I printed it out and used dice for pawns. I understand that if the enemy lands on me, I'm out. However, the enemy has no idea who I am until I get to the middle with the informant. I'm guessing I know something's up by the duplicate mask choice of the enemy, but how am I able to tell that the informant isn't an enemy? I assume the random hex rule would apply if an enemy landed on the informant, as they are watching the informant to see who he meets in the middle. So, if the enemy has no idea who I am, can chose I their ring direction option that best suits me? Assuming that I choose from all 6 movements and not the 1st 3 rolled as I had originally assumed, taking out the enemies feels like the easiest win. I think the best strategy is to move the enemies around the rings to make an attack on them easier, as the random movement of the informant can take a wile to get to the pawn the center. However, I'm not clear on the logistics of the AI.
HouseRule
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By "wait for a win or loss condition", I meant that the player would hover around the middle hoping to get a move to the center that would coincide with the informant being there. Is the player to move all NPCs to the center regardless of their facing? I'm struggling to find a strategy other than taking out enemies when I have a move available. An easy play example would be a documentation of the first few moves of a game you've played.
I assume NPCs move the direction of the hex half they are facing, and the player choose which ring they move into when facing the center of the hex of the same ring. I assume the player chooses one of the first three NPC moves. From what I can sus out from the rules, the strategy is to aim for the center and wait for a win or loss condition. A play example would be helpful.
I made a test copy on the office printer, which usually doesn't print blue, using typing paper. I don't see how I can make a pair of the indicated butterfly. I hope I'm doing something wrong, as this game would look nice on laminated cardstock...and with blue. 
Also, I don't know why you used bleed, as the design is so simple. That's a lot of extra cutting. There are programs on the net that people run PDFs through to compensate for their printer's misalignment.
I also had an issue with a big name VST company. They said my logs indicated my computer considered their download a virus and stopped it. I had my antivirus shut down, so it might be Lenovo's protection. I got your game loaded up on a Win 11 HP laptop. Finding the instructions in PDF took a bit of looking around. Thanks for the intro to the system.
This is from the official Scoundrel rules, "It is important to note that although you retain your weapons until they are replaced, once a Weapon is used on a monster, the Weapon can then only be used to slay Monsters of a lower value (less than equal) than the previous Monster it had slain."
Your house rule states, "You can only attack monsters of the SAME or LOWER limit attached to the weapon." In your program, the number attached to the weapon is the same as the last number slain and not one less. I'd like an option to play by the official rule.
When I play with actual cards, I leave the red aces in as epic items, 14 weapon and 14 health potion. I was requesting that my house rule be an option.
I realized I didn't like 3D that much when working with Blender and Unreal. It felt creepy and not fun. 3D is like an alternate reality for me. Banjo Kazooie seems more like an activity than a game. 2D feels more like a game to me. I also like the style of low resolution and limited colors. That's not much of a defense for 2D, but there's no accounting for taste.
Thank you for this game. I averaged 11 rolls in 3 solo games. I agree that 10 stars is better. I played 3 games for 10 stars and averaged 16 rolls. The game is more interesting as well. Also, 14 skulls is very generous. I only got 1 in 3 games collecting 10 stars. I then played until the end of the time track. I got 13 stars and no skulls. I still had a good time. I'm just offering some ideas to make this as exciting as Strange Streets.
I get an error when replying to the previous thread. Thank you for the infinite lives. I'm using a a 360 controller as a Kempston. The A button jumps and the B button fires. If the A and D-pad "up" are doing the same thing, I'll look into disabling "up" in RetroArch for the game. When the action gets heated, my left thumb can slip. If that doesn't work, I'll look into getting my Sidewinder hooked up to RetroArch.
I play a lot of platformers from itch. Are you saying I'm in a minority, and the silent majority is passing up my game because I don't have unique mechanisms? If so, I definitely don't belong here. I crafted the game to meet my desires.
I don't think the game needs a gif. It's a platformer. I would be stating the obvious with a distracting display that some players might consider a spoiler.
If my work doesn't serve others, it's not worthwhile. I've been an entertainer most my life. I need people to experience enjoyment from what I like to do. I think I could make a game based on trends that would do well, but I would be miserable in the process. I've been singing and playing a curated set of old pop songs on classical guitar. I've been enjoying the work. In the warmer weather, I will find out if others enjoy my work. If not, I'll try something else.

Thanks for these. I'm not into story games, but I print these out for my daughter. She's a DM. The box cover I made is now outdated.