Just finished my first game of Dustrunner and immediately had to play another. Really enjoy the game and like how the resolution deck works. Thanks for including the extras for Tin Helm in this game and the Gates expansion! That was a nice extra touch. =)
Very cool! I wish there would be a 6th road card that we would discard at each start, to get a bigger feel of variety at each run, rather than just shuffling the road order. Cannot wait to get that game anyway 👌
Likely going to make the middle three cards double-sided with different routes on the backside. I am limited to 18 larger cards and 32 smaller cards. I will definitely will be supporting this game with future content of some kind. Certainly more vehicle cards and modifications. More road cards and some new exploration cards would be fun as well.
@@jasonglover6615 A charm of Gate and Desolate is that they have an "easy" level that can easily be ramped up (hardcore with Gate, and the afflictions etc. in Desolate). It would be good if this game had a somewhat easy mode, E.g. an easy track or one with good bonuses. Sometimes a 40-50% chance of winning is more exciting than a game that we expect to lose. Tension of the tight race.
@@baroldalt312 I would think that you could vary the game difficulty a bit by using only two or one of the center road cards. And could be a great way to learn the game. Can't wait to play this one.
Great game ! It arived a few weeks ago, this is the one that started my greygnome games colection . The artwork is amazing , love the desitions making in this game and the replayability. Greetings from Mexico ✌️
Very nice. It was already a yes from me based on the theme (anything post-apocalypse I'm in). The added Tin Helm promo cards as well is the icing on the cake.
This looks really cool and I can't wait to add it to my Tin Series collection. I can't shake the feeling that there should be more going on with the road cards. Here's a few ideas off the top of my head: 1.) I like the idea of using ammo and fuel as currency, so one idea is for each of the crossroads nodes that appear on 2 of the 3 middle road cards to have an outpost icon: one trading outpost ($) and one medical outpost (+). When landing on the trading outpost you can choose to exchange ammo for fuel or visa versa at 2(ammo):1(fuel). When landing on the medical outpost you can exchange ammo and/or fuel for health at 1:1 and 1:2 respectively. Using either outpost could automatically advance the raiders one space. 2.) Alternatively, each of the three middle road cards could have a node with a moon/advancement icon. If you choose to activate it (before exploration takes place), you flip the top card of the resolution deck. If the moon icon matches, you get the loot. If it shows the raider initiative icon, the raiders advance by the number shown on the card. 3.) If you can fit another cube in the tin, it would be cool to have a mod that lets you leave behind a cube as you leave a node. When the raiders would move onto that node, you remove the cube instead, slowing the raiders' movement. Or maybe a mod that lets you choose what direction the raiders go when leaving a crossroads.
Again this looks great, thanks Jason. I'll support you for the crowd sale as usual, since I discovered this Tin serie I always have one of your games in a pocket.
Looks great! I’ll be picking it up for sure in the crowd sale. Since it seems you’re open to feedback, I feel like it’s worth mentioning that unique art for each upgrade would feel so good. It would add so much to the theme, charm, and recognition/recall when you’re building and upgrading your car. Really feel the ownership and uniqueness of your car for that run.
Hello, Jason! Great job, but I would like to know why pink was chosen instead of yellow? It seems to me that a desert, houses, a road in yellow would look more organic. Tell me, what guided you?
Looks great! I believe you forgot to move the raiders after your last battle, but apart from that the video is very clear. Cant wait to dive in this week!
A great overview for another great small box game. Congrats for the successful crowd sale. For me though, with honesty and modesty, only a couple of things: 1. I wish the "Victory Points" had more thematic title and use during gameplay (24:30) Something that might be worth VP in the end of the game, but not actually called VP while playing. As much as it might sounds like a minor issue - It significantly matters to me. 2. The playmat's art. While I will only prefer usability over art on my playmats - The consideration to put two cars at the bottom of the mat are beyond me. It looks so... static... uninspired... I won't even ask where is the color, but - Where is the dynamic? Where is the action? Where is some cool chasing scene? Where is some cool cars positions? I love love LOVE playmats, and DESPITE looks incredibly useful - I gave up on it. It just felt that if I'll play on it and look on those cars, I might feel either distracted by it, or agitated by it. And beside of the variety which will probably being taken care in the future - Those are the only drawbacks which I recognize in this adorable beautiful creation. Thanks.
