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Questions and clarifications Sticky

A topic by Bruno Prosaiko created Oct 09, 2023 Views: 415 Replies: 29
Viewing posts 1 to 11
Developer

Ask your questions about GOTHIC-PUNK here. :)

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the werewolf special edge, bond says: "When a werewolf from the same pack takes a wound, the player can choose which of them will receive the token." however i cant find anything about a "pack". could you please give some clarification on what a pack is and where i can find it?

Developer (1 edit)

I understand your confusion. It was just a "personalized" way of calling the faction.

I think I forgot to mention that the player can call their faction whatever they find most evocative: a pack of werewolves, a cabal of mages, a horde of fae, etc.

I will note this point for future updates. Thanks.

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no problem! the game is looking super cool and im just waiting to find an oppertunity to kidnap convince my friends to play this with me

Developer

Haha. Cool!

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hiya! i just got the game and im confused as to how ur supposed to print out and build the booklet

Developer(+1)

Quill, it's simpler than it seems. Just follow these steps:

  1. Choose which version of the zine you want to print (photocopy or print-friendly).
  2. Get the related "booklet" file.
  3. Print the pages double-sided on A4 paper. You can print on letter paper reducing it to print size, but you will have an unprinted remainder.
  4. Once the pages are printed, simply fold them following the direction of the cover and the page numbering. Not all pages have a number, but just look at the logical sequence of the text. Werewolves are in the central part of the open zine. If you're lost, I recommend using a file named something like "(zine type) pages".
  5. Once the fold is done, just staple the zine and that's it! :)
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ic ic thanke! 

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Just purchased the game, it looks super fun and I'm excited to find good minis to use for it.


I do have a question regarding how players are supposed to complete a scenario? 

Do you encourage groups to establish their own win condition such as "If The Fae control the Park node for 3 turns they win the encounter" or is the intent more about Elimination like "The Giorgio Vampire Coven and the Red Beard Pack are trying to wipe each other out"

Also if a group wanted to do a sort of campaign play scenario do you suggest rewards such as extra models to add to their warband? More points to their existing models to upgrade them? Control over certain districts giving recovery and training boons to warbands?

Developer(+1)

Great questions, Botchbrother!

Regarding scenarios, I fully encourage the creation of new scenarios. In fact, you can even publish them if you want! I intend to create new scenarios in future expansions.

The current victory conditions of the game are this:

Objective: A Faction wins if it is the only one with models on the table, or if it finishes three consecutive rounds controlling more Nodes than its rival.

Regarding campaign rules, it is something that is in the plans, but has not yet been developed. Suggestions are very welcome. My first impulse would be to offer extra points for faction upgrades, but it remains to be seen how that would work in practice.

Thank you so much! I missed the objective bit on the first read-through, so thank you for clarifying. I may work on my own campaign and solo rules using inspiration from 5 Parsecs from Home and the like. I'm still trying to track down some good minis to use, I may have to bite the bullet and build some using Hero-forge or Eldritch Foundry.

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Is it supposed that all minions of a player have the same stat+edges or can they have different combinations? Whatever the case make it clearer on the text.

Developer

Noted, IGKU. I will take this into consideration for future updates. Thanks for the feedback.

Developer

About minions, you can have different minions. Only the base stats are the same.

(3 edits) (+1)

Hello there, I've got a couple of questions, and some minor concerns. First, the questions;

In the very rare corner case that I have a unit with Regenerate and 1 wound, what happens if I roll failing doubles? Does the healing from Regenerate happen first, leaving the unit merely unruly, or does the unruly go first, causing the unit to get knocked out? In my mind I've already ruled it as the former since it makes Regenerate feel more viable in my mind, but it's good to know what you think/intend.

Edges with (X) don't seem to have an explanation to them, though I've mostly managed to infer that it means you can buy the edge multiple times, without adding to the number of edges your unit has, upping the X in the ability each time. I was wondering if that's the case?

Could one unit conceal another unit? As I've read it, only terrain can conceal units, which is probably for the best, but I had the random idea to make a minion with big, and then a boss with Shadowy, using the minion as a meatshield. In the case that units can conceal other units, is it possible to "shoot through" friendly units, effectively ignoring them as terrain?

EDIT: Apologies about all the edits, keep seeing small typos and the like, and now I've got this whole extra question. If I put Zealot on my boss, as they also have leader, will Zealot then always be active for them, as they are in their own line of sight at 0 inches? If zealot is not allowed to be put on a unit with starting Leader edge, what happens if my boss is out of action and Leader goes to my underboss who had Zealot?

And now for the concerns; While I love the system for unit creation and its various potentials, I've already been cooking up an Outcast faction, I've noticed that a stat upgrade and an edge costs the same, doubly so with Outcasts. Any edge that just brings a -1 to a certain roll unconditionally, like brute, just becomes a more flavourful stat upgrade as the odds remain the same, and any edge that brings -1 to rolls conditionally, from Sniper to mighty to bloody rage to any of the Node edges for fae, seem like a straight downgrade to me. I may be wrong on the math of course and there is a difference between having -1 to a roll and having a bigger success threshold, but I don't see it.

