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GF - STOP IT! [JOB APPLICATION]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concepts & Originality | #7 | 4.040 | 4.040 |
| Rules Clarity | #43 | 2.880 | 2.880 |
| Overall | #43 | 3.080 | 3.080 |
| Adherence to Theme | #59 | 2.320 | 2.320 |
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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Comments
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.
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Concepts & Originality
Moodboard is ok.
Flavor is ok.
One of the missions I did not submit was focused around a train. It's a really cool concept.
Rules & Complexity
This seems extremely complex.
The train starts at objective 1. It can move up to 3 objectives a turn at max speed. It needs to reach objective 14 across four turns.
1+(3*4) = 13. Unless there's something I've missed it is impossible for the one driving the train to win even at max speed all 4 turns.
Adherence to theme
There's a progression.
But it's a train, and its minimum speed is 0, so it's possible it doesn't move at all, and its speed doesn't continually increase. There's no wagons added. I don't see the growth.
Neat concept, agree with the math checks (but that's adjustable), mainly not sure why the train path is the way it is, might also be able to simplify it even while it grows speed.
Honestly this mission, while a fun concept, doesn't really fit the theme. If anything, it revolves around *stopping* growth.
I really like the concept of a train moving through objectives!
My main thought on balance is the train seems extremely resilient. This might make it quite challenging for the Ambusher to win within 4 rounds if the Engineer maintains speed. The 'Don't stand on its way' rule's 20-wound threshold for speed reduction also feels very high. It could lean slightly Engineer-favored, but playtesting would confirm!
Great work on a creative mission!
Cool concept might want to tweak the speed imo.
Unless im misunderstanding, by the math the Train player almost cannot win with a speed cap of 3 and a random start speed unless they are playing without an opponent.
You're right, it can win but it's unlikely. With full speed for 5 moves (4 turns + initial move) it would move 15.
I moved stuff around while writing this down and I missed the new math. A 5th turn would bring the average speed needed to 2.1, which is much more obtainable. A max speed of 4 would be cool too, but it might be too much in favor of the train.
Train's health too might need adjustments.