It's worth -2
Recent community posts
1: Yes you need to dig before you can build.
2: Yeah, the depth and gold numbers are for the whole 3x3 square.
3: Unique means you can only have one in the mine. You can build a tavern and gambling den in any order, and you get both rerolls. Each Carpenter and Blacksmith can be used on one die each turn.
4: You don't have to build from left to right, but you do have to dig to the row before you can build in it
I hope that helps!
Hi, I'm glad you liked it!
- Then you can't draw it there
- No to bombs, yes to tower caps
- I believe it's one of each. And you can take them from anywhere
- Predictor just lets you do the next market action early. You're "seeing the future"
- Each tower segment is a room
- You do understand! I'll bear that in mind for the next update
- Yeah, that makes sense
Just played this through a couple times. I thought I was being railroaded a bit the first time, but the second run was different enough that I feel like I need a few more plays to really get the full experience. It's good!
- Re: the banana flippers, the entire roll is lost
- Entering a sub-board happens instead of marking something. Yes you could use that to buy time
- I think I've updated the rules on all the tables so that you always lose multi ball first
Thanks for trying it out!
The laboratory copies the room type you attach it to immediately after it's built, so this will be the bottom room. Just draw the same icon onto it.
The observatory counts rooms, including stairwells. It doesn't care about symbols like the tower cap does.
Hey, I have a bit of weird request. One of my old students is looking to hire a one-on-one distance gamedev tutor. We've done a bunch of work together in Construct 2, but we've reached the limits of what I can teach, and he'd like to keep progressing.
I definitely would also like to see a more fleshed-out version, I kind of let time run out on this and tied up my early notes into a minimum viable product the night before the due date (just like college!)
My ideal would be to include a map of the island and like, calendar of events, and maybe a D10 table of B Plot seeds, and one of locals to run into. You've got a good point about the true truths, I might add to the list and make that a random table as well.
My idea with the Anchor board was to allow a player to signal that they were uncomfortable with the intensity of a scene without breaking the flow of the story. It's that moment in TV where the spookiness vanishes when another person walks into the room, things keep happening, but the threat can be ignored for the moment. The Meta is close in function to the X card, but is couched in the tropes of the setting still.
I spent some time figuring this out tonight, basically, while in light mode, players can't be hurt by the darkness, but also can't see the affects of the darkness. They can solve the human level of the mystery, but not the supernatural one. The shift to dark mode always brings with it a fresh body, and the threat of having your reality distorted and attack from the manifestations of the darkness. There's a third mode that acts something like the X card that Blubeard uses, where players become the writers of the show and can retcon events as they see fit.
I'm working on a story module for this that is kind of Murder She Wrote meets Silent Hill. I have two story tones going on, a lighter whodunnity one for when players are interacting with NPCs, and a darker psych horror one for when they deal with the darkness directly.
The manifestation of the darkness can be warded against and made invisible by people untouched by it. I'm adding mechanisms to allow players to pull an NPC into a scene to shift the tone back. Investigation can really only happen when in the darker tone, which gives players a reason to shift it back (one player can shift out of dark mode, all players must agree to shift back in)