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A jam submission

PsychicStorm[Job Application]View project page

For OPR mission Jam
Submitted by polarisrecall — 2 hours, 55 minutes before the deadline
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PsychicStorm[Job Application]'s itch.io page

Results

CriteriaRankScore*Raw Score
Concepts & Originality#622.7762.833
Adherence to Theme#632.1642.208
Rules Clarity#681.8371.875
Overall#682.2592.306

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.

Submitted

I concur with the existing comments - the rules could stand to be fleshed out significantly more, headings should be changed to be consistent with the norms of missions, and the entire mechanic of an objective becoming a model should be expanded (perhaps the objective-turned-unit should have a ranged attack that automatically targets the closest however many units, and removes spell tokens for each use?)  As it stands, I think that a marker-turned-model remains a model the entire game (unless destroyed, but there's no reason to destroy them) and lose all spell tokens, but an argument could also be made for such a unit to remain controlled by the relevant player and completely able to have spell tokens used as normal.  This would lead to it being in the best interest of a player to let the objectives grow in power after acquiring them, as they couldn't be stolen or contested that way.

Submitted

This mission has a cool idea with objectives building up psychic power to become volatile.  However, clarity is a big hurdle. Critical sections like 'Deployment' and 'Objectives' are missing standard headings, making navigation tough. It's unclear how players add caster tokens to objectives, beyond their natural generation. Also, when an objective becomes a 'model,' there are no rules for it attacking or using AI, which is a major gap.  Regarding the 'Growth' theme, while power accumulates, it doesn't feel like a natural expansion or spreading threat. It feels minimally met.  This mission needs significant refinement for playability, despite its interesting core.

Submitted

We're missing a lot of information here, like— How do you set up the table and deployment zones? How many objectives are there and where are they placed? etc.

Also, as a sidenote, the last Optional Rule seems not great; since the rules this refers to aren't very common it's quite likely to just disadvantage one player without adding anything interesting to the game. I see little chance for players actually agreeing to use this option.

Submitted

Formatting needs improvement