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A jam submission

The Forsaken Cabal (Root Jam 2025)View project page

Submitted by Danimal85 — 7 hours, 45 minutes before the deadline
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The Forsaken Cabal (Root Jam 2025)'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity/Uniqueness#153.8474.056
Use of This Year's Theme#212.9513.111
Clarity of Rules/Mechanics#222.7932.944

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

Yes

Includes PnP?

Yes

Includes TTS files?
No

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Comments

Submitted

Down with the sickness (nice name btw) has an effect that is really well thought out! Makes total sense why some factions would really care about having their warriors able to move and battle. Seems like it would be tough on moles but soft on lizards and cats. (GOOD)


Sorry I'm sure I'm missing it somewhere, but how can you tell if a certain warrior is infected? I believe it's using the virus markers yeah? Maybe it would be some great flavour if they were laid down on their side :P just a thought 


Your two ways of scoring VP and the balance you need to have with both is brilliant! You really can see and feel the push and pull between having clearings be endemic with the infection, then offering them the cures to also score VP. Really sweet!


I also really love you using the dice to take extra actions other than battling, that's definitely some design space you don't often see used! And I'm glad to see all sorts of now pieces and cards being put to good use as well. 


Very creative, and I hope to see them developed even more

 later!

Developer (1 edit) (+1)

Thanks for taking the time to comment and for your positive feedback.

I'll be honest - I haven't learned all the factions yet (including moles) so I'm sure there are some balancing issues that I'm oblivious to with certain factions. Good that you think it wouldn't be too harsh on lizards and cats though - I know they need all the help they can get!

You know what, infecting warriors is the first thing I mention in the Law of Root, but I haven't mentioned it once on the actual board - whoops. So Infected warriors are laid down, while virus markers are placed over tokens and buildings (and were designed to be half as wide so you can still see which tokens and buildings are underneath). That was part of the pun with DOWN with the sickness, but it doesn't totally work if it's not clear you lay them down!

Yes, I was trying to get some good push and pull with the two VP systems. I'm sure there would be tweaking necessary for the values. 1 VP per entirely Infected clearing worked pretty well until I played against the rats. They were up against birds and vagabond - birds were having a disaster and vagabond has no presence. So the rats logically put one warrior in as many clearings as possible for Oppress points, but that meant it was easy for the Cabal to entirely infect clearings and they were getting 6+ Endemic points for a few turns and raced away with it.

I'm very intrigued by factions that don't battle and ways to use the dice numbers to represent different things, but it's definitely still a work in progress. Removing such a core concept to Root as the ability to battle probably isn't a smart thing to do, but I'm interested in playing around with it anyway!

Submitted

You're totally good, I say make it hard for the moles if you can! And I def think these fellas would make their life a bit tougher

Glad to hear that you do indeed lay em down, and def strengthens the pun lol

I wonder if the push and pull being weighted depending on the matchup is even such a bad thing. It's cool you've already found some more niche interactions through playtesting!

Interested to follow along as they're developed!

Submitted

This is such a well thought out concept.  I like how it forces the table to approach the faction in a new way: no amount of attacking or controlling clearings is going to stop the disease!

The board is really well laid out, but I did have some questions.  I think I know all the answers already, but just wanted to be sure:

1.  Is there a mechanical way to track who Consulted and who didn't?  Or is it just something that happens "above the table" (i.e. the players remember who did what)?

2.  When the board says that antidotes are "used", does that mean the tokens are returned to the Cabal?  Or, after consulting once, can a player cure one warrior on every subsequent turn?

3.  When using a "Purify" marker, does the player remove the infection for their warriors or everyone in the clearing?

Developer

Thanks so much for the feedback and questions. I'm really intrigued by factions that don't battle, although it is a pain to make them work well while missing a core component of Root.

To answer your questions:

1. There is not a mechanical way - players just remember. It did cross my mind it could be an issue but in the few playtests I managed, it was usually clear as the Consulted Healer was in a clearing dominated by one faction. Plus I figured even if the Cabal player forgets who consulted who, the individual players wouldn't.

2. Once an Antidote is gained, it is a permanent buff for that player who can use it to cure any infected piece in a matching clearing. So the more Antidotes they gain, the more pieces they can cure at the start of each and every turn. In the Law of Root, I have added a suggestion to place your Antidotes along the Birdsong banner as a visual reminder.

3. When a Purify marker is used, the player who gained it places it in any clearing. All infection is removed from that clearing immediately and infection cannot spread there for the rest of the game. So potentially 4 of the 12 clearings will be unavailable to the Cabal player towards the end of the game.

Submitted

Thanks for the clarifications!  Sorry, I missed your Law of Root at the end of the document that would've explained everything already ;-)  I was trying to think if there's a way you could just give a player the antidote right when they Consult, but I suppose you don't want them using it on that turn.  Maybe if they got the token face down, and flipped it over at the start of their turn?  In any case, I think you're right when you said the players will remember (who doesn't want an antidote?).

Developer

Yeah, it's definitely not 100% smooth, doing it at the start of the next turn. But I figured by doing it as part of Gratuity, you deal with all the VP in one go. As in you gain the VP from the Consulted Healers then, if giving out a Purify marker, you lose a VP.

Submitted

Really cool concept! When a player consults the healers is there a chance they could roll a 0 and not be able to heal any of their warriors? I worry that other players might not want to pay for healers if it doesn’t benefit them.

I like all the pieces though! They look really nice and thematic!

Developer(+1)

Thanks for taking the time to comment!

Yes, there is a chance they could roll a 0, which is why there's the opportunity to pay to consult again. Depending on where you've prioritised spreading the infection, some players may be forced to consult. Eg, Cats with infected sawmills cannot generate wood, WA with infected sympathy cannot revolt, so they are pressured into consulting at the start of their turn so they can take their regular actions more freely. The counterbalancing idea to that is that the more they consult, the more antidotes they gain, becoming less and less reliant on the healers as the game goes on.

There is certainly a risk it could be frustrating for players to roll a 0 and have to pay again. I tried to make it a bit nicer by allowing payment to be any card, item or (in desperate circumstances) a VP. But perhaps the roll could have a +1 effect like attacking defenceless tokens so you would effectively roll between 1 and 4 and it might not feel as punishing.

I think balancing the speed of the infection growing Vs the ease with which players can counter it would be key (and probably need a lot of playtesting and tweaks!)