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Imrahil3

5
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A member registered May 14, 2025 · View creator page →

Creator of

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Thank you for the awesome feedback, fellow Bureaucrat :D (or Bureaucat?)

Yeah, the Notices can be tricky. What I’ve found with previous iterations of the Bureaucracy is that it’s easy for them to crowd out a clearing, so if they really commit to protecting a Notice somewhere it’s nearly impossible to dislodge them. That was before I nerfed their recruiting, so maybe less of a problem now. My vision for Notices was that they function more as offensive pressure than engine components, so I generally haven’t been too sad to lose a Notice if it cost somebody else some actions to remove. 

Thank you for the encouragement! I was super excited to figure out the icon- asked action economy. Indirectly inspired by the Bats’ “Bat Poker” from a few PnP’s ago, also the Mechanical Marquise 1.0. Kind of surprised there hasn’t been more done with crafting icons in the true game yet, it seems like there’s a lot of interesting things that could be done there. 

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Thanks for the kind words and the feedback!

Yes, their crafting is their only scoring engine. They originally also had a toned-down version of the Rat’s Oppression scoring as a supplement to their crafting. It was too easy to fill up the map and ride to victory on passive scoring, and also just wasn’t interesting - why waste cards crafting when you could spend those cards on actions and get more points from dominating the board?

The crafting/paperwork points require you to choose between action economy and scoring economy, which makes for a more interesting play style. 

EDIT: Forgot to add, no, no points for removals due to Notices. Bureaucracy is happy to get the extra card, but they want the building slot. Making it less punishing to comply encourages other players to actually give you what you want rather than paying the tax to prevent you scoring a point. Great question!

AHHH you found a typo! Yes, they had way too many Offices at first, and your handsize was originally limited to unused Notices, which was cool, but there wasn't a reason to place that many of them. Missed fixing it there :P

Thank you for the feedback! Glad the Q&A and Law were helpful. Yeah, I should've made an entry about the placed Notices + Overtime; I think the best way to resolve it would be to say the Notices are counted at the start of the step and then placing them doesn't remove actions until next turn.

Awesome idea for a faction! I really like the forced dispersion of your warriors and the permanent buildings. I think there are a few things that could use polishing to be more streamlined/in-line with Root's general phrasing of things, but I like what you have going on here and I'd definitely play it IRL. I'm a huge fan of how you bring complexity by having strange restrictions, rather than throwing a huge block of text at us.