Tabletop Simulator

Tabletop Simulator

Lethal Company (Fan Board Game)
Fat Spiderman 25 Jan, 2024 @ 10:13pm
First Experience review
Just played Day 1 with 3 players. We all agree the game is nice and smooth, but we did have to make a few assumptions. But most drastically, I would suggest putting the names of the tiles on the tile image or as a sticker on the object rather than using the Name field. That, or convert the objects into cards/stackable tiles. The reason being is that if our hands hover over the face down tiles, it tells you what the tile is without looking. In that same vein, I think it'll be fairly easy to include stairs soon enough, easy to do with a simple <Connected> token I think to connect floors, like Betrayal. This pokes towards our collective want to explore further. But I'll note a bit more about that later. (1)

#0. Turn order was actually our first assumption. Based on how the monsters move, hp rules and so forth we arbitrarily agreed that all players took their turn before the Monster Turn. In the notebook it reads like you perform the monster turn after every individual's turn. Coilhead would still attack as normal. We didn't touch the other monsters as we worried with them as they came, we got 2 Slimes and a Coilhead. (1)

#1. Coilhead has no kill rules, and we weren't sure exactly how far it gets to move every Monster Turn. We ruled it as moving either randomly 1 square or straight to a player. We also ruled that if it moved it could not attack, but weren't sure if that was the right call. We arbitrarily determined you spend 1 Action to kill the Coilhead based on the fact that you could only have 5 monsters in the facility and having the potential to cycle through monsters. Plus if you have multiple coilheads on you, you loose 2 actions, kill 1 with the 3rd and then get attacked with the last or risk two attacks escaping only to get pursued. In this discovery we also determined monsters stay in the facility, never the ship. (for now, I'm sure)

#2. Slime move was also just a little fuzzy. We determined firstly that Adjacent meant "a room not diagonal or the room the Slime is in." We then -correctly I presume- determined that IF it CAN move then it ONLY moves to the guy with the most valuable scrap -equidistant paths are rolled random for fairness. Though I could see a rule being placed as "room with most recent/frequent actions spent" or "always towards player" or if you numbered the rooms "room with highest/lowest number." Because the Slime is listed as Easy, we ultimately opted to avoid rooms containing players except the target player. We also ruled because it was Easy that it did not get to deal damage the same turn it moved.

#3. The Gift Box doesn't have rules. We said pull a small scrap and give it +1 value. Alongside rule specifics, buying equipment is said to only be at the Beginning of the Game, we presumed this meant the start of each Day. Along with this, we determined that you score at the end of the day and return all scrap to the bag for random chance and due to the gift box modifier.

A small nitpick- Cuota should be Quota, but we appreciate the style -given the alien overboss. Rock and Stone for the Counter!

(1) In our game we pulled, in order: Coilhead in the second the last room (top left corner), slime in the last discovered room (middle left), and then a final slime in the top left room from hourly timer. We got 14 points Day 1 and only left a 1 point air horn with that last slime. However, our Day 1 end state had the coilhead at the entrance due to its inescapable pursuit and the 1st slime in the center room. I suppose it can be chalked up to bad luck, but this state seemed like even thinking about going back in would be death. Our last turn then was at 15:00 and based on this single game I can only assume the current rules make it impossible to actually time out the clock.

Regarding Note (1), we all agree that you should feel free to innovate rooms/items/monsters other than those found in the game if only for variety's sake, alongside with being able to discover outside the 3x3 grid by means of drawing from the bag to an open door. Combined with alternate entrance/exit Fire Escapes, this would solve the issue in N(1) and certainly open up some sort of rule regarding the Fire Escape Mimic. Off the top of my head: perhaps using a Fire Escape will always spawn 2 doors, and you must roll the dice if you exit with the Fire Escape, and on some sort of hit or double hit you get eaten by the mimic; or similarly a few FEDs could be in the scrap pile but on first use of a FED it is rolled for if it is a mimic or not via normal monster spawn rules.
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Showing 1-5 of 5 comments
Mimic_Kai  [developer] 25 Jan, 2024 @ 10:28pm 
Thank you so much for your feedback! Sorry for the mistakes on grammar, im practicing my english with this project, so i dont use the translator as much. I am currently working on debugging the rules and leaving them well written, so thank you very much, this experience will be useful to me :steamthumbsup:
Last edited by Mimic_Kai; 25 Jan, 2024 @ 10:46pm
Veradis 28 Jan, 2024 @ 4:32am 
How did you even determine where the monsters spawn? Or how many? I didn't see anything about it in the rules.
Mimic_Kai  [developer] 28 Jan, 2024 @ 6:50am 
Originally posted by Veradis:
How did you even determine where the monsters spawn? Or how many? I didn't see anything about it in the rules.

If it helps you, I made a video that covers the basics to be able to play.
https://youtu.be/ua74xh7E8X4?si=__dHmExGisBXuq6q
Fat Spiderman 4 Feb, 2024 @ 8:14pm 
Originally posted by Veradis:
How did you even determine where the monsters spawn? Or how many? I didn't see anything about it in the rules.
Sorry for the late reply, did you figure things out?
Veradis 4 Feb, 2024 @ 8:17pm 
Originally posted by Fat Spiderman:
Sorry for the late reply, did you figure things out?
Yeah
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