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Whistle Watch (RootJam 2026)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity/Uniqueness | #6 | 4.375 | 4.375 |
| Clarity of Rules/Mechanics | #15 | 3.188 | 3.188 |
| Use of This Year's Theme | #35 | 2.750 | 2.750 |
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
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
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.
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
Really loved the idea of the map being the important piece for this one, super creative theme!
Thank you very much 😊
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?
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.