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A jam submission

Whistle Watch (RootJam 2026)View project page

Forget the war: save the map!
Submitted by Tricholome — 4 days, 22 hours before the deadline
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Whistle Watch (RootJam 2026)'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity/Uniqueness#64.3754.375
Clarity of Rules/Mechanics#153.1883.188
Use of This Year's Theme#352.7502.750

Ranked from 16 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

This is so cool thematically and it's really backed up with awesome art. The idea story wise that the constant battling is to blame for the instability of the actual woodland itself is so cool. 

Genuinely you've backed it up with some really cool mechanics too, even as far as the tremors. Looks super sweet

Developer(+1)

Thanks a lot! One of the funniest things the playtests revealed is that some factions (I’ll let you guess which ones) can actually benefit from pushing the Woodland toward collapse, which ended up creating some really unusual interactions.

And honestly, hearing compliments about my little doodles from such a talented artist means a lot to me.

Submitted

You are genuinely so encouraging, thank you so much. 

And that is so cool you've already found heat interactions! Those are so satisfying to puzzle out :P

Submitted

Really loved the idea of the map being the important piece for this one, super creative theme!

Developer

Thank you very much 😊

Submitted

Really creative idea!  I suppose the map really is the most important piece of the game ;-).  This is a crazy faction that was making my double guess and triple guess how I'd play them. 

Just curious what the numbers were for on the blueprints?  It makes sense for the generic one, but I would've thought it was easy enough to match up the maps just by looking at them.  Maybe I missed something as I was reading through the board?

Developer

Thanks so much for the feedback! 😊

And nope, the numbers don't actually mean anything. I just noticed some players (especially on TTS) using clearing priority markers, so I figured I'd throw in "official" numbers for anyone who wants to keep things totally legit. I also included a universal grid because people mentioned wanting it to work with custom maps (and for Marshes, since I couldn't quite figure out how to make a modular map work). In those setups, the numbers are just there to help identify the clearings.