Glad we inspired you! A lot of credit for using cards as measuring devices has to go to WizKids' Pirates of the Spanish Main, one of the most wasted pieces of brilliance in tabletop gaming in my opinion I like the setting for your game, it puts me in mind of the computer game Submerged, I'll have to take a look at the rules.
Thank you for the inspiration! I will check both of those out! I have heard you mention pirates of the Spanish Main before but don't know much else about it
@@DiluvianChronicles Pirates came in collectible card boosters which had punch out bits you could make into galleons and stuff then play an age of sail wargame with using the cards you punched the bits out from for all measurements. It was so close to being genius, but the actual rules were sort of garbage. Amazing components, terrible rules. Submerged is basically a walking simulator, but you're salvaging bits around a mostly sunken city, so the setting is very close to your game, though the action is very different.
@@RuleofCarnage I remember those cards! Never did play though. I will definitely check submerged! Thank you for the recommendations! I have spent a lot of time on the setting but am still very new to writing rules. I also want to say Gaslands was one of if not the biggest inspiration for me. And your podcast has been a huge help!
@@DiluvianChronicles Cool, that's why we make the podcast. I had a little look over the rules, two things I wanted to mention: 1) Very minor point, but in the what you need section you mention that there should be 2 decks of cards, then in brackets one pair per player. I think you mean pack there not pair, if you do mean pair then that's 4 decks of cards. 2) Generally, I think the rules look pretty solid at the moment, there are tweaks to the wording and layout, but that can wait until things are nailed down more. What's lacking is the special something that I would have expected for a setting as interesting and unique as this one, particularly it seems as though there should be more detail in relation to interacting with the unusual environment. I sometimes find that imagining the coolest cinematic moment the movie of your game would have, and then ensuring the rules support it, to be a help. So, for example, in my mind the cool moments in this setting would be things like someone running to the top of one of the towers, wrenching off the satellite dish that rests there and then diving majestically from the top of the tower to escape their pursuers and being scooped up by their boat that their partner has started sailing over. If this was my set of rules, I'd be looking to make sure that not only could that happen, but that players would want to do it on a fairly regular basis. The way that the newest edition of Carnevale makes parkour a realistic and exciting option is a good one to look at in this respect. Not sure if that makes sense?
Thank you for reading through it! And thank you for catching "pairs"! I fully agree about point two. I've been thinking about a momentum mechanic for movement. Hopefully introducing it in the next update. I was a bit nervous bout introducing more complexity into the mix, so thank you for the push!
I like the random wind element.. really adds to the storm wrecked future feel of the system. I'm 100% on board for the theme of this game, and the new mechanics look great. I'll have to con my wife into a few play test games soon.
Basically yes. The game has alternating activations, and when a player activates a model that model can perform two actions. Another player can take a single action between those two if they "react". This is also meant to be the only way to activate a model more than once per round but it will cost a regular activation to do it.
I like the ideas of using cards in combat games. I wanted to check out the rules but Squarespace says your site is gone. Where do I go to get the rules? I hope you haven't sidelined this project. It looks and sounds fun.
Actually I've been traveling for the past few months so some things are on the back burner, but your comment inspired me, so the website should be up again soon! Thank you!
Glad we inspired you! A lot of credit for using cards as measuring devices has to go to WizKids' Pirates of the Spanish Main, one of the most wasted pieces of brilliance in tabletop gaming in my opinion I like the setting for your game, it puts me in mind of the computer game Submerged, I'll have to take a look at the rules.
Thank you for the inspiration! I will check both of those out! I have heard you mention pirates of the Spanish Main before but don't know much else about it
@@DiluvianChronicles Pirates came in collectible card boosters which had punch out bits you could make into galleons and stuff then play an age of sail wargame with using the cards you punched the bits out from for all measurements. It was so close to being genius, but the actual rules were sort of garbage. Amazing components, terrible rules. Submerged is basically a walking simulator, but you're salvaging bits around a mostly sunken city, so the setting is very close to your game, though the action is very different.
@@RuleofCarnage I remember those cards! Never did play though. I will definitely check submerged! Thank you for the recommendations! I have spent a lot of time on the setting but am still very new to writing rules. I also want to say Gaslands was one of if not the biggest inspiration for me. And your podcast has been a huge help!
@@DiluvianChronicles Cool, that's why we make the podcast. I had a little look over the rules, two things I wanted to mention:
1) Very minor point, but in the what you need section you mention that there should be 2 decks of cards, then in brackets one pair per player. I think you mean pack there not pair, if you do mean pair then that's 4 decks of cards.
2) Generally, I think the rules look pretty solid at the moment, there are tweaks to the wording and layout, but that can wait until things are nailed down more. What's lacking is the special something that I would have expected for a setting as interesting and unique as this one, particularly it seems as though there should be more detail in relation to interacting with the unusual environment. I sometimes find that imagining the coolest cinematic moment the movie of your game would have, and then ensuring the rules support it, to be a help. So, for example, in my mind the cool moments in this setting would be things like someone running to the top of one of the towers, wrenching off the satellite dish that rests there and then diving majestically from the top of the tower to escape their pursuers and being scooped up by their boat that their partner has started sailing over. If this was my set of rules, I'd be looking to make sure that not only could that happen, but that players would want to do it on a fairly regular basis. The way that the newest edition of Carnevale makes parkour a realistic and exciting option is a good one to look at in this respect. Not sure if that makes sense?
Thank you for reading through it!
And thank you for catching "pairs"!
I fully agree about point two.
I've been thinking about a momentum mechanic for movement. Hopefully introducing it in the next update. I was a bit nervous bout introducing more complexity into the mix, so thank you for the push!
Love to see someone going the miniatures design and game design route. I'm trying to go that way myself :D
Excellent! It's definitely a fun, if challenging, endeavor.
I like the random wind element.. really adds to the storm wrecked future feel of the system.
I'm 100% on board for the theme of this game, and the new mechanics look great. I'll have to con my wife into a few play test games soon.
That's wonderful to hear! Thank you!
I'm hoping to make the storm even more relevant in future updates.
On wind direction, Flying Colors, though not miniature game just uses d6. 5&6 just mean "no change". That gives a the wind a bit more consistency.
That is a great idea! From a 25% chance to stay the same to a 50% chance. I like it
Brilliant!
Thank you!
Very cool! I'm a little confused about the reactions system. Is that like taking an action on the other players turn?
Basically yes. The game has alternating activations, and when a player activates a model that model can perform two actions. Another player can take a single action between those two if they "react". This is also meant to be the only way to activate a model more than once per round but it will cost a regular activation to do it.
I like the ideas of using cards in combat games. I wanted to check out the rules but Squarespace says your site is gone. Where do I go to get the rules? I hope you haven't sidelined this project. It looks and sounds fun.
Actually I've been traveling for the past few months so some things are on the back burner, but your comment inspired me, so the website should be up again soon! Thank you!
Kriegspiel...
Other than the use of cards the setting and goal is so unique! What’s the link to your discord? Would love to join there and chat about game design.
discord is a bit defunct at the moment but here it is
discord.com/invite/ha9mB3Nn
you are welcome to join and chat!
@@DiluvianChronicles Any other way to get in contact?