Good job Jason. But i think that is not better than the olders (Desolate or Tin helm). I want to share some ideas for a new Game: *The enemies attack checking a table depending his HP (hit points), has more posibilities to do more damage or make afliction, and sometimes you can choose between much damage or low damage+Aflcition. For example: *9+ HP: 4 damage / Afliction+2 damage. *8-5HP: 3 damage. *4-3HP: attack enemy fail *2-1HP: 1 damage. This is interesting. If you dont kill the enemy, and pass, flip the card 180° and now has more HP. So sometimes should choose the bad option to prevent that backs worse (more HP). Like palm island but with enemies cards. When you kill the enemy, decrease to level 1. All doble size. Only you need 1 black card to put over and draw cards from down... Done! Other thing that i'm working... Instead dice, a deck building that you can upgrade (level 1 to level 4 fliping the cards) and D6 (level 1), D8, D10 and D12 (level4). You can attack without spend these cards, but you have possibilities to gain Afliction (Afliction, and damage 0 to 5), so always is better spend dice-cards. When round ends, you gain all exhausted cards. And starts a new round. 😊
The sandworm probably feels a little deterministic given that not only can't it be avoided, but it has the same penalty even if it's the second card. Given that the game's difficulty is apparently tough (25%), it could be good to adjust the effect if it's the 2nd card drawn. E.g. it still might hurt you, but it might make the Raiders go back one space (since, thematically, they bear the brunt, rather than always being immune).
I was thinking maybe make so that it has a great penalty for you draw as your second card. You always have to play the worm card but it makes the player think twice if they want to go for the second to avoid the first card. It really forces the player to always keep in mind the worm card, but like you said 25% win rate. So maybe add in something else to counter that card.
@@ReconPro There's already a reason to think twice, since it could be tougher raiders on the 2nd card. In this game, if you don't get the straight road, and you get the sandworm, the game might start feeling painful. From what I've seen, moving isn't that easy, and the only reason that much progress was made in the video was because of the straight road and crags. Otherwise the game seems to depend on those. Of course they're the "shards" of this game, but you need a fair few of them. And then the Raiders potentially move after every fight These factors are what makes it hard (in a forseeably frustrating way). Moving the Raiders back if you get the sandworm on the 2nd might help this impression (though it's just an impression). UPDATE: I looked at the cards again, and there are more opportunities to move then I thought (mostly spend 1 fuel to move 1 space). Not too bad, but the sand worm still needs a wriggle
Neoprene mat looks great. Wonder if you could print the tracker right on it. Separate the draw pile (move a little left), two encounter spots, and discard (move a little right) and label those spots. And maybe experiment with that terrain pattern from the road cards as a background or possibly a life size tire tread running through at an angle. Although I do so love the simplicity of it. As for the game itself I love your art on this and the color scheme is so miami vice meets mad max that it is just brilliant. The resolution deck is a cool innovation to combine with your tried and true draw two resolve one encounter deck.
Hey, I just recieved the game. I have seen other gamecrafter games with printed booklets rulebooks. I think you could save alot of space and add more of your great design by changed the rules format to a folded rulebook. Just my 2 cents. Other than that it looks really cool after unpacking
I like that you got rid of the dice to attack, making combat less luck based, but that can also lead to card counting the resolution deck. Maybe add an extra resolution card, and add the rule that during the initial setup and everytime you shuffle the deck, you take 1-2 to the side without looking? Similarly, with the Mod deck: although it's probably very hard to get all the mod decks, it'd be good not to know the whole deck. Looks great! I will back it day one. Thanks for another amazing game, Jason :)
Just like with the exploration deck, I sort of like allowing players the ability to game the system a bit. Card counting the resolution deck would be pretty tough as you use it for so many different things, but even if you managed to count all the cards, it would really only help you on that final card. This way players will get better with the game the more they play it as well.
@@jasonglover6615 But I would not need to count all cards: if I know there are 3 cards that make 3 damage and I have not seen any, I may spend less ammo in my attack since there is a higher chance to do more damage. The same goes if I see the 3s and 2s a lot, I would spend then more ammo as I know the cards remaining are 0s and 1s. I only bring it up because this did not happen in other games, since the damage is dice based and not from a fixed deck. But I am probably overthinking it -- I am sure once I get to play I will not get as invested in 'skull counting' as I see here
@@antoniorb3521 You could very easily prevent card counting by just discarding one Resolution card facedown at the beginning of every turn or encounter.
