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A jam submission

Purple HazeView project page

OPR Mission Jam #2 GF/AoF
Submitted by MiND_Surfer — 3 days, 16 hours before the deadline
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Purple Haze's itch.io page

Results

CriteriaRankScore*Raw Score
Concepts & Originality#24.4004.400
Overall#93.4673.467
Adherence to Theme#122.9332.933
Rules Clarity#123.0673.067

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

Thank you for participating in OPR Mission Jam #2! 
Please  email customers@onepagerules.com, to claim your participation minis! 

Submitted

I do agree that this skirts with being a different game altogether - although a very fun sounding one. The orders approach seems similar to Epic Space Marine/Legions Imperialis (although I've got a soft spot for the former). I'm also not sure that I get the application of the theme.

I'd love to give it a go - but that's more because I love playing different games!

Developer (1 edit) (+1)

Thanks for the feedback!   For the thematic application, this mission's goal creates 4 different configurations of objectives that can trigger an instant win at the end of a round  (left 3, middle 3, right 3, or 4 outside).  This starts at round 3, and so it encourages players to advance quickly while trying to outguess where the enemy will make their push.  (This is made even more compelling because unit actions must be chosen at the beginning of the round and are initially hidden.)  As the round unfolds and the tides of battle swing, players will have to shift priorities quickly to avoid being checkmated.

Also, thanks for the heads up on Epic Space Marine/Legions Imperialis; I will definitely check out those rule-sets.  In my mission's special rules, the army rules, unit action types, objective capturing, and alternating activations are all still there, so it felt very OPR in my playtests.  The timing of choosing those actions and resolving them is slightly modified to capture the effect of the purple haze.

Give it a go!  I'd love to hear your experience with it.

Submitted(+1)

I've always toyed with ideas of how to make games have a real "fog of war" effect.  I think your use of cards does well in keeping things clear but still allowing for all orders to be given at once without getting to confusing or cumbersome.  

The rules as written do skirt the line of making this an almost different game, rather than just a different mission in the existing OPR game.  I'd have to try it out once to really get a feel for it.  Have you been able to play test?  How did it work?

There are shifting objectives, but only to the extent of which objectives to capture.  It still feels like a standard game of grabbing objectives.

Developer

Really appreciate the feedback!  I'm happy to report it has been play-tested, 3 games played so far.  It flowed nicely and added interesting timing decisions.  Trying to outguess your opponent's moves and play the best counters felt exciting, especially since this is being done simultaneously by both players before the rounds kicks off.  These games were smaller with novice players though, so I'd love to hear some feedback from veteran players on bigger games.

Its special rules could certainly be viewed as sort of a fog-of-war total conversion, but I'm hoping players will see this within the spirit of OPR's openness to creativity and customizations, one of the things that drew me to OPR.  A custom mission seems like a great way to test something like this, and I like rules with specific thematic tie-ins.

For its objectives, I think players will find a very different kind of feel that has a stronger sense of urgency and the need to quickly change strategies on the fly.  Having an instant win condition with more than one way to win along with a variable number of rounds should feel very unique and different than a game with a set number of rounds that tallies VP's at the end.  That's my hope at least.

It's actually inspired by Reiner Knizia's classic card game Battleline, except this is even more dynamic because objectives can be  captured, lost, and recaptured.  (Someone could be one objective away from winning the center group of objectives but then the opponent flips one and is now close to winning the flanks, creating the need to quickly shift priorities to prevent a loss.)  The total  number of objectives is something that could be tweaked.  I've wondered if seven might work better than 5, but didn't want to over-complicate it.

If you get a chance to play it, let me know how it goes!