I played this game over the summer with friends; this game caught my eye because of the inspiration from Lady Blackbird, and I really appreciate the hexmap that the game supplies. It gave my players something to focus on and strategize around, and the questions attached to each hex gave us a lot of inspiration when it came to building the world together.
Mint-Rabbit
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I appreciate the questions! This was a game jam game so I haven't done much work on it since originally writing it. I might need to adjust the clock size, as well as the clue outcomes. Spending tokens will give you modifiers to your rolls, so the more tokens you spend, the higher modifier you have on any given roll!
You are correct that clues you accumulate will also apply a modifier to the final roll at the end of the game. If you find that there is a lopsided outcome, or that the ideal end condition is very far out of reach, I'd certainly appreciate feedback from a game session!
I played this game with friends last month, and we really enjoyed it! We played through an inspection from the Dragonmaster General, and had to balance keeping the Warren clean with a sudden attack from Giant Rocs. I think I'd definitely love to return to this game for a longer series in the future.
Hi, I have a question about the Vagabond. I noticed that the weak moves that give you a token include options such as:
◊ Make a powerful connection with someone
◊ Offer a solution so simple no one else saw it
◊ Share something useful from a far-flung land
◊ Stick around, despite things getting tough
◊ Surprise everyone with how much you care
Is this supposed to be the Weak Moves? Or are these actually the Strong moves? They feel very powerful as Weak Moves.