I've been following your gamedev videos about Underquest, but I had no idea this was in the works! I haven't played your entire library of games, and we didn't see the whole deck in this video, but the balance of space-on-the-card dedicated to art vs. mechanical stuff feels different here. With the resolution deck moving to a tightly-packed cluster of icons that do a lot of work in a small space, this might be your "crunchiest" design yet.
Thanks! Not sure if it is my crunchiest game yet, but I wouldn't argue against that notion. The resolution deck is a game changer for sure. It really reduces luck while not hurting tension.
Looks great - very elegantly designed! Do the raiders follow you on a branching path or take the short route? That could be pretty exciting, if you are on different paths, and if you don’t beat them to the intersection, you lose.
Quick rules question: I don’t see anything on the rules cards about getting victory points when defeating a raider, but you mentioned getting 2 points in the video. Is this something that changed with the final release or am I just missing it on the cards?
The travel would be more like Slay the spire. Some events fix and others random. Check the results cards to check. This is because all cards must be doble size, with 1 to cover. More dangerous, more probability to gain victory points but not garantized. The Game must gain tension and Risk! :)
Just finished my first game of Dustrunner and immediately had to play another. Really enjoy the game and like how the resolution deck works. Thanks for including the extras for Tin Helm in this game and the Gates expansion! That was a nice extra touch. =)
I’m trully eager to get this as soon as possible and looking forward to see this at crowdsales😍
Very cool! I wish there would be a 6th road card that we would discard at each start, to get a bigger feel of variety at each run, rather than just shuffling the road order.
Cannot wait to get that game anyway 👌
I feel the same, and maybe a couple additional vehicle cards or something as well. Easy enough to add as promos or in a future expansion though 🤞
Likely going to make the middle three cards double-sided with different routes on the backside. I am limited to 18 larger cards and 32 smaller cards. I will definitely will be supporting this game with future content of some kind. Certainly more vehicle cards and modifications. More road cards and some new exploration cards would be fun as well.
@@jasonglover6615 A charm of Gate and Desolate is that they have an "easy" level that can easily be ramped up (hardcore with Gate, and the afflictions etc. in Desolate). It would be good if this game had a somewhat easy mode, E.g. an easy track or one with good bonuses. Sometimes a 40-50% chance of winning is more exciting than a game that we expect to lose. Tension of the tight race.
@@baroldalt312 I would think that you could vary the game difficulty a bit by using only two or one of the center road cards. And could be a great way to learn the game. Can't wait to play this one.
Great game ! It arived a few weeks ago, this is the one that started my greygnome games colection . The artwork is amazing , love the desitions making in this game and the replayability.
Greetings from Mexico ✌️
Best news of the day!! New glover game for my collection! 😮
The rubber tire smell of the neoprene mat is an added bonus. :)
Very nice. It was already a yes from me based on the theme (anything post-apocalypse I'm in). The added Tin Helm promo cards as well is the icing on the cake.
This looks really cool and I can't wait to add it to my Tin Series collection.
I can't shake the feeling that there should be more going on with the road cards. Here's a few ideas off the top of my head:
1.) I like the idea of using ammo and fuel as currency, so one idea is for each of the crossroads nodes that appear on 2 of the 3 middle road cards to have an outpost icon: one trading outpost ($) and one medical outpost (+). When landing on the trading outpost you can choose to exchange ammo for fuel or visa versa at 2(ammo):1(fuel). When landing on the medical outpost you can exchange ammo and/or fuel for health at 1:1 and 1:2 respectively. Using either outpost could automatically advance the raiders one space.
2.) Alternatively, each of the three middle road cards could have a node with a moon/advancement icon. If you choose to activate it (before exploration takes place), you flip the top card of the resolution deck. If the moon icon matches, you get the loot. If it shows the raider initiative icon, the raiders advance by the number shown on the card.
3.) If you can fit another cube in the tin, it would be cool to have a mod that lets you leave behind a cube as you leave a node. When the raiders would move onto that node, you remove the cube instead, slowing the raiders' movement. Or maybe a mod that lets you choose what direction the raiders go when leaving a crossroads.
Again this looks great, thanks Jason. I'll support you for the crowd sale as usual, since I discovered this Tin serie I always have one of your games in a pocket.
