards.

Card text:

Rat King
Your minimum hand size is 2 when you take stock

It means that when you enter the take stock stage, you only draw a card if you have fewer than 2 cards in hand.

Yes probably. I'll have another look at it

"Tucked cards have -1 power" - does that communicate it clearly?

D'oh! Thanks again.

I'm not familiar with Lonelog but I'm glad you're finding this useful!

Good spot! Iron Talon Raptor should have 2. Thanks.

Super cool! Well done for making them all

Your reading is correct - artifact cards are destroyed straightaway after their ability is resolved (if applicable).

(I don't really know. Something that goes against the natural order.)

If you have to ask, you're not ready to know.

They get left blank, equating to 4-peril points each. Does that make sense?

🏆

Nope, you have free rein to pick and choose. Unless you want to do it randomly.

I completely see what you mean - the current rules aren't entirely explicit.

I would suggest this rewording:

Your heroes prepare for the next challenge.
If you have fewer than 3 cards in hand, draw cards until you have 3 again.

I don't want to explicitly rule that there is a maximum hand size - there's potential for future cards that let you draw more, in which case Take Stock just specifies that you wouldn't draw more if you already had 3 or more in hand.

Does that make sense?

I think I know what you mean, and yes, it comes down to that card having ambiguous wording.

The intention: whilst tucked cards are normally worth 1 point at the end of the game, Ichor Maw essentially takes that  1 point per tucked card away.

An alternative way of wording would have been: "Tucked cards do not score at the end of the game".  However, I want to leave room in case there are future cards that boost the value of tucked cards, without having Ichor Maw completely negate them. That may be the cleanest solution, in terms of wording though.

11-0 is impressive!

Actually no. The minimum hand size is usually 3. So if you get to the Take Stock stage with 3 cards in hand, you wouldn't draw another card.

No problem!

Yes, the latter is correct. Going further, it would cost even less resolve with more than 2 cards in the crypt.

Yes. I believe there is a line in the rules about carrying out abilities to the fullest extent you can. You could play this card without an eligible 4-power peril, you just wouldn't be taking advantage of the card's full potential.

All the conquests have a tag just under their title. On Lopsmite, for example, you'll see 'weapon' under its name.

The Wound Man effect means all cards with this weapon tag have -1 to their points total.

Godspeed!

No problem!

Yep, sounds right!

Two things to consider:

  • once Shady Accomplice is placed and its effect is resolved, it doesn't matter where it is in the fort, moving it up or down a floor doesn't (typically) affect your score
  • many persistent cards give you better effects the higher up the fort they are

As an example, say I played Harbinger's Mask on the ground floor, hoping to play another persistent effect card on that floor to score points. But for whatever reason I didn't manage to do this. Playing Shady Accomplice on the middle or top floor let's me reposition Harbinger's Mask to potentially score points. Obviously, getting it into the top floor is the most ideal situation because then its effect applies to the whole fort.

The card is sort of like a second chance.

Just to add to my last statement (and I'll clarify in the rulebook to make this clear): you could also be left with empty spots if you can't afford to play any cards in your hand as conquests and you can no longer sub-divide any remaining pools of resolve (meaning you cannot steel).

Glad to hear it!

You're right in that this can act like a free steel or even free resolve potentially.

To address your examples:

i) note: the card only applies to a single hero at a time. On the ground floor: you'd play the card, costing you 4 resolve. You'd then choose any single hero, and change their resolve so it just shows 1 | 1 (i.e they have a total of 2 resolve now, split across two pools). You've spent 4 resolve but gained 2 back.

ii) similarly, on the middle floor, doing the same means a single hero will have their resolve changed to show 2 | 1 (i.e. they have a new total of 3 resolve, split across two pools). You've spent 4 resolve but gained 3 back.

iii) on the top floor, a single hero's resolve will change to show 2 | 2 (i.e. they have a new total of 4 resolve, split across two pools). You've spent 4 resolve and gained 4 back. Note: you could apply the effect to the hero who just paid for the card, in which case it effectively works as a free steel, seeing as you haven't lost any resolve overall.

It can be powerful in the right moment! I hope this helps.

Very glad you had a good time! Comments like this make my day, thank you

I love how much flavour you're packing into these - it's a really great feeling for me as a designer to see someone picking up on the implicit themes and not-too-obvious storytelling of the game

If you remove a card from the fort through banishing or destroying, on your next turn (i.e. after you have finished 'taking stock'), you will play the next card to the space that's just been emptied. On the turn after that, assuming no other cards were then removed, you would return to wherever you would normally have to play the next card in the fort, if that makes sense.

Does this answer your question?

This means: choose one of your heroes. Manipulate its card and the one to the right of it so that the correct new amount shows - there are 3 permutations based on which floor Captain of the Guards is played on:

  • Top floor: 2/2, i.e. 2 x pools of 2 resolve
  • Middle floor: 2/1, i.e. 1 x pool of 2 resolve and 1 x pool of 1 resolve
  • Ground floor: 1/1, i.e. 2 x pools of 1 resolve

Does that help clarify?

Awesome! Thanks for sharing

Hey, good question! Sounds like I need to put a simple third-party licence together. This would include a design template with those particular details.

(1 edit)

That's right, you'd fill that empty spot next turn. And, unless the card that you fill that spot with also has a destroy effect affecting a card in the fort, the game would end after you place it.

Pretty much the only time you're left with empty spots in the fort is if you've run out of cards to put in.

I should be able to export something along these lines. Would you want the order to be: front of card, reverse of that card, front of next card, reverse of next card, etc. Or all the fronts and then all the backs?

Hey! Thanks for the kind words.

It sounds like you need to convert the PDF into a booklet format. Some PDF software gives you the option to print as booklet.

Alternatively you can try this tool: https://momijizukamori.github.io/bookbinder-js/?sigFormat=booklet&customSigLengt... making sure the signature format is set to 'booklet' and making sure to specify whether the printer type is duplex or single-sided.

I just gave it a go and it seems to output correctly. You would fold all the sheets in half and staple through the middle.

Let me know how you get on!

Yep, you're completely right! Sometimes it's useful just to buy yourself time.

Each tucked card is worth 1 point by default. Ritual Whetstone makes additional points if you've got tucked cards.