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KingLuigiNL

27
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A member registered Apr 29, 2024 · View creator page →

Creator of

Recent community posts

thx for the revieuw! I will definitly playtest them when i have time! And thx for pointing out the typo haha

aah ok. Maybe you could word it diferently: your warriors in adjacent clearings are considered in the battle. But remove the moving back and forth

Hiw does the outsiders ability work, and whats the reason for it? It also seems like it would be hard to track what warriors came from where sometimes

ah right! That makes sence. And each token has a unique symbol then? What if the marquise or a landmark or something is not in the game?

I dont understand the last part of the daylight action, with the sight tokens

Can you add some screenshots of the board and any cards or what have you?

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thank you so mutch for your kind words! I definitly hope to playtest these guys more and develop them further, when i do ill be sure to give you a ping!

ah ok, right. That makes more sence. Maybe you can reword it to "a clearing you dont rule adjacent to a temple"

i realy like the idea of your daylight actions switching around, i assume when you reveal a bird card you get to choose the weather? 

Also, move via temples i guess you use the temple as a path and essentially move through the forest? Is there a way for opponents to remove temples?

In rainy weather it mentions in the battle action 'a temple you do not rule'. But temples are placed in forests right, so you dont rule those by definition. So i wan to know whats the intention there?

Opponenst are not actually negatively affected, becouse they always have the chance to discard and cycle the turncoata away to draw actual cards. The only thing this does is power up the confeatheration. If they want to hold the cards in hand to reduce the power of the confeatheration thats totally up to them.


Ofc i only had time to test these guys 3 times during the jam, and this latest iteration that i posted has not been tested at all. So things can and probably will change after i test more.


Ofc id love it if you test and come back to me with feedback! (Preferably on discord if possible)

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what if you could use 2 diferent suits for each action? That for example rabbit/fox to move, fox/mouse to battle, mouse/rabbit to recruit. This way you still have some randomness and noise, but its not as punishing

Another idea might be to add a 4th action that you can only take with bird cards. Similair to lizards sacrefice. Not sure what it could be but i leave that to you if you wanna do this idea

Omg, why did i never notice. Well om that case its probably fine. But the use of plural 'chickens' has me confused still on how many you place. (Tho logically its 1 right?)

"Recruit chickens to the coop" is a bit unclear. I assume you mean "recruit, place a chicken at the coop"?

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yep! They get turncoats that are basically dead cards. They then have 2 choices: keep them in hand, but that means they have less acces to useless cards. Or discard them, powering up the confeatheration and letting them score more. 

And yeah the dominant strategy (probably) is to focus your infiltration on one opponent. Specifically one that values cards a lot. That gives you the highest chance of them actually discarding cards.

Players of course can discard them when they have 6+ cards end of turn. But they can also discard a card on their turn to draw a new card, this is needed especially for eyrie, but factions like moles and lizards also value cards that actually have suits.

Intended is that after you draw, its no longer your turn so you cant discard turncoats that same turn to draw a card.

also, i do think moving enemy tokens can be both very (too) disruptive and potentially game breaking. For example moving the keep, or moving a plot or a sympathy into another clearing with the same piece. 

very cool! I do have some questions though. How does move work? How i read it i spend a card, then i have to move to every matching clearing with all warriors that can possibly move. So if i spend a fox card, all warriors adjacent to any fox clearing will have to move to that fox clearing. Is this correct? Do you chose if there are multiple adjacent matching clearings?

would love some screenshots!

FAQ: 

  1. keyword "infiltrate" When you infiltrate an opponent, give them an infiltration token. 
  2.  Cells have 2 sides: "ready" meaning on standby and "active". A cell can only be activated once. When you 'activate' or 'ready' a cell, you flip it to its corresponding side. 
  3.  Daylight: reveal agents to take extra actions. The actions have to be in a clearing matching the revealed agent. For example reveal a fox agent to swarm from a fox clearing.
  4. when you unite your 1st 2 cells, you dont need to remove any warriors. However you do need to place them at your warriors.
  5. Murmuration: When you spend a non-bird card, you search for a matching agent. If you cant find any, you dont get to add an agent (tough luck...) 
  6. Loyalty: any time you get an agent, you raise your loyalty by 1. So this includes your opponents discarding turncoats, or you searching for one with murmuration. 
  7. turncoats: They are cards in opponents hands. They cannot be put into their play area, aka cannot be put into the decree/retinue/supporters, etc. When the eyrie has to put a card in the decree and only has (a) turncoat(s) they have to spend it to draw a new card. 
  8.  agents: Turncoats that are in your agent stack are called agents. They are facedown but you may look at them at any time. You can only use them to reveal with the recruit step or during daylight to take extra actions. You cannot use them to discard and draw a new card. (edited)

can you add a high resolution screenshot of the board? Or post it in the discord?

tip for everyone rating this: on phone the resulution is way better and readable. :)

also good luck ztrexel!

Amazing

you have your page on private, also maybe add screenshots of your faction board and other game pieces (cards and stuff if you have them)

You need screenshots of your faction board and stuff. that way we can rate it

im sorry man, but this is unratable...

Do you score 2 VP for removing your own envoys? is that their main score engine? and then 1 vp when you remove enemy ebnvoys and they also score a vp

i would love to see what monuments do, and the setup before i rate it. becouse i dont want to download every single thing from every faction. maybe you can make a post in de discord about it?

Btw, you start with 3 random followers, and place the priest and 2 warriors in any clearing