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1. The Quest map requires to gain the legendary cards after revealing it, not before.
2. The Priest survivor only works when gaining the cards.
3. Shortcut is cross like a plus sign "+".
No problems, feel free to ask any question! :)
The Quest map card it says .
Accept: To unlock the a "collect" choice,
succeed the following task.
gain 2 legendary scavenge altogether.
Collect: All & gain & Tinker / card.
(Remove Long-term when collected)
Long-term
if we gained legendary cards before revealing it do we still need to gain more or is considered gained?
The Priest survivor card it says:
All & may replace by the top 1of 5
in the deck,without gaining/losing
the Loadout.
does this work all the time or when gaining the card only?
lastly in shortcut cards it says move in a "Cross" direction:
is cross direction = + or = x as both these can be called cross
Thank you
Yes, when a combat starts, it goes from exploration phase to combat phase, so the players do not flip map tiles until the end of the combat.
And yes, all players join the combat. When, let's say player 1 triggers the combat, enemies spawn from player 1's position and player 2 and player 3 spawn on their current map tile.
Thank you, if you have any more questions, feel free to ask or add me on Steam
I have a question how does ranged fight work in missions?
Do the palyer fight the zombie without fliping tiles? Does the other players join the fight?
I know it’s far from perfect, especially the rules and setup. Creating a game solo has been challenging, from design to mechanics to writing instructions. Since English isn’t my first language, some of my word choices are bad.
I’m also not a fan of lengthy texts to understand a game. When I wrote the rules, I didn’t have a specific audience in mind, as I didn’t get outside feedback. Looking back, I see what you mean.
Tiny Apocalypse might actually work better as a video game. Its complex mechanics remind me of builds in Slay the Spire or PC card games where everything override each other. I designed it to be "breakable" in fun ways.
If you have questions, feel free to add me on Steam, I’ll happily help!
Thanks again.
several minor things that an editing pass could probably catch, but most notably the constant use of ALWAYS alongside constant contradictions and what seems to be a general system of card text overrides rules makes it annoying and confusing to properly parse how everything is meant to work.
the rules would probably benefit most from simply removing all instances of ALWAYS given cards can override, but some really obvious examples that should absolutely go:
page 27: "In combat, players & <red defenses> ALWAYS start first, unless ..."
also page 27: "they will prioritize the Buildable, <barricade> ALWAYS first." followed by an example card explicitly stating it doesn't attack barricades first.
Yeah it can be pretty cumbersome... I tried my best to explain how to set up, via the Rulebook or the tutorials on the YouTube channel. It's more of a long and annoying set up than a hard one.
I don't think there will ever be a scripted version, sadly. This is beyond my capabilities at this point. I REALLY wish I could!
If you are having trouble with the set up, check these tutorials: https://www.youtube.com/watch?v=SF3yEJzGDuo
https://www.youtube.com/watch?v=uOhWxnl79OM
For combat cards, spread them above the Player 2 boards, just under the Codex, Weather and Day/Night Phases. That way it won't get stuck in any hands. It's a bit tedious, but it's the least I could do on my own. lol
Some map tiles remain on map (not sure what the reason, some cards from all 3 decks simply doesn't whant to go back),
as well some tinkered cards (for now noticed this with only combat ones: some of them seems to be caught in player hand on the way (I usualy spread them beneath draw pile of player 1, so that may be the reason), but some just dont whant to go (for now only noticed this with one ranged card).