Hi! I had fun running through a couple games of this last night. I had a couple questions and thoughts. Should I dump them here or do you have an email or anything for longer form communication?
Really quick to pick up and play. Lots of dice rolling which I love. I feel like you could set this in any world of your choosing and make it work. Very fun, thank you for making this!
Ah the Traps rule is incorrect; you need to roll greater than the number of Traps. Thanks for the spot - now amended! A Monster's initial dice value is always 2, so you'd need to roll 3 or more to hit. I may look at wording this more clearly. Hope that helps!
Loved playing this, it’s got the right mix of strategy and quick playability that I’m after. I just had a quick clarification about when a weapon breaks: is that d6 permanently lost from your dice pool? Or do you still roll 6d6 on the next room?
Also can you do multiple rune actions per turn? I.e kill one monster with a rune, which is then spent. Then pick up another rune, and kill another monster? Felt like I was doing too many actions per turn. Is it only special actions that limited to once per turn?
sorry for all the questions, I’m going to be playing the heck out of this I can already tell. Thanks!
Thanks for the feedback! So glad you are enjoying the game.
To address your points: When a weapon breaks, it can no longer be used in the current room or be carried in your inventory. Your dice pool is restored on the next turn (room).
Yes, multiple spells can be cast on a turn, so long as you have the requisite runes. The only restriction is special actions (1 per turn).
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Hi! I had fun running through a couple games of this last night. I had a couple questions and thoughts. Should I dump them here or do you have an email or anything for longer form communication?
Great! Happy for you to post here and I'll answer as best I can!
Really quick to pick up and play. Lots of dice rolling which I love. I feel like you could set this in any world of your choosing and make it work. Very fun, thank you for making this!
Awesome, thank you!
how do you determine a monsters current dice value?
If you only roll one trap for a roll if can never hurt you because you can't roll lower then a one. I'm I correct in how I interrupt this rule?
Ah the Traps rule is incorrect; you need to roll greater than the number of Traps. Thanks for the spot - now amended! A Monster's initial dice value is always 2, so you'd need to roll 3 or more to hit. I may look at wording this more clearly. Hope that helps!
Thanks for clarifying.
Loved playing this, it’s got the right mix of strategy and quick playability that I’m after. I just had a quick clarification about when a weapon breaks: is that d6 permanently lost from your dice pool? Or do you still roll 6d6 on the next room?
Also can you do multiple rune actions per turn? I.e kill one monster with a rune, which is then spent. Then pick up another rune, and kill another monster? Felt like I was doing too many actions per turn. Is it only special actions that limited to once per turn?
sorry for all the questions, I’m going to be playing the heck out of this I can already tell. Thanks!
Thanks for the feedback! So glad you are enjoying the game.
To address your points: When a weapon breaks, it can no longer be used in the current room or be carried in your inventory. Your dice pool is restored on the next turn (room).
Yes, multiple spells can be cast on a turn, so long as you have the requisite runes. The only restriction is special actions (1 per turn).
Hope that helps! :)
Awesome, glad to see I was doing it correctly! It’s a great little game, and thanks so much for the reply.
Highly enjoyed playing! Feels like there's quite a bit of strategy to each roll/room.
real cool