Nice!! Cant wait to get it!!
This looks dope. Love your stuff.
Can't wait for a playthrough, always enjoy them.
Looks great! I’ll be picking it up for sure in the crowd sale. Since it seems you’re open to feedback, I feel like it’s worth mentioning that unique art for each upgrade would feel so good. It would add so much to the theme, charm, and recognition/recall when you’re building and upgrading your car. Really feel the ownership and uniqueness of your car for that run.
Hello, Jason! Great job, but I would like to know why pink was chosen instead of yellow? It seems to me that a desert, houses, a road in yellow would look more organic. Tell me, what guided you?
It is undoubtedly right up my alley. Looking forward to TGC Crowdsales!
A great watch, looks like a fun game!
Looks great! I believe you forgot to move the raiders after your last battle, but apart from that the video is very clear. Cant wait to dive in this week!
A great overview for another great small box game.
Congrats for the successful crowd sale.
For me though, with honesty and modesty, only a couple of things:
1.
I wish the "Victory Points" had more thematic title and use during gameplay (24:30)
Something that might be worth VP in the end of the game, but not actually called VP while playing.
As much as it might sounds like a minor issue -
It significantly matters to me.
2.
The playmat's art.
While I will only prefer usability over art on my playmats -
The consideration to put two cars at the bottom of the mat are beyond me.
It looks so... static... uninspired...
I won't even ask where is the color, but -
Where is the dynamic? Where is the action? Where is some cool chasing scene?
Where is some cool cars positions?
I love love LOVE playmats, and DESPITE looks incredibly useful -
I gave up on it.
It just felt that if I'll play on it and look on those cars,
I might feel either distracted by it, or agitated by it.
And beside of the variety which will probably being taken care in the future -
Those are the only drawbacks which I recognize in this adorable beautiful creation.
Thanks.
Just got this and lost my first game over lunch. Great fun!
Quick question, at the end of the round when you must use a fuel, do you also move your vehicle one space forward or not?
Good job Jason. But i think that is not better than the olders (Desolate or Tin helm). I want to share some ideas for a new Game:
*The enemies attack checking a table depending his HP (hit points), has more posibilities to do more damage or make afliction, and sometimes you can choose between much damage or low damage+Aflcition. For example:
*9+ HP: 4 damage / Afliction+2 damage.
*8-5HP: 3 damage.
*4-3HP: attack enemy fail
*2-1HP: 1 damage.
This is interesting. If you dont kill the enemy, and pass, flip the card 180° and now has more HP. So sometimes should choose the bad option to prevent that backs worse (more HP). Like palm island but with enemies cards. When you kill the enemy, decrease to level 1. All doble size. Only you need 1 black card to put over and draw cards from down... Done!
Other thing that i'm working... Instead dice, a deck building that you can upgrade (level 1 to level 4 fliping the cards) and D6 (level 1), D8, D10 and D12 (level4). You can attack without spend these cards, but you have possibilities to gain Afliction (Afliction, and damage 0 to 5), so always is better spend dice-cards. When round ends, you gain all exhausted cards. And starts a new round. 😊
The sandworm probably feels a little deterministic given that not only can't it be avoided, but it has the same penalty even if it's the second card. Given that the game's difficulty is apparently tough (25%), it could be good to adjust the effect if it's the 2nd card drawn. E.g. it still might hurt you, but it might make the Raiders go back one space (since, thematically, they bear the brunt, rather than always being immune).
I was thinking maybe make so that it has a great penalty for you draw as your second card.
You always have to play the worm card but it makes the player think twice if they want to go for the second to avoid the first card.
It really forces the player to always keep in mind the worm card, but like you said 25% win rate. So maybe add in something else to counter that card.
@@ReconPro There's already a reason to think twice, since it could be tougher raiders on the 2nd card. In this game, if you don't get the straight road, and you get the sandworm, the game might start feeling painful. From what I've seen, moving isn't that easy, and the only reason that much progress was made in the video was because of the straight road and crags. Otherwise the game seems to depend on those. Of course they're the "shards" of this game, but you need a fair few of them. And then the Raiders potentially move after every fight These factors are what makes it hard (in a forseeably frustrating way). Moving the Raiders back if you get the sandworm on the 2nd might help this impression (though it's just an impression).
