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blbyblby

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A member registered May 01, 2024 · View creator page →

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Thank you! Yes, enemies knowing most of the cards in your hand provides crucial counterplay, as you know where recruits/ swarms may be occurring. As overflowing is fairly predictable, some measure of planning for the next turn’s potential swarms can be made. Because of the risk of going ‘bust’ on drawing, often I found that I would take one fewer action per turn to guarantee at least two cards in hand at the start of the next turn, to prevent it from being a completely lost turn!

Dagger hits are only dealt when specified, so yes, on a 1-0/1-1 roll, only those hits are dealt and any ‘banked’ hits are lost. The syndicate particularly hates battling the WA as the odds are flipped. The 0-0 roll being so savage to the Syndicate both serves the thematics of a disorganised rabble sometimes being easily dispersed, as well as increasing the jeopardy in continued ‘push your luck’ rolls. The most fun part of any push your luck game is the tension as the active player wills for dramatic success while the rest of the table hopes for complete failure - increasing the punishment for being too greedy magnifies this feeling. Might end up being too swingy in the end with further playtesting, but we shall see!

Thanks!

Swarms work best with two or more factions with cardboard in the clearing, so that even if you ‘overshoot’ and remove one, there’s going to be something you can score. Ruins are easy sources of points in non-vagabond games (LOTH can often be fought off and mobs removed). Easy points are also scored by squatting on sympathy tokens (although they hate haemorrhaging cards to the WA) or lightly defended cardboard like plots or tunnels.

Like LOTH, this is not a racing faction, but one that scores steadily and needs to slow enemies down. Overshooting and killing cardboard at least slows your enemies scoring down, so it’s not the end of the world Way more playtesting would be needed to stabilise the faction though!