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Hosts of the Almighty Heel - Rootjam 2026 Submission's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Clarity of Rules/Mechanics | #23 | 2.969 | 3.067 |
| Creativity/Uniqueness | #34 | 3.163 | 3.267 |
| Use of This Year's Theme | #38 | 2.582 | 2.667 |
Ranked from 15 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
Really creative faction! I'm glad to see someone taking on the challenge of Ruins. In games without the Vagabond or Hundreds, I completely forget they exist. Turning destroyed buildings into more Ruins makes a lot of sense thematically, and is a great way to keep this faction engaged with the board after the original 4 Ruins are removed. I think they'd have a really interesting gameplay loop with the terrace/Ruin interactions.
Is there a way to remove cards in the Demands columns? From what I could see, cards get added through Serve or Beseech, but I didn't see a way for them to be removed. That makes it seem like you could get a huge number of actions on a single turn (e.g. on turn 10, do I have 10 cards in each column from Serving, plus whatever I've Beseeched throughout the game?). For most factions, I'd be afraid that this would overwhelm the board, but I'm actually more concerned that the Hosts won't be able to do most of these actions and suffer significant penalties. But maybe I missed something with how the Demands are handled?
Well I'm ashamed to say that I failed to include something very important to the board which is that to take the action of one of the demands, you must discard the card from the demands. They don't stay between turns. You're right it would get untenable very quickly lmao.
I'm glad you found the ruin mechanics interesting. I find it hard to include in fan factions, with the unreliability of vagabond or hundreds being in the game, but I think this set of mechanics (them becoming your pieces in battle) is a pretty cool loop. In play testing the hundreds and vagabond still have some potent counter play, but they don't trivialise it I don't think.
No worries about it! I assumed that might be the case, but just wanted to confirm ;-). Good luck in your future play testing!
I loved the mechanic of the Demands. I think that the mechanic of having basic actions generating more powerful actions (Demands) that are also an objective with a penalty has a lot of potential.
On the other side, I didn’t grasp their play. For example, I can’t see how they can move outside of the knowledge demand so unless I’m missing something, they are always constrained to the ruin clearings.
Glad you enjoyed the idea!
They can recruit anywhere, like lizards, which is part of the puzzle; the fertility demand if failed can place ruins directly to move into with knowledge, or if succeeded can let you place terraces that you can later turn into ruins. poorly defended ruins in this way are supplemented by the Sole's ability to defend with warriors from there.