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A jam submission

Raccoon CityView project page

A faction for RootJam 2026 that wants to build a mighty city around their bell tower
Submitted by MrKoolBuckz — 2 hours, 44 minutes before the deadline
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Raccoon City's itch.io page

Results

CriteriaRankScore*Raw Score
Clarity of Rules/Mechanics#173.1253.125
Creativity/Uniqueness#313.2503.250
Use of This Year's Theme#332.9382.938

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?

No

Includes PnP?

Yes

Includes TTS files?

No

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Comments

Submitted(+1)

Woah there's actually quite a few moving parts here that would together well. I especially like your bell tower being your vip, and how it can call in your warriors from across the board. Really cool work!

Developer(+1)

Thanks ^_^ Ive done rootjam for five years now, and this is the most playtesting I’ve done on any faction in that time!  
I will clarify out that the bell tower can only summon warriors from your player board, not the game board

Submitted(+1)

Ah gotcha that makes lots of sense. Thanks for clarifying!

Submitted(+1)

This is a really slick faction.  Everything seems to flow together and each decision informs the next.  Prosperity leads to more Workers, which means more work gets done by the Guilds, which encourages expansion and more Prosperity, etc.  Sounds like a growing City to me!

Are shanties considered Guilds for the purpose of scoring?  I think they are (since they're in the same list as the other Guild tokens), but just wanted to mark sure.  Seems like it would make an interesting decision for the other players: attack a large group of combatants (and potentially suffer loses) or let them score a free point!

Developer

Thanks for the praise! Shanties are not considered guilds for scoring. Guilds are the tokens that come from the guilds box on your board, and shanties are from your supply

Submitted

Ok, that makes sense.  Are they just there to penalize you for not spreading out (i.e. make it easier for other factions to take out a big group)?  I imagine it would be pretty easy to avoid them altogether by capping your warriors in each clearing at 4? 

Developer

it is, yeah, but in particular, you are incentivised to guard the bell tower quite heavily, and if someone were to come in when you only have 4 guys, it could be quite easy for then to wipe it, even with The Bell Tolls, so they need to balance stacking vs spreading out. Also, their most flexible guild, bailiffs, also place shanties as a penalty

Submitted(+1)

Got it; thanks for the clarifications!  Sounds like a really good time; hope you're able to get some good play tests in!

(+1)

A simple question: what is a shanty? I can’t find any references. Is it a token?

Developer (1 edit)

sorry. It’s listed on the components manifest, but I forgot to add it to the print and play. There should be 5 in the supply, and they ignore the placement restrictions of the Guilds. I’ll attach them now