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Sudoku03

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A member registered Sep 03, 2020 · View creator page →

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Yes! The bullet points are purely aesthetic. We specify which warriors you can use when there are restrictions but for most actions it is a collective. I also clarified this in the law for the faction but I get not reading all of that :)

Thanks for the feedback, these are definitely things we thought about. I’ll give you my current thoughts and I’d be interested to hear what you think.


1. This definitely can be an issue, and the reason we have the compact as an insurgent faction is because it plays best when there is at least 1 militant faction looking to put buildings down. I could see the fly action be changed to some way of spending cards to drop loot, but it would have to be pretty pricy, not sure exactly what it would be.


2. The summon word was initially to indicate that they were coming to the mound regardless of where they were, not just from your supply. Not sure if it should be changed since it is different from other recruit-like actions.


3. This is definitely something worth considering, but I’m also hesitant to add extra rules baggage and mission creep (something a lot of custom root factions suffer from imo). The faction already incentivizes some level of policing from the politically vulnerable ability and so I’m not sure it needs more. It’s something I’ll have on my radar during future plays, especially because moving The Mound more central to the board definitely helps speed up Loot collection. Currently the downside to losing The Mound is that you miss out on your Birdsong summon and recruit, you can’t recruit and you can’t score with Loot until The Mound is recreated. Currently that seems like a fine level of downside but I’ll keep an eye on it.


4. I agree that they should be called markers, I had that thought late in development and it wasn’t worth changing before the submission window. This was made in canva and we didn’t have the Root font so every text box was typed out in a different program and then copied over as an image instead of a text box so it was hard to go back and edit lol. It’s something I’d change if we did another big pass but it’s functional so it wasn’t worth the change on the time limit.

I like this faction! My major feedback would be to clarify when cards in the archive are face up or face down. If it’s always face up I would love to see that, perhaps in the archive box on the player board as reminder text. As it currently reads, you reveal the archive progressively and presumably you keep those face up but as you add cards do you ad them face down until you reveal them and then that’s the point at which people can swap from them? The faction centering around that zone and the rules being foggy around it was a bit of a downside for me but overall cool concept.


It also seems like the faction would draw a lot of cards. Only needing to build one bookshop in each suit to get your first extra card seems kind of insane since you can build your first one before your first draw step, and I imagine that starts to get out of hand quickly. I also wonder if the bookshops should need to be adjacent to the library or other bookshops when being built instead of just being airdropped into anywhere on the map (as is my interpretation of the current wording). These are both questions for playtest but they’re worries I have about the overall balance of the faction. Maybe this is all offset by how hard it is to get warriors on the board, I’m interested in your feedback.

Thanks for the comments! To answer your questions 1) you need to rule the clearing you move in to or out of, and it needs to be specifically a haul action so moving with High Alert does not allow you to bring loot with you. Yes, politically vulnerable offsets the fact that the tokens can’t be destroyed and that the faction has strong defensive capabilities, imo every faction should have an incentive to hit them beyond crushing them under your boot for the love of the game. 2) Unique clearings is clarified a bit more in the law, but the intent there was to make it so 3 hornbills in the same clearing did not equate to 3 crafting power of that clearing suit, they need to be spread out. 3) All capabilities refresh each turn, at the first step of Daylight. At the start of the game that amounts to the 4 base capabilities and as you restore capabilities you gain more actions. In playtesting, the faction started like an insurgent faction scavenging the Loot already on the map and as you restored capabilities it shifted to be militant, needing to force buildings off the board to score points.


Thanks for the in depth comment! Happy to answer more questions if you have them.