This is a beautiful piece of graphic design, and a lovely basic framework that can have ship powers, item spawns, or other scenarios overlaid on top.
Thank you for making community copies available (and making the text CC BY) -- I'm skint right now but hopefully I'll remember to come back and give this what it deserves.
The art for this game is wonderful and I really see the potential to expand this into something bigger. The rules are simple and sweet and allow for strategy and fun moments of uncertainty.
Looks great and nicely designed! A quick question about movement rules: do you count right/left turns as one move? Or simply if a ship is on a given square it can attack in any direction?
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This is a beautiful piece of graphic design, and a lovely basic framework that can have ship powers, item spawns, or other scenarios overlaid on top.
Thank you for making community copies available (and making the text CC BY) -- I'm skint right now but hopefully I'll remember to come back and give this what it deserves.
Hello :)
Can a jet move on a square with an object or is it only an obstacle for an attack ? What if the object does not fill a full square ?
Thanks !
Two Tokens cannot occupy the same Square.
If an Object takes up more than half of a Square it probably can't be occupied by a Token.
Rule 4.a. says that 4+ Hits causes damage, but there's no explanation of what constitutes a Hit
Good question. A Hit is a successful Attack roll (result of 4-6 on a d6).
Amazing little game.
The art for this game is wonderful and I really see the potential to expand this into something bigger. The rules are simple and sweet and allow for strategy and fun moments of uncertainty.
Looks great and nicely designed! A quick question about movement rules: do you count right/left turns as one move? Or simply if a ship is on a given square it can attack in any direction?
Thanks! Just updated to v1.3 and posted some notes on this in the Dev Log. Check that out and hopefully it will answer this question.
okay, so... correct me if I'm wrong, but it means that you don't have to turn the "frontend" of your ship to attack the other in the line-of-sight.
That's fine.
Correct. So "Facing" is assumed to gain LOS rather than a core mechanic.