I want to add here that I do adore this game, it's got a fun, engaging theme, I've already spent hours just pouring over it and thinking of potential faction builds. As someone who's always wanted to get into Skirmish games and wargames, but haven't had the brainpower to comprehend the complex rules of something like warhammer nor the wallet to sustain such an expensive hobby, this game has been immensely easy to understand completely, and the sheer amount of customization is a joy. You've made a great game already, and I'm truly excited for expansions and updates.

Developer

Thanks for the feedback, GGFreak. You raised very relevant questions. I'm working on an update and should release it soon. I hope it answers several of these questions.

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If a model fails both rolls on its Activation but the Seer edge (by a close ally) is used, does it count as Unruly? And if not, that means that as long as your models are close, they are invincible.

Developer

True. It was something we observed in the playtest and should change in the update that I will release soon.

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How would Cold-blooded interact with more than 2 actions per roll (due to Celerity or Hurry)?

Developer

Good question. I'll make this clearer in the rules. This is the revised version:

Consecutive Shots: Each shot after the first suffers a cumulative +1 penalty to the Fire roll (+1 for the second, +2 for the third, and so on).

Cold-Blooded: This model does not suffer penalties for consecutive shots.

(1 edit) (+1)

I also noticed that Banish has no “action” required to be activated. I see a lot of potential in the game, if you were to take your game more seriously (and revised the whole thing, with the POV of the player, to remove any loophole/ambiguity) it would be really good.

Developer

Well noted! I'll take that into account. I sincerely thank you for your observations.

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The phrase "steal initiative" comes up a lot in version 0.2, but it's not explained anywhere. When you have stolen the initiative, what does that mean, and what can you do?

Developer

Jadasc, this is associated with the Activation session:

"The player continues to activate models as long as they have successes on the Activation rolls and have models available. Thus, it is possible to activate all your models in sequence if you get at least 1 success with each."

The function of initiative stealing edges is to interrupt the opponent's sequence of activations.

Thank you for the question. I will try to explain this better in future updates.

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I'm still not sure what happens. Do you get to act out of sequence, or just deny your opponent an action?

Developer

What happens depends on the specific edge. Let's take Trickster as an example:

Trickster: When an enemy model spends Karma to re-roll within 3", this model can spend 1 Karma to steal initiative after its activation. This model must be able to act in order to use this ability.

In the case of this edge, the trigger is "When an enemy model spends Karma to re-roll within 3" ". The activation is "this model can spend 1 Karma" and the effect is "to steal initiative after its activation". So, if there was a trigger and the player activated it, after the enemy activates, this model can be activated (its owner can make an Activation roll to try to activate it). The requirement is "This model must be able to act in order to use this ability", that is, if the model has already been activated or is inactive for other reasons, it cannot activate this edge.

Basically, when you steal initiative, you interrupt your opponent's sequence of activations. Each edge indicates when this can be done and, if a model is identified as a catalyst for that edge, it is it that must be activated if it is capable of being activated.

Is it clearer now?

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Much clearer. Thank you!

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There seems to be a bit of inconsistency in terminology among what I've dubbed "Dice-granting" edges. Either they state that you gain +1d6 on that roll, such as Celerity or Retaliation, or they state you can roll 1 extra die, like bloody rage, or they state the model makes that roll with an additional 1d6, like in node guardian or node shot. I get the wider benefit all of these Edges bring (Giving you another die to roll so you have a greater chance of getting a success, possibly even two successes), but I fear the first terminology, gain +1d6 on [type] roll, will seem counterintuitive to players, as you want -N bonuses, not +N bonuses, and they may think they have to roll a die and then add its value to whatever else they rolled, making it look like (+1 to 6 to this roll), which is a massive downside in this game.

Tightening up the terminology can help immensely, and both "Roll 1 extra die in [type] rolls" and "Make [type] rolls with an additional d6" could work for that. I would also ask for clarification when, in the cases of Node guardian, retaliation, and bloody rage, you get to roll additional dice for battle rolls. Do these additional dice stack up potential hits, meaning if you rolled 2d6 for a battle roll, your opponent would have to roll two defense rolls, one against each of those hits, and suffer a wound for each failed defense? Or would the 2d6 battle roll with two successes just mean you got a singular hit, and the attacked model will only have to roll a single defense, only suffering a single wound if failed regardless of the two successes on the battle roll?

I ask all this because only with activation rolls have we previously had multiple dice to roll, with variance on successes and failures, while with any kind of "combat" roll, we've only had to roll one die, so it's not clear whether these additional dice lead to additional hits, or only granter a higher chance of dealing one hit.

Developer

Well observed, GGFreak.

As you mentioned, these different expressions mean the same thing: the player rolls additional dice in search of successes. Standardizing this text is a really good suggestion and I will do this in future updates.

Each die rolled in an attack can generate a hit and each hit is defended separately. This is explained in the section about Defense rolls:

Defense Roll: For each hit suffered, the enemy makes a Defense roll (1d6). Each success absorbs 1 hit, each failure causes 1 wound token.
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Fair enough, I was more focused on the Melee and shooting roll sections that defense is sandwiched between, which simply states "Success scores a hit" instead of "each success scores a hit". I assumed it was as you said, but my nitpicky nature is always looking for what could be misinterpreted, and I could see someone mistakenly thinking that no matter how many dice they rolled for a battle or fire roll, it's a collective Success/failure into a single hit, rather than each die having the potential for a hit. It's another case of needing to standardize text into something more similar to the defense section, in the format of "Each success [pos. Result], each failure [neg. Result]."