The Secret Words are below. I'll star the ones that you need to unlock the secret ending:
*DUES*
ALEXANDRIA
AVERAGMUS
DAMIAN
MELANIE
BIGGEORGE
MIZOCHE
SQUANDRICK
*BOYHOWDY*
ZUGTUG
We didn't get to put any info about it in the game itself, but there are Secret Words you can find, and some Exploit Words you can use. Note that to submit most of these words, you still need to follow the rules.
The Exploit Words are:
EXPLOIT - This word will always be accepted, no matter what the judge rules are or how much you mumble
MAXME - This will max out your resources, or give you 20 Favor, 0 Fouls, or 20 Mana.
NORULES - This will turn off all the judges
SKIPIT - This will end the game on a victory
The Secret Words are related to characters from previous Robot Party Game Jams, and there are two particular secret words you have to play in order to unlock the secret ending. There are 10 Secret Words in total, 2 referring to each previous Game Jam. One word will be the chosen character of the canonize game, and the other will be a character related to the original prompt. I'll spoil them in the comment below this one so if you want to figure them out yourself, don't scroll too far!
(I also haven't gotten to test out every word just yet so if any of them don't work, let us know!)

edit:
I guess I should talk progress. Got a working prototype from meBID and aside from some needed rules adjustments, it runs pretty well! It'll need cutscenes and a nice presentation (I got Mad-rise to take care of that this year) and we'll be set! Oh I guess I need to find sound effects and music after I draw all this art
The narrative took me a bit longer than I expected. For starters, I had to actually build up the world and premise of this Adventures in Atlas manga, then actually write dialogue for cutscenes without getting too expository about the world. But I think I got it, and I came up with a pretty good secret ending imo
This past week I also got a bit of voice acting in. Half of the characters are accounted for so far, just need to get lines in for two more, then the judges. Not bad
Speaking of judges, I also made card templates for all the cards. I just need to make art for the judge cards; but these names were very fun to make up. I did my best to make the names fit their rules:

So yeah, now I'm starting to get into full art mode. I've been sketching these characters trying to find different poses that still capture the exact charm of those first sketches, but there's always something a little off about it, so I just went ahead and colored those first sketches. There's still one more major character to draw, then I'll have to make 24 judges, and then I'll try again to figure out cutscene poses for these two


bonus Jojo point sketch

This year, the board game I'm making is all about words (Warning! I make some really bad illegal plays):
TLDWYou play as a student in a magic school taking their final exams. In the game, you will be creating words out of letter cards, but there are judges with different rules you have to follow in your wordsmithing. Each of the two characters have different ways of manipulating letters to help them make words, but if a particular judge is giving you trouble, you can always punch them.
The gameplay seems pretty good, I think. It's just a matter of making sure the difficulty isn't too tough. I think the challenge with the digital version will be with the game determining what words are acceptable, specifically with the theme judges
This year I'm going to add more of a narrative than I've done recently. There won't be a robust, sprawling story though, just hopefully a cutscene at the beginning and end to flesh out the personality of the characters a bit more. I'm hoping we can get a proper tutorial level in there
I'm sticking with just one character this year, and since they're all mostly interchangeable in this context, I went with redesigning König here. I'm sure one of the beefier guys would be funnier in this context, but Koenig has been the most fun for me to draw. I'm making him a silent protagonist type (think Link from LoZ), complete with his own little fairy companion, which I'm hoping would still be pretty humorous in game. And because I love seeing more characters with unique abilities, I have another protagonist of the game, a local named Reyna. She's here to show off how the world/game is supposed to function, more or less.

