GLIDE 2 has settlement and character name generation, a huge collection of events, and more general world building options. Nothing for food, cooking, or the like. That is a good idea though...
Sasquatch Games
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You may count Revealed and Explored locations towards the goal. It's one of the requirements that can be difficult to do if the player has already filled and explored most of their map. The Guild quest after, Explore 3 locations 2+ hexes away from each other, will require you to do the Explore action. If you don't have any locations to do so, I would recommend choosing 3 and just doing an Explore action at those, again.
Glad to hear you are enjoying Troves!
1 - "An Ability can be used at any time as long as the rules listed for the ability make sense..." (p. 7). No need to declare using Stamina before it is needed!
2 - Correct; All HP (and 1 Stamina) is restored after a successful Combat (p. 27). This was done to prevent softlocking of progress for players that don't have healing options (Trials only deal 1 Harm for failing them, see p. 26).
Start with 5 "possible" Wear. Mark 1 of those (remove it) when Wear is taken to your glider. Add "possible" Wear back through repairing your glider. Reach 0 "possible" Wear and you cannot use mods. You got it right!
Guild of Sand is only found in Desert locations. When you find them then you can perform Settlement Actions there, as well as interacting with them. You cannot find Guild of Sand representatives in Settlements outside of this action. The Caravan Friend reward is only for level 4 members, which aligns with the requirement for other Guild special rewards (I missed adding the Bond Level 4 requirement, sorry!).
Good question! Wear is just that; the decreasing quality of your glider/gear as it is worn out from use. The choice to handle it this way was purely to align with the words used to describe it and the game mechanics that already existed. You start with 5 'possible' Wear on your glider, and it decreases to 0 over time. At 0, you are reduced to a max speed of 1, and cannot use any of the mods attached to it (until you repair).
I could have just called it 'Quality' and ticked down in the same way as exists, but I wanted to tell players that their stuff needs upkeep to stay viable in the harsh environments of Eridoor. This choice also matches with how the resources are used in the game, keeping mechanic names aligned with how they would be expected to work in the system, e.g. decrease Stamina, use Momentum, and mark Wear all decrease the total resource pool.
Hope that helps explain why Wear is as it is and gives a little insight into the design process behind the game.
Sometimes it's easy to miss a small detail in the rules, especially when the creator uses shared tables. 😅
Sounds like a good delve! You cannot leave with the treasure or clues as the only way to the Downtime Phase is through victory or defeat. You would treat leaving the delve as Defeat:
"Defeated players remove all treasure from their Treasure Tracker and proceed to the Downtime phase." (p. 28)
1. Bottled Ethereal Flame should be Recover 1 additional Stamina after combat. Nice catch!
2. When you roll a result with Combat Event, you then roll for the enemy encountered. No need to roll. for the attribute and difficulty! "On a Combat result, the players roll once as a group on the Enemies Table. Each enemy result provides an HP total, Attack die, Defense die, and Harm dealt." (p. 27).
3. Combat uses the core concept of Hits, with the opposed roll being the LD. Draws would award a success to the player, always. "If the total meets or beats the LD of the target action, the player succeeds and does something (a Hit)! Otherwise, the player faces a setback (a Miss)." (p. 5).
That might be a problem with itch io.
You can buy a copy from the BackerKit pre-order store, which will instantly get you a copy here (their system sends a code).
https://glide-part-two.backerkit.com/hosted_preorders/
If you have any other issues, please email me (cody @ sasquatchgames . ca).
1 - Melee range is 0. You are correct, this was a previous rule that I missed in a few spots.
2 - Yes, no limitations on that!
3 - Bosses grant you R3. I see now that I missed that information when talking about bosses. You also gain XP (page 28).
4 - Ignite does stack! It is one of the more powerful effects. Spending 1 Action removes all Ignite.
I'll add these to the FAQ/Errata document. Thanks for letting me know!
Scaling for enemies is already listed on page 24 (just add +1 Health for each player past the first).
For handling bosses, increase the Health of the boss by +5 for each player above the first, i.e., 2 players = +5, 3 players = +10. This is a distilled version of how Souls' games adjust difficulty with summons and would honestly work here, for the most part.






























