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We got a review!

Greetings all! We got a review on ignition:core from a tabletop simulator user out in the wild. This may seem minor at first, but for over a year all my feedback has been received from players experiencing the game with me present to explain the rules, clarify misunderstanding and otherwise infuse my own enthusiasm into the experience. So with that, getting a firsthand account of how the game played out with just two people and a rulebook, working out how to play this without any creator input is a big deal for me.

ree
points are awarded for destroying ALL units of a certain type in one round - which creates interesting choices, since killing that one last soldier would award you a point for killing all infantry, but maybe going for one of the two enemy light mecha will help prevent your own forces from being driven off the objective

You can read the full write-up over on Board Game Geek. Here are a few key excerpts you can skim over:


"Players gain points for fulfilling objectives (the two scenarios present in the mod are objective based - the classic "for each controlled objective (out of 3) you get one point at the end of the round" deal) and destroying enemy units. The latter works in a rather unique manner, since each round every destroyed unit respawns in the deployment zone of its controlling player (which is good, since units tend to die quickly if focused), and points are awarded for destroying ALL units of a certain type in one round - which creates interesting choices, since killing that one last soldier would award you a point for killing all infantry, but maybe going for one of the two enemy light mecha will help prevent your own forces from being driven off the objective, but if you do not finish the other mecha, destroying only one will award no points...


While it may look "gamey" on paper, it does feel pretty fluid in game and is very easy to track - after the round ends it takes only one glance at the destroyed units (before the are redeployed between the turns) to see who scored how many points. All in all, a quite elegant system."


ree
There is a lot of character in [tactical] abilities and used properly they can grant a sizeable tactical advantage - almost all of them require considerable trade-offs, so they are not just power-ups that can be used indiscriminately, but interesting tools that -used at appropriate times- can turn the tide of battle."

"But where the ruleset really shines for me is the so-called "tactical abilities" which are used between setting up the initiative track and the proper activation phase. Going from the lowest/last initiative, players each decide if they want to use their tactical abilities which allow for very unique manoeuvres. This is when players can set up "overwatch", smoke cover, or sometimes just gain additional movement in exchange for losing the ability to shoot until the end of the turn. There is a lot of character in those abilities and used properly they can grant a sizeable tactical advantage - almost all of them require considerable trade-offs, so they are not just power-ups that can be used indiscriminately, but interesting tools that -used at appropriate times- can turn the tide of battle."


ree
[ignition:core] managed to deliver a compelling ruleset that allows for (relatively) quick games with interesting tactical decisions, and a nice -and underutilized in wargaming- [anime] aesthetic too!

"So in the end I was pleasantly surprised by ignition:core, since many similar(ish) tactics games tend to either be too random or too simple, while this one managed to deliver a compelling ruleset that allows for (relatively) quick games with interesting tactical decisions (and a nice -and underutilized in wargaming- [anime] aesthetic too!). While the asymmetric but balanced nature of factions is always something I do love to see in games like these.

Taking all the caveats regarding my limited exposure to the (full) game, I really recommend it."


Many thanks to BGG user 'Axololth' for taking the time to write this up and allowing me to share this wonderful feedback!




 
 
 

3 Comments


ab a
ab a
Jul 05

Sometimes the simplest games are the most addictive. Help the bunny collect carrots in this charming and challenging online game! Poor Bunny tests your reflexes and ability to anticipate patterns as you navigate treacherous levels filled with obstacles. It's free to play in your browser, making it super easy to jump into for a few minutes of fun. It’s got that retro arcade feel and can be quite satisfying when you finally clear a level that’s been giving you trouble. A great little time-waster in the best possible way.

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If you enjoy simple yet engaging arcade-style games, PoorBunny.net hosts a fun one called Poor Bunny. Your goal is to help the little bunny gather all the carrots in each level. The catch? More and more traps and moving hazards appear, making it increasingly tricky to survive. It requires quick thinking and nimble maneuvering. It’s a great example of a game that's easy to learn but offers a surprising amount of challenge and replayability as you try to beat your high scores or clear progressively harder levels.

Edited
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Looking for a quick, addictive, and challenging little game to play in your browser? You should give the Poor Bunny game online a try! The premise is simple: you're a bunny, and you need to collect all the carrots on the screen while avoiding various traps and obstacles that appear. It starts easy but quickly ramps up in difficulty, testing your reflexes and pattern recognition. It’s one of those “just one more try” kind of games that’s perfect for a short break or when you want some lighthearted fun.

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