This week, I'm filling out the narrative and giving my voice actors stuff to work with, and probably start up the art proper. I might test the prototype a bit more here or there, but while I think the game might be a smidge too difficult still, it'll take much more time to sand that corner a bit. Hopefully MeBID can get a digital version working soon so I can get that into playtesting
Thank you so much!
The online pcio version is a little messy right now, so it might be difficult to know what all the pieces are for. I'm working on getting a printable version out before the post-mortems so I won't have time to organize it before the weekend, so if you do get to try it out, feel free to ask me if you have any questions!
Yes, that was the vibe I was going for! The original Skremplet IP was targeted to kids, I believe, so I wanted to stay within that demographic, even down to the basic gameplay (roll die, move, sometimes draw a card)
Specifically the vibe I was going for was going from Animal Crossing (the Boyhowdy game) to Splatoon (the Skremplet game)
I’ve set up a pcio room for anyone who wants to check out what that version looks like (it’s kind of messy though). Just be aware that the room is public, so I don’t recommend using it to play with friends.
Hey everyone. It looks like the digital version of our game isn’t going to be finished by the deadline. However, I still want to share all the work that has been done, and I don’t mind losing points in judging over it, so I’m submitting what we have anyway. At the very least, the playingcards.io version (a free tabletop simulator website) is available to play as long as you have 2-3 friends to join you, but it doesn’t count as a video game.
We’ll still be working to get the digital version running by stream time, because even though there is the art show and the post-mortems to share this kind of stuff, there’s a lot of collab work that would be difficult to show off in that format (talkin’ bout voice acting and music)
Though I should mention that there is a playable digital game on the page, it's just that the game is Animals in the Forest: A Trivia Board Game with Boyhowdy, and not Skremplet Scramble! unfortunately...
Alright, another board game!
I've made a lot of progress in the past two weeks:
- I created the main board game design and developed a roster of 7 different playable characters
- I was able to get a decent amount of playtesting in
- I was able to recruit a lot of help this year, from an additional programmer (monodlee) to support MeBID, to voice actors and a musician! Yay there'll be music again this year!
- I wrote out voice lines for all the characters and managed to work on some concept art
So with that said, here's a video showing off how to play (an earlier version of the prototype) and all the characters (just their mechanics though)!
THE IDEA
Since the Skremplet franchise is meant to be for kids, the idea was to take a kind of board game main played by little kids, the simple roll and move like Candy Land or Monopoly. but to have each character twist and break the rules so they play the game completely differently from each other. For example, instead of simply rolling a die and moving that number of spaces, one character plays cards instead. Or another character who doesn't put their pawn on the board at all; they have their own board on the side.For the basic game rules, I took a little inspiration from Mario Party and a lot of inspiration from a digital board game called 100% Orange Juice (which I haven't played; it's been sitting in my steam library ever since it was Free that one time, but after looking into it a ton, it sounds like a lot of fun). The inspiration for the extreme asymmetry of the characters came from a board game called Spooktacular, where the 20 different characters interact with the simple mechanics of the game in very unique ways.
Coming up with character abilities that stretched what it meant to "play the game" wasn't too difficult first. The real difficulty came from how I figured out how to apply a major game jam rule into the gameplay. Each skremplet is able to "level up" during a game, trading their cool movement ability for a completely different ability or a big one-time effect. I ended up pairing off a few character concepts together to make it work. For example, the card player character I mentioned earlier throws the cards away when she levels up and goes back to dice like everyone else... except she rolls a d20 instead of a d6. That d20 ability was originally a separate character concept.
THE CHARACTERS
Well, enough of that. It's time to share some concept art of the characters. This year, I only managed to figure out abilities to 3 of the 8 characters (technically 4 of the 9). However, I felt like this game needed a bigger roster (my original aim was 10), so I'm adding 3 original characters to the mix:
Aggavick
Endowment: His body is split into four functioning parts
Detriment: Easily distracted
Stiklikittle
Endowment: Can control the fate of the universe
Detriment: Cannot handle stress very well
Geebs
Endowment: Turns sweat into money
Detriment: Extremely lazy
And here's the concept art!
WHAT'S NEXT
So this week is mostly going to be visuals. I'll be working on all the character art and the board. Then comes figuring out the cards and the graphic design/UI for the digital version. Then I'll be doing some voice acting myself, maybe next week, and I'll have to pick up a few sound effects as well.
I don't expect to post more progress here, main because it takes so much extra work to put together. But I do like having something in this community section, since the discord threads go away eventually.
Anyway, back to work (should be sleep honestly)!
Yeah, The Pitmaster and Glerry are my favorites as well!
I'm not sure if I can sell a physical version, but I try to make the printable versions as easy to put together as possible. Once I finish that up and release it, and you decide to print it out, let me know if you have any questions on how to put it together and I'll be happy to help!
We pushed out a small patch to the game. Certain boss and event effects should now be working as intended, and there have been little updates to the UI to make things easier to understand.
Edit:
After watching wujak's stream, we fixed up a few more effects working incorrectly and adjusted the AI a little bit
Yeah the voice acting was really fun to put together (although writing all the lines took me longer than I expected)! Ickity in particular sent in a lot of really fun outtakes: there were so many good "om nom" takes for his Bubby. I wish I were able to get some music in as well, but overall I'm very pleased with how it went
There may be a few things that aren't working correctly but as far as I can tell there is nothing game-breaking. Definitely let us know if something doesn't work though!
I'm going to put together a .pcio version (for playing with friends online) and a printable version out within a week, for those who want to try playing that way
Ya know what, I can share the concept arts I've doodled for the employees at least:

They're not completely done yet. I still need to figure out what their uniforms will look like, but once I got that base it shouldn't be too much trouble to finish them up. Not looking forward to drawing Vee and Bubby at different angles but I'm sure I'll manage
I probably won't share what I've got for the bosses. It'll be more fun to drop those when they're finished, I think.
It's already past the middle of the third(?) week so I've already kind of transitioned into the next phase, but heavy playtesting week is done! I've locked in the effects and numbers and stuff and am directing my focus on graphic design! I don't really have much to show right now... I suppose I could share some of the doodles/concept art I made for all the characters but I wanted this to be a quick check-in on my progress, so maybe I'll share the finished art whenever I do that
But yeah, MeBID has already started on the digital version and the plan is to have actual AI attempt to simulate the other players. The actual solo mode where you play as all the employees will also be in the game, but we figured that playing as just one employee would be easier to for onboarding
Another thing about the digital version is the presentation. I really like how all the music and voice acting really brought our game last year (QQ Step) to life, so I'm hoping to do that again this year. There are twice as many characters this time, so I'm bringing in some additional help for voice acting. Not entirely sure who everyone will be voicing yet, but I've enlisted the help of Ickity Ackity Oop, cats_plz, and LegallyBoopy.
I haven't found anyone to do music yet, but if it comes down to it, I might try it myself (maybe. I wonder if all the voices going off would be good enough). But if I do, I was thinking of making music using this little flash game that I used quite a bit maybe 15 years ago called Punk-o-Matic 2. Not sure about anyone else, but that would be super nostalgic for me... But yeah, I haven't decided yet. We'll see how things progress... This transition period from game design to visual design is always the hardest and I'm writing to make myself feel like I'm making progress even though I'm kinda slacking off
Anyway, I'll check back in once I have a logo and some art! Maybe next week or so
I think I'm settling in on Grill Marks as the title.
Anyway, I recorded a solo playthrough of the prototype:
While I don't exactly go into detail on how to play (maybe it's not too hard to follow; sometimes I explain my thought process as I play), I do talk a little bit about what I try watch for when I playtest and how my gut reacts to certain numbers.Hello, time to make another board game!
Project Grill Marks is a cooperative board game where you play as a team of employees frantically building up resources, then using those to fulfill orders. I've got a prototype you can try out. Check out the tutorial below:
If you'd like to see how it plays, I'm going to record a solo playthrough (and if I can, I'll try other player counts too) sometime later this week.
If you don't want to watch the video (it's like 45min, so I understand), the gameplay is pretty simple. You simply must survive 5 rounds of play in order to win.
Each player uses one employee's 8-card deck (mix decks together when there are less than 4 players). Each round has 2 phases: Prep and Service. In the Prep phase, players take turns drawing a card from their decks and playing them onto one of the stations; except they only have 2 minutes to do so. Afterwards, in the Service phase, the values on the cards are added up (taking into account any card effects) and that total is how many of that ingredient can be used to fulfill orders. Then with any profit that is made, the players can buy a single Upgrade. And that's about it. There are a few twists: there are different Bosses that change up the game, they have requirements that need to be met and if they aren't, the players lose. Also, starting with the 2nd round, Events will mess with the players as well. And on top of that is how the Employee cards all interact with each other.
You can check out the prototype rulebook here (although at this point I still need to list out all the different effects):
Project Grill Marks Rulebook (prototype) - Google Docs
(The download for the prototype is in the rulebook)
So yeah, going into this jam and seeing the theme, my gut instinct was to make a cooperative game where the players work together to "defeat" the villain mascot character. Since I prefer creating games that are generally about small-scale, non-violent conflict, I decided that this "boss battler" could has the "Boss" be your literal boss. Gameplay wise, I wanted to make a card game that captured the frantic chaos of the video game Overcooked. One of the challenges I put on myself this year was allowing the game to scale at different player counts (past years, the player count was locked to a single number). Mechanically, I was inspired by real-time games like Dutch Blitz, but specifically there's this board game (that honestly I've never played) called "7-Card Slugfest."
Anywho, I'm about out of time for this post (got a baby to feed!). This week I'm focusing on playtesting and I'll start working on art and thinking of story. With the basic game design about finished (aside from stat and effect adjustments from playtesting), I can get MeBID started on programming as well. I'm going to need to find some new team members as well, particularly for music. It would be nice to have a song or two to count as the game timer (plus I really like how last year's game came together)
See you next time!
Updated to v1.2.3! Maybe this will actually be the final time I clean up the rulebook and adjust wording for clarity. Anyway, here's the changelog:
- Adjusted rank points (S-Rank is changed to 130pts from 140pts). This is the only real gameplay change, btw. I remember during development all those years ago having S-Rank being 120pts (which was too low) and really wanting an even number (I hit a rare 140pts and was like "oh yeah it's possible I'm adjusting it"). I don't know why I cared about the even number part. Anyway, with this adjustment, hitting S-Rank will definitely be less about lucking into the right combination of cards, and will make some of those Achievements actually possible
- Adjusted wording on cards for grammar and clarity (Specifically the following cards: Mindy's Photo/Ability card, Both of Griswald's Knees, the Special card backs, and the following Events: Big Sister, Stray Cat Distraction, and Unexpected Holiday).
- Adjusted wording in the rulebook for grammar and clarity.
And that is that! I still may revisit this in the future, but only to update the tutorial video
MeBID will be posting the digital version soon! I submitted now so I can get some sleep, but there is the pcio version of the game available. You can check out the demo room here, but I recommend creating your own room if you want to play a full game with someone on there.
I'll have files for the printable version of the game finished and uploaded later this week (I hope)!
Been a while since I opened up this topic. Even in the Discord, I've been pretty quiet about the progress over here. Most of that is because it's pretty tough balancing working on this and taking care of a baby (I'm writing this as baby sleeps on my chest at 2 in the morning and I don't want to wake her even though I'm behind on art). Heh, I guess it was very ambitious of me to think I could animate 16 characters. About a week ago, I decided to cut down and only draw a single sprite for each character, and the "animation" will be done in-engine by squashing and rotating these images. I'm still working on digitizing these sketches I've done (15/16 characters sketched as of this post), but I do have a single character finished and ready to show off:

