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Steve M

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A member registered Jul 08, 2015 · View creator page →

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Thanks, Dun.  Yeah slick and simple was exactly what I was going for. Not complicated, you can literally set up and play with very few extra things to remember.  

I also have seen some long intros.  I felt like 67 wasn't too much.

In The Spreading Blight section, it does specify "the player with initiative rolls one D6 and applies the effect".  

I should create a rule for the case when there is no legal empty space.  

Thanks for the feedback!

I appreciate the idea of an attacker arriving in waves, but for a 'growth' themed jam, it felt more like a staggered deployment than true 'growth,' which was a bit disappointing.

The biggest issue for me was rules clarity. 'Core Infantry' isn't defined and there seemed to be a lot of needlessly complex scoring. This made it very hard to follow. This needs a major rewrite for clarity. 

Honestly, I feel like you could take this whole concept, and create a set of three simpler, connected missions out of it. That would be great!

I love the concept of heroes delving into an ancient library, hooking up to uplinks, and literally 'growing' in power and knowledge. It's creative and nails the 'growth' theme! The dynamic objective placement is also a cool twist.

The rules are mostly clear. Just a small suggestion: 'the hero gains caster(1)' might be clearer as 'caster(+1)'. Still, a fantastic and unique mission that looks like a blast!

The idea of spellcasters expanding their magical arsenals by finding forgotten spells and gaining power from objectives is cool! I loved the 'Conjuration' spell, which lets you 'grow' your forces by spawning new creatures.

However, I gotta admit, it seems a bit complicated with all the different ways to gain tokens and spells, plus managing their specific effects. It's a lot to track. Still, it absolutely captures the theme of increasing magical power and battlefield presence! Looks like a genuinely fun, engaging mission.

You absolutely nailed the 'ever-growing numbers' theme with those dynamic attacker reinforcements each round, and the defender's buffs are a great touch. I especially loved that you specified the Signal Tower's height for LoS.  However, I feel the army point recommendations for the attacker could be clearer; either a fixed total or a percentage in the attacker table would make setup smoother. 'Bring twice or more' feels a bit loose. Still, the core concept and theme are incredibly strong. Great job!

The idea of bringing plants to the pond and 'feeding' them magic sand to aid their growth is a creative, fun take on the theme! However, I gotta say, the objective sequence felt a bit complicated and hard to follow, especially the magic sand movements. It might need a bit of clarifying for smoother gameplay. As for 'growth,' it's in the story, but the mechanics don't really show the plants changing or growing. Still, wonderfully imaginative!

The idea of harvesting sacred fruit that 'grows' and ripens as turns progress is super creative and dynamic! Adding the turn number to the roll to grab the fruit actually captures the 'growth' theme pretty well, making it easier later.

The idea of units tasting the stew for random effects and objectives moving is super creative, although I am not sure about the witch. Is that kind of a meta-game where she is interacting with the player only?  Regarding 'growth,' it's quite subtle. While units might 'grow' in power with those stew buffs or even regenerate, the theme just isn't prominent enough for me.  But, I think it would be fun for a seasonal/themed event.

The idea of starting with limited forces and having them 'grow' onto the battlefield as the game progresses fits the theme.  Cool and unique.

However, I found the rules, especially around unit deployment and how the 'ALARM!' impacts reserves, a little complicated. It took a few reads to grasp the timing and conditions, making it tough to follow clearly. Despite that, it sets up a really tense, escalating battle. Great effort on a creative mission!

This mission has cool, chaotic wormhole effects that make for a bloody fight! The unpredictable environment is strong, with "Direct Explosions" definitely leading to a potential "bloodbath" LOL.  Rules are generally clear and well-structured, but lethality might lead to very swingy games. Critically, this mission barely touches the "Growth" theme; its mechanics focus on destruction and random events rather than any form of expansion or accumulation.

I really like the concept of a train moving through objectives! 

My main thought on balance is the train seems extremely resilient. This might make it quite challenging for the Ambusher to win within 4 rounds if the Engineer maintains speed. The 'Don't stand on its way' rule's 20-wound threshold for speed reduction also feels very high. It could lean slightly Engineer-favored, but playtesting would confirm!

Great work on a creative mission!

I really like this mission.  

One interesting choice is how the 'Objective Payload' system gives more Reserve Points to the player controlling fewer objectives. It's a neat catch-up mechanic that ensures both sides keep growing their forces throughout the game, which is pretty clever. Also, the 'Strategic Initiatives' add a fun, unpredictable element, though some players might prefer less randomness, the effects themselves are clear.

Overall, it's a really solid mission that looks like a blast to play!

This offers a cool concept with "Vines" literally growing and changing the battlefield, perfectly nailing the "Growth" theme. However, the rules are quite complicated. Managing each Vine's Influence and Effects attributes, plus frequent dangerous terrain tests, makes bookkeeping a nightmare. The missing standard OPR section headings for "Deployment" and "Objectives" also hurt navigation. While innovative, the mission's complexity might be a big hurdle for players. Good adherence to theme!

This mission has a cool idea with objectives building up psychic power to become volatile.  However, clarity is a big hurdle. Critical sections like 'Deployment' and 'Objectives' are missing standard headings, making navigation tough. It's unclear how players add caster tokens to objectives, beyond their natural generation. Also, when an objective becomes a 'model,' there are no rules for it attacking or using AI, which is a major gap.  Regarding the 'Growth' theme, while power accumulates, it doesn't feel like a natural expansion or spreading threat. It feels minimally met.  This mission needs significant refinement for playability, despite its interesting core.

This mission features a cool, ever-growing hazard that makes for a desperate escape. Some rules are a bit fiddly, but the theme is strong! It's tough to visualize the initial setup of the ravage markers, shelter entrance, and relay nodes without a diagram.  The "Ravage Agent Release" rule causes the Area of Effect (AoE) around specific ravage markers to grow each round. Keeping track of which of the five markers have had their AoE increased, and by how much, could become quite a bookkeeping challenge during gameplay. The rule states that the shelter entrance marker is "removed from the battlefield" when a unit evacuates through it. This might initially confuse players, as the main goal involves this marker, and its removal could imply it's a one-time objective rather than a continuous evacuation point.  The scoring for this section lists multiple conditions, each stating "Scores 1VP if...". While typically cumulative, the wording doesn't explicitly state that a player can gain 1 VP for each condition met, which could lead to ambiguity about whether these are mutually exclusive or stack.

The concept of an evolving battlefield is intriguing, though the constant tracking of individual objective effects with coin flips might become cumbersome. Clarity is also impacted by the non-standard deployment zones  and the lack of a clear title on the page itself. While new terrain physically grows each round , the overall "Growth" theme feels less like an escalating threat or organic spread and more like a simply mutable environment, which some might find less impactful.

While 'wave' missions offer escalating threats, they often represent a constant stream rather than organic growth tied to the theme. The setup and rules are mostly clear, but some map directions and objective rules need a bit more detail. There are inconsistencies between the map diagram and text regarding deployment zones and board edges. Also, the initial objective clustering and whether units can carry multiple markers could be clearer for smoother gameplay. Despite these points, it offers a tense, thematic experience. Well done!