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AoF: The Nightmare Shield [JOB APPLICATION]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concepts & Originality | #15 | 3.840 | 3.840 |
| Overall | #33 | 3.253 | 3.253 |
| Adherence to Theme | #35 | 3.040 | 3.040 |
| Rules Clarity | #43 | 2.880 | 2.880 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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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.
Just got around to reading this one; here's some initial observations:
The intent is for the defender to choose the direction of growth, which I thought I'd made clear. Perhaps I removed it by mistake. The two halves of the Nightmare Zone should always grow in the same direction - towards the attacker, towards the defender, or towards each other (so yes, they can close slowly)
This scenario sounds like a mad dash for the attacker. You need to cover at least 30 inches of ground in potentially 4 rounds, which basically means you're just sprinting most of the game. And then you have to somehow fight your way through the enemy, who can almost immediately respawn anything you defeat and throw it back in front of you.
Also if I understand the nightmare zone correctly, if the attacker moves into it, they bleed points to their opponent, and since nobody can see anyone else, if the opponent just stands in front of them, they can't move past them, since you can't charge a unit you can't see?
It feels very difficult to actually win this scenario as the attacker, unless you have some kind of super fast army with teleport abilities.
A very valid concern. With more playtesting, balance could be achieved. I was mostly figuring that an attacker would naturally go for movement-based pieces and/or long-range killing. I had not considered a lack of LOS being a block to charging, honestly. It's not a way I've ever seen things played - charges around blocking terrain aren't uncommon. The intent was for the Nightmare Zone to be melee-only, a way for the less-powerful defender to flank the opponent without giving them free ranged attacks. The attacker could then make the strategic choice regarding concentrating units in the gap or sacrificing points to the enemy to spread out.
If I were to edit this going forward, I would likely make the field 5 feet long instead of 6.
Yeah I'm pretty sure there's no rule requiring line of sight to the target of a Charge.
Concepts & Originality
Moodboard is pretty cool.
The flavortext is on point.
Rules Clarity
I don't understand.
...after reading trough the rules very carefully I think I understand it.
I think it would be simple to play. You just run a durable and fast army up the middle of the board and hope they don't die. Lots to keep track of and set up and understand though.
Adherence to Theme
It's not greatly on theme. The zone might grow by a couple of inches, and units for the defender replenish.
The concept of a growing nightmare would be on theme and really cool but the rules doesn't quite model that.
Obviously I disagree with you on whether it fits the theme, but thank you for your response! Taking the time to explain what did and didn't work is a great help, and I do appreciate it.
P.S.: the Nightmare Zone also *grows* more dangerous over time.
I like this approach, very flavorful and good map/tables.
super cool idea, but I'm having a hard time understanding this: "
After the fourth turn and each following turn, the defender rolls a d6. If the number rolled is equal to or greater than the turn number, the game ends." since the turn number keeps getting higher, it keeps getting harder for the game to end, is their something I'm missing? or did you mean lower than the turn number?
I actually meant the turn number was higher than the roll, but yeah.
liked the theme!