I'm so excited to see all these guys on the dance floor. I got some pretty great poses imo, and I'm excited to show them off! I think I'll save it all for the stream, so that's the only sneak peek here. I'll probably post the other sprites after the jam is over or something.
So the current to-do list I've got planned is to finish all these poses by this weekend. I've got a few online playtesting sessions planned with friends this weekend as well, and after that I'll end playtesting so MeBID won't have to worry about adjusting things on the final stretch.
Then for next week, I need to draw up portraits for the 4 team leaders along with the UI elements and maybe some other art like the thumbnail. I'm also planning on adding some voice acting to the game so I'll need to record that too. I'll also need to finish writing the script (which is really only for the tutorial) and possibly iron out some backstory stuff (don't think there'll be an actual story to this game). MeBID also created a little program for me to animate the sprites for whenever they port things into the game, so I'll do that as well.
So yeah, I don't know how many of you guys out there actually print out my games, but I likely won't be able to start working on that until after the deadline. And with that would come more playtesting and potential tweaking and such maybe... I'll aim for releasing a printable version a week after the deadline (maybe by the time results come out). Anyway, I gotta figure out what this 16th character is going to look like before I allow myself to sleep, so I'll get back to researching now. Good luck to everyone on their games!
Oh yeah, I also made a logo

Hello! I'm the board game guy who made Stardust Butterfly last year (which I just updated a few months ago) and Scrappet Kaiser Princess before that! I'm working again with MeBID to make another board game, called QQ Step!
Here's a little dev video showing off what I've got of the design so far:
I recorded it really late at night so I'm not entirely sure if it's that coherent but, here's the TL;DW:QQ Step is a 1v1 chess-like board game, themed around teams of characters having dance battles in an underground dance club. The game itself is inspired by a board game called Onitama, and features 4 different teams/characters with unique powers. The basic gameplay involves using Dance cards to move your pawns across the board, trying to achieve one of 3 goals: Capture the enemy Leader, capture all the enemy's friends, or fulfill your personal goal. There will be 4 different playable characters: Privemal Mask, The Champ, Solveig, and DJ Dues. In the digital version, DJ Dues is planned to be an unlockable character. Each of these characters also has a unique ability.
So yeah, currently I'm working on playtesting and art. This year I'm going to try my hand at animating some sprites for the digital version (gonna make all the pawns dance, I hope), and I've got chvage working on some music. I've got to design and draw the concepts of the 16 characters that will be available here. Whew. Hope I can do it. Gonna be a little tough since I'm juggling a baby as well. This year the printable version might release well after the jam is over
Anyway, when it comes to story, I don't have much planned. Since this is a present for a teenage girl, and not a game that's carrying the weight of an already existing franchise, I think it's fine to not worry about telling an interesting story and just throwing in all the characters. But we'll see. As I draw more of these characters I might figure something out
Until next time!
Cutting it close! I have finished all of my art (afaik) and I decided that I actually do need to whip up a pcio version to make a proper tutorial video for the game page. So I've been working on that. I might have to skip working on card backs for that but whenever I make them for the print and play I'll port those in. I'm hoping to record an online gameplay session with my friends as well, so you guys will get to see how the game works with actual people playing.
About the physical version, I realize there might be some challenges in bringing it to life. Notably research. In the prototype research is a token, but in a physical space it would be hard to keep track of a ton of tiny little tokens, especially if you need to keep track of it to properly math out probabilities. So I'll have to figure out a cleaner way to handle that... Maybe using a paper clip or something...
