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David Burden

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A member registered Mar 09, 2023 · View creator page →

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Nice little game. Not sure how Jose ever gets killed as he automatically disarms bombs on arrival. Also what happens if a Jack is in the initial deal? Can only see a couple of strategies to improve performance obeying just heading for the closest bomb, but good fun racing around the Alhambra and not a bit of history I knew about (despite being a keen Napoleonic wargamer!). Not scored a 6 or 7 (or 1 or 2) yet, so probably reasonably well balanced. And lovely work on the graphics.

Makings of a nice little game. A few questions/clarifications:

1) Assume the 6 square movement budget is the total for your 6 pieces, ie shared between them

2) How is layout of the terrain decided? Any constraints?

3) How is initial deployment decided? Roll for it or piece by piece or best done hidden as otherwise there is some advantage to laying 2nd?

4) What is the stacking limit? Must be allowed as you mention 2:1 battles.

5) How do dice work for 2:2, 2:3, 3:3 battles etc

6) Can you move, battle, move again if all within your 6 squares 

7) once reached own baseline can scouts still fight but count as having returned (eg I get 2 back but then want to chase after the enemy. Do they end turn at baseline or just touch and move on?

8) what is the difference between killing and capturing a token?

I think there might be some danger of min-maxing it by both sides just roaming the area as 3 high stacks but some clarifications on the rules would help to better understand it.

Thanks


David

Could you give some more guidance on this game, the rules are very short and cryptic. Once a side rolls their dice are pips used for both movement and the range of attack? In your first example having spent 3 pts on movement (OK with that - although example states 2pts) it says “with the 2 left fires”, but can’t see anything in the rules about the cost to fire. It also says that target HP is reduced by 2 HP to 1HP, but can see anything that says how much damage each unit type has, only the HP they have. Also the Hill/Tree modifiers are misleadingly presented, I assume from the example that they subtract and add 1 to range, which seems a clearer way of stating it than that they add or subtract on to the distance. Oh, and no actually victory conditions are given - am I just trying to move onto the enemy base or kill their general or all their forces or what? For me could do with clearer rules and plenty of space to do so as I’m finding it hard to work out how to play it from what’s given

Will try to - building up a backlog!

Great, glad you found it interesting, and yes it's a very odd bit of history - almost on a par with Castle Itter.

I just POWs secured by the Kiwis on the left side of the table, and those by Yugoslavs on the right side. There's no specific tracker for either, although you could probably have counters on the tension tracker. The key thing is that they are no longer available for the Kiwis to take.