Rules update: difficulty increase
CosmosDasher » Devlog
I have been playing this with friends ever since I first made the original CosmosCrawler - but the reason I branched into CosmosDasher was that the OG took too long and was too 'slow' for a silly pick up n' play game. CosmosDasher was to be a more intense and fast experience- I made it faster but also, the balance because of how quick the game is was WAY off, making it too easy to breeze through.
Core Mechanical Changes:
- Hull Points reduced from 6 max → 4 max
- Fuel pool scaling reduced: extra crew now adds +2 fuel instead of +3.
- Fuel burning clarified: may burn “once per check, before or after the roll,” instead of previous broader wording.
Role Adjustments:
- Pilot now burns Fuel to remove 1 Risk, instead of removing a Risk for free.
Encounter & Station Rules:
- Science Station now removes 1 Risk from the encounter, rather than “mission.” Clarified phrasing but identical intent.
- Tactical Station now adds Rm to combat instead of Ri. This shifts the danger profile of combat support.
Combat Adjustments:
- Combat risk wording updated, now includes Ri as a second combat initiation Risk (combat should have a sense of danger).
Files
Cosmosdasher_V1.2.pdf 600 kB
1 day ago
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CosmosDasher
A quick-playing co-op retro-futurist space roguelike.
| Status | Released |
| Category | Physical game |
| Author | Afour Games |
| Genre | Adventure, Role Playing |
| Tags | Co-op, Dice, Print & Play, Roguelike, Sci-fi, Simple, Space, Tabletop |
| Languages | English |
More posts
- Very minor clarity update6 days ago
- 1.1 update - Difficulty patch7 days ago
- A redesign of previous game: Cosmoscrawler12 days ago
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