As for the digital version, meBID is working hard on it. I recently received a prototype and have been providing feedback on rules questions and design stuff and bugs and whatnot. I'm mainly excited to see the story brought to life via the endings. I might have mentioned it in a video before, but if not, the game will have multiple endings. The ending will be different depending on the character you choose, along with whether you win or lose; meaning that there will be 6 endings! And all of them are canon (for this game)! So I was pretty inspired by the arcade endings of BlazBlue: Calamity Trigger. The endings of that game are all flashbacks(?) revealing some lore about the world or the character. That's the approach I went for with the endings: On a loss, the ending will show a flashback/back story of your chosen character (from the viewpoint of a different character), while a win will show a character's future/true ending. That true ending should tie back into the main Steel Love plot and hopefully give an interesting hook for a potential book 12. For the sake of the stream, the plan is to have all the endings unlock after completing a game so you guys can see the entire story that bookends the board game experience.
So how about art then? Here's a look at some of the targets:

Not sure if you guys will notice but the dude on the right also appeared as a scrappet in my previous board game. He seems a lot nicer in this version though.
And here's the title screen, and a look at the main trio:

Oh yeah! Speaking of the title, I guess I never really explained where the name "Stardust Butterfly" came from. Honestly I was looking at random shoegaze song titles and picked words I thought were cool and ended up with that. I don't remember where "stardust" came from but "butterfly" came from "Butterfly Effect" by RAY. I also thought about how in the mythology of different cultures, butterflies are tied with souls and rebirth. So it's fitting how the crew are all essentially lost, wandering souls waiting for their "rebirth"... Something like that. Anyway, I think it's a cool title and it's fun to say so that's that.
So yeah, I've got to get back to work. Hopefully everything will come together in time! See you guys on Saturday!
It's been a week, so I should give a little update.
It's quiet here, mostly because a lot of the action is on the discord. Last year, I was also juggling doing graphic design and art for three different versions of SKP (the printable version, the online pcio version, and the digital version). While I still plan to develop a printable version, I'm putting a lot more effort on helping meBID make the digital version look good. I was also able to get BIG_FR0G's help with the artwork for the different endings, so that will look amazing. The visuals are coming along. Graphic design is almost done: there are a few more card templates I need to put together. Then comes the art for the characters, targets, and weapons. Then hopefully a nice splash art for the title screen (I'm still really happy with how well Scrappet Kaiser Princess's came out). I'm a little worried about getting all the art done, as I was just informed that I will have a lot less free time this next week than I expected, but I've been going at a good pace, and not having to worry about artwork for the endings is a huge relief. And those endings are important! I couldn't really fit the story I wanted into the gameplay or the rulebook this time, so I can't imagine what I would have done without help. I'm pretty excited for when this finally releases.
I mentioned earlier that I'm focusing mostly on the digital version for the jam. It looks like I won't have the printable version finished by the time the jam ends (I would need to make a board, character sheets, tokens, and card backs in addition to what I'm already got to do), but I'll try to get it out soon after. Not sure if I'll make a really nice pcio version like I did with SKP, since the digital version will likely have local play (and theoretically you can just share your screen because there's no hidden information), but... we'll see how I feel after I finish the printable version.
Anyway, most of the stuff I would have to show are little mockups or card templates. Not too interesting. So here's some icons I made of the three characters; a little sneak peak at the character designs I've got to figure out the colors for. Oh and also the logo. See you guys next week...? Maybe? Not sure if I'll make another post here because I might be frantically doodling, but I'll try to show off some of those drawings next time

