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GoodNuffGaming

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A member registered Jul 09, 2025 · View creator page →

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Why 1500 points max?  Wouldn't this still work with larger armies?

May need a sample map to show the objective placement.  There was a lot of restrictions and it may just be easier to provide an established setup.

Is it possible for the player with the ascended hero to just rush and get off the board in 2-3 turns?  With all the powers active it seems very difficult for the defender to win.

There's lots going on here and it will definitely make players think before activating, plus there's enough random events to mix things up and nobody is at a clear advantage until it's all over.

While I think the moodboard is a bit of a hassle, it's still a  requirement, and they even provide the resources to make one.  By not including one the submission technically missing something.

Could this be done using any symmetrical map?  Does it have to be deploying along long board edges?

I'm a bit confused on objectives.  Is only one objective active each round?  Do active objectives carry over from round to round (is the whole board slowly waking up, or are the objectives more like whack a mole?)

Should all heroes get to reroll the volatile ground rule?  Why not heroes and units that have Caster, and units without, even heroes, not?  

This sounds like something that would be a great rpg run.  Have you been able to play test?  How did it work?

While I fully understand wanting to drive a narrative, but requiring the players to play two specific armies you are setting up limits that might make players gloss over your mission, thinking "I don't have any aliens" and so not give it another look.  Is it possible to play with other factions?  If so, state that in the rules and the recommend the two factions you'd prefer, rather than make it prohibitive.

While both have "different" objectives, they still have to do both, and will have to work together.  There doesn't feel as strong a sense of competing objectives, or shifting objectives, as the Jam theme suggests.  They both do the same thing, the only decision is together or apart for most of it.

I've always toyed with ideas of how to make games have a real "fog of war" effect.  I think your use of cards does well in keeping things clear but still allowing for all orders to be given at once without getting to confusing or cumbersome.  

The rules as written do skirt the line of making this an almost different game, rather than just a different mission in the existing OPR game.  I'd have to try it out once to really get a feel for it.  Have you been able to play test?  How did it work?

There are shifting objectives, but only to the extent of which objectives to capture.  It still feels like a standard game of grabbing objectives.

I like the idea.  It's a mix of the tug of war scenario from Starcraft and a Tower Defense game.

The instructions say the fort is in the middle of the map, but the map clearly shows that it's not dead center.  Which is it?

I'd recommend altering it so that you aren't pigeon-holed into one specific faction for the scenario - it will discourage people from playing it if they think you have to have human empire for the scenario.

I don't play much Quest.  Is "heavy" a special rule in the Quest book?  If not you need to explain what it does here since one of the players starts by carrying something that gives that rule.

Ok, at first the opening narrative was really confusing me, but once I read your description of how the "it" units shifts I get it.  Brilliant way to make the objective dynamic and stick to the theme.  Well done.

Does this have to have only one deployment map?  Couldn't it be used with any of the basic 6 maps?

Does the battle need the flood mechanic?  What happens is the flood kills the "it" unit?  How is a new target unit selected?

This reminds me of the mission in Malhadra where one side must kill civilians, while another protects them.  It was a really fun mission so I'm sure this one would be good as well.

Love the fog mechanic; simple, uniform, no need to roll every round, but still very narrative.

Both players get to move the creatures?  Even the one trying to kill them?  I can see how that's needed for balance, but does it fit the narrative? 

I would create your own map.  The map shows 3 objectives but the instructions say D3+3.  I get that the map is there to give guidance, but some folks might just look at the map and see 3.  Plus they might wonder why the 3 aren't placed in a balanced way.

The idea is very narrative and creates a scenario that players would want to explore.  It's like the climatic scene in a movie and playing to find out what happens is a great idea.  Not following the template is a bit of an issue and might cost you when OPR reviews the submissions.  There could be a map showing how this is to be set up.  There are a lot of terrain pieces that need to be set up just right, so showing how you want it done would be helpful.

Some of the rules are a bit confusing. Do you roll every turn for each charge planted?  

Also, it seems that the ones blowing up the bridge are going to lose each time.  They have to spend an entire turn setting the charge?  You'll need 3 charges to have a chance at blowing it up - that's a hefty amount of time not using units while the opponent can just keep fighting as usual.  I think this is a good idea, but might need some play testing to iron out kinks and discover potential potholes.

The idea is very narrative and creates a scenario that players would want to explore.  It's like the climatic scene in a movie and playing to find out what happens is a great idea.  Not following the template is a bit of an issue and might cost you when OPR reviews the submissions.  There could be a map showing how this is to be set up.  There are a lot of terrain pieces that need to be set up just right, so showing how you want it done would be helpful.

Some of the rules are a bit confusing. Do you roll every turn for each charge planted?  

Also, it seems that the ones blowing up the bridge are going to lose each time.  They have to spend an entire turn setting the charge?  You'll need 3 charges to have a chance at blowing it up - that's a hefty amount of time not using units while the opponent can just keep fighting as usual.  I think this is a good idea, but might need some play testing to iron out kinks and discover potential potholes.