This is a crunchy, two-page city-builder / post-apocalyptic survival game, and it's fantastic.
You play as a family foraging in the ruins, trying to gather enough supplies to start rebuilding vital infrastructure, and while the GM will have to be semi-comfortable freewheeling encounters, opportunities, and NPCs, overall the gameplay is kind of like Agricola---which makes it an instant favorite for me.
If there's one thing I'd like to see added to the game, it's a sample explorable location with sites listed, a table of possible combat and non-combat encounters, and a few example items. However, it's pretty simple for a GM to be able to throw one of these together on their own.
Overall, if you like city-builders and survival games, I would highly encourage checking this one out. It fits a lot of cool design into two pages, and I'd love to see more material for this engine and setting.
Minor Issues w/ English Player Version:
-Page 1, "Choose a type of improvement" the meaning here might be a little clearer if you add "to work on"
-Page 2, Solving Tests, what kind of dice is rolled? What is the most common TN?
-Page 2, Supplies/Needs, should this be "if you do not have enough supplies, you gain an exhaustion for every family member you cannot feed?"
-Page 2, Family, do you count as a family member? i.e. does the player have 3 max exhaustion?
Somehow this tabletop RPG is between Mad Max and Simcity! I love how the game makes us think the cost of building a solid community. How many lives we're gonna waste to the dream of having our own home?
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This is a crunchy, two-page city-builder / post-apocalyptic survival game, and it's fantastic.
You play as a family foraging in the ruins, trying to gather enough supplies to start rebuilding vital infrastructure, and while the GM will have to be semi-comfortable freewheeling encounters, opportunities, and NPCs, overall the gameplay is kind of like Agricola---which makes it an instant favorite for me.
If there's one thing I'd like to see added to the game, it's a sample explorable location with sites listed, a table of possible combat and non-combat encounters, and a few example items. However, it's pretty simple for a GM to be able to throw one of these together on their own.
Overall, if you like city-builders and survival games, I would highly encourage checking this one out. It fits a lot of cool design into two pages, and I'd love to see more material for this engine and setting.
Minor Issues w/ English Player Version:
-Page 1, "Choose a type of improvement" the meaning here might be a little clearer if you add "to work on"
-Page 2, Solving Tests, what kind of dice is rolled? What is the most common TN?
-Page 2, Supplies/Needs, should this be "if you do not have enough supplies, you gain an exhaustion for every family member you cannot feed?"
-Page 2, Family, do you count as a family member? i.e. does the player have 3 max exhaustion?
Hey,
I love this pamphlet. I was wondering if you could fix the header that says "ITENS" on the 2nd page. I believe it should say "ITEMS"
I was wondering if you could update that?
Hello. I will correct the error. Sometimes mistakes in translations are in similar words. Sorry for the inconvenience.
No worries!
How many players is it recommended for? Does it require a GM?
Hi. 1 GM and 4 players.
Mad Max + Simcity!
Somehow this tabletop RPG is between Mad Max and Simcity! I love how the game makes us think the cost of building a solid community. How many lives we're gonna waste to the dream of having our own home?
Pretty clever!