The design is in a good spot! I made a quick (lol) explanation of the rules and did a little (lol) runthrough of how the game plays:
TL;DW: The title of the game is Stardust Butterfly. Click here for a link to the rulebook & prototype. The instructions on how to get that going is inside that doc. I suggest grabbing 2 other friends to play it proper. If you want to leave some feedback, just leave a reply here! I gotta focus on the visual aspect now. See you guys around!Hey! I made Scrappet Kaiser Princess last year (the 1p board game; I actually cleaned up and revised the rulebook a few months ago while I waited for this jam to begin, so you can check it out if you'd like). I'm designing another board game this year!
Here's a little development video explaining a little bit of the design process and basic rules, then showing off a few rounds of gameplay (tl;dw below):
So with this year's theme, none of the characters were clear picks for a board game design (unlike how Ultra Mint was last year because cards). I ended up looking into game mechanics and thinking of a tone I wanted to go for. I wanted to work with dice and the idea of action drafting was interesting to me, plus I was inspired to make something with a Cowboy Bebop vibe. To more successfully capture that idea of being in a somewhat dysfunctional crew of bounty hunters, I decided to design the game for 3 players. I'm working with meBID again this year to create a digital version of the game to be played on stream with AI opponents at least, so no worries about needing to wrangle a few extra players to play for the showcase. Basically, the game involves the players drafting from a pool of actions (fighting over who does what chores on the spaceship or whatnot) then performing those actions, and the player with the most reputation points at the end of 6 rounds will win.
Since it's a 3 player game, there are 3 different characters to choose from. Whichever of the 3 characters wins, the game will play that character's ending (sort of like an arcade mode in a fighting game). While Sumiv is technically the star of the game, the other two characters (Jebbrey and Gloz) will still have endings that tie into the original Steel Love story and will (hopefully) fit within the rules of the jam. I plan on each of these endings to be canon for the game, and none of them will contradict each other. It's essentially going to be like how Cowboy Bebop reveals the backstory of its characters, and what their future holds will have strong implications (and will hopefully inspire the author to write book 12).
Anyway, I'll leave it at that for now. I'm currently adjusting the design and tweaking numbers and abilities, so it's not much to look at atm. Hopefully I'll have a rulebook next time (week?) and I'll start doodling some characters designs, and maybe I'll even open it up for some playtesting! See you guys around!
I released Scrappet Kaiser Princess v1.1! Check out the devlog I wrote here.
Basically, I added 5 new Event cards (and removed 1), added 1 new Starter card, adjusted the effects and Strength of 2 Starter cards, and the wording of 7 other cards. I plan on posting a full gameplay video of the print and play version sometime so you can see it in action, but other than that I'm calling this game finished!
Hello! It's been a while, but I've been slowly cleaning up and adjusting the game. I've also added new cards! I'm about to upload the new rulebooks and print-and-play files. If you want to update the digital version, I added the new cards in a new folder in the link. In addition, I've adjusted some of the rules and have a few suggestions for the digital version:
- There are 5 new Event cards. Remove "Surprise Pizza Party" from the game
- 1 new Starter card
- The other cards just have clearer or adjusted wording
- 1 new achievement:
Platinum Crown: Become the Champion with each of the 6 Starter cards.
Basically a player must play the game at least 6 times to get this. To make this easier, I suggesting being able to unlock the ability to choose the Starter card after completing the game once.
I suggest you refer to the rulebook for new clarifications on the cards and extra FAQs, but here are the major changes at least:
- The Store works a little differently. Bought or stolen cards are placed into the Binder after each kid action. So if Mindy (3 bucks), Jessa, and Link (4 bucks) are at the Store, instead of being able to grab all 5 cards and then placing them in the Binder all at the same time, the player decides which kid will buy or steal first, with Mindy able to spend ego to peek in between any of those actions.
- This also means that the "age" of cards, or whatever is the oldest card(s), will reset for each action.
- Side note, but I did a single run of the digital version and got the BOGO event. The Bogo event is meant to happen immediately before anything else. So you get a bunch of cards in your binder, and then when you get to buy cards again you might have to replace those cards. The new wording should make that a little more clear.
- If Mindy and Jessa go to the Playground, Jessa will be able to gain a card for free, correct? Well Jessa can also bring resources for trade and can also trade for a card, allowing her to gain 2 cards at the Playground (if Mindy is present).
Alright, I'll go post up those files now. Feel free to ask if you have any questions. And it's fine to take your time on the update, or if you're too busy to work on it anytime soon, that's fine too.
Thanks again for your help!