UPDATE: I looked at the cards again, and there are more opportunities to move then I thought (mostly spend 1 fuel to move 1 space). Not too bad, but the sand worm still needs a wriggle
Neoprene mat looks great. Wonder if you could print the tracker right on it. Separate the draw pile (move a little left), two encounter spots, and discard (move a little right) and label those spots. And maybe experiment with that terrain pattern from the road cards as a background or possibly a life size tire tread running through at an angle. Although I do so love the simplicity of it. As for the game itself I love your art on this and the color scheme is so miami vice meets mad max that it is just brilliant. The resolution deck is a cool innovation to combine with your tried and true draw two resolve one encounter deck.
Yes!
Hey,
I just recieved the game. I have seen other gamecrafter games with printed booklets rulebooks. I think you could save alot of space and add more of your great design by changed the rules format to a folded rulebook. Just my 2 cents. Other than that it looks really cool after unpacking
I like that you got rid of the dice to attack, making combat less luck based, but that can also lead to card counting the resolution deck.
Maybe add an extra resolution card, and add the rule that during the initial setup and everytime you shuffle the deck, you take 1-2 to the side without looking?
Similarly, with the Mod deck: although it's probably very hard to get all the mod decks, it'd be good not to know the whole deck.
Looks great! I will back it day one. Thanks for another amazing game, Jason :)
Just like with the exploration deck, I sort of like allowing players the ability to game the system a bit. Card counting the resolution deck would be pretty tough as you use it for so many different things, but even if you managed to count all the cards, it would really only help you on that final card. This way players will get better with the game the more they play it as well.
@@jasonglover6615 But I would not need to count all cards: if I know there are 3 cards that make 3 damage and I have not seen any, I may spend less ammo in my attack since there is a higher chance to do more damage. The same goes if I see the 3s and 2s a lot, I would spend then more ammo as I know the cards remaining are 0s and 1s.
I only bring it up because this did not happen in other games, since the damage is dice based and not from a fixed deck.
But I am probably overthinking it -- I am sure once I get to play I will not get as invested in 'skull counting' as I see here
@@antoniorb3521 You could very easily prevent card counting by just discarding one Resolution card facedown at the beginning of every turn or encounter.
@@mwsewall Or shuffling them after every encounter. Although that could really chew up the cards fast.
I've been following your gamedev videos about Underquest, but I had no idea this was in the works! I haven't played your entire library of games, and we didn't see the whole deck in this video, but the balance of space-on-the-card dedicated to art vs. mechanical stuff feels different here. With the resolution deck moving to a tightly-packed cluster of icons that do a lot of work in a small space, this might be your "crunchiest" design yet.
Thanks! Not sure if it is my crunchiest game yet, but I wouldn't argue against that notion. The resolution deck is a game changer for sure. It really reduces luck while not hurting tension.
Only problem with the game mat is that it has "exploration" written on it. "Exploration" fits a dungeon crawler, but not a chase game.
I was thinking maybe Wasteland would be a good replacement name? Wasteland Deck?
@@nightbirdgames Road deck was my thought
Looks great - very elegantly designed! Do the raiders follow you on a branching path or take the short route? That could be pretty exciting, if you are on different paths, and if you don’t beat them to the intersection, you lose.
That is an interesting idea. I have never tried it tat way before. Could make a nice play variant.
That's a great idea!
Quick rules question: I don’t see anything on the rules cards about getting victory points when defeating a raider, but you mentioned getting 2 points in the video.
Is this something that changed with the final release or am I just missing it on the cards?
Hi, the game seems great but unfortunately I can't find it on Europe? Is it selling somewhere around these parts?
I am just curious. Will there be different artworks for each of the mod cards?
I thought long and hard about that, but I decided to stick with a computer chip for each modification.
The travel would be more like Slay the spire. Some events fix and others random. Check the results cards to check. This is because all cards must be doble size, with 1 to cover. More dangerous, more probability to gain victory points but not garantized. The Game must gain tension and Risk! :)
Do you ever go below 1 fuel to 0 or do you always sit at 1 fuel for use?
Hi Jason! I just wanted to ask, what are the dimensions of your tins? Cheers
roughly 3" x 4" x 1"
Where can I get it in Mexico?
It will be available on the Game Crafter next month.
It will be available in PNP or Amazon?
Game Crafter
These mint tin games scream for iOS adaptations.