Tabletop Simulator

Tabletop Simulator

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Forbidden Skies v0.5b
   
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7 Sep, 2016 @ 7:53pm
9 Oct, 2016 @ 9:34pm
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Forbidden Skies v0.5b

Description
A 3v3 competitive/cooperative steampunk airship combat game. It's what Guns of Icarus would be in board game form. You and your crew must do everything in your power to take down the enemy, and keep your ship afloat in the process. The rulebook is a bit dense, but an updated video tutorial is forthcoming (the existing one doesn't account for a lot of changes that were implemented in v0.5).

Future playtests will determine what rule changes, if any, are necessary to make the game playable with different group sizes (2v2 and 4v4). The game is already playable as a 1v1 with the existing rules, but each player plays for three people. Use the Zones->Hands tool to right-click and change the color of your teammates' hands to your own color. Also not a bad idea to remove the two Parachute cards from the Engineering deck for 1v1s, as they're entirely meaningless when the whole ship is crewed by one guy.

Seeking artist(s) to replace all the temporary (ie, stolen) artwork in the game. Contact tickelbur@gmail.com with sample material if you're interested in the job.

Be sure to check out my significantly less complicated card game, Gladialiens: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770626708
Popular Discussions View All (1)
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3 Oct, 2016 @ 10:44am
Learn to Play Forbidden Skies: UPDATED FOR NEXT PLAYTEST
thecheesiestburger
24 Comments
thecheesiestburger  [author] 20 Jul, 2020 @ 11:26am 
@ramjamslam I haven't updated this thing in a while, but I did update it after that screenshot was taken. The first shot in the slideshow has the hex grid map, which does not use the Guns of Icarus map.
ramjamslam 20 Jul, 2020 @ 7:07am 
Gameboard map is from Guns of Icarus Online map Battle on the Dunes.
thecheesiestburger  [author] 19 Apr, 2017 @ 9:59pm 
Thanks Mr. Tea! Obviously, I've been distracted by other stuff in recent months, but I'd like to come back to this at some point.
BOOKCHIN 14 Apr, 2017 @ 9:43am 
Hey there, author! I must say, I am in love with this game. Even though the rules can be a bit complex at first, it is not hard to understand it at all.

What I would like, however, is more of everything: Airships, guns and the speciality cards (Captain, Armory and Engineer).

Apart from that suggestion, your game, once more, is very good.
thecheesiestburger  [author] 9 Oct, 2016 @ 9:37pm 
v0.5b is live. Hopefully I'll have time to change card font tomorrow. Really just a readability thing for the time being, though; all the artwork needs to be replaced at some point, anyway, and if I find an artist to do that for me, they'll probably want to pick prettier fonts at that point, too.
thecheesiestburger  [author] 9 Oct, 2016 @ 8:45pm 
Aha. I knew there must be something that got lost in translation between the rulebook and the gameplay. I know that rulebook's dense; I've gotta figure out a way to simplify and clarify everything. A fresh tutorial video would be a great start, I'm sure. Not sure when I'll have time to do that.

A new update should be coming tonight or tomorrow with a few minor tweaks in response to your feedback. Won't have a chance to change card font for a little while longer, though, as that's a bit tediously time consuming.
Plat 9 Oct, 2016 @ 4:34pm 
To be honest, we discarded the gun card after firing. That's probably the issue why combat was so slow for us. I probably only have myself to blame, but I think it would be useful to clarify those points in the rules. I literally said "guns are one-shot" to my party after reading the rules and noone questioned it. I'll definitely keep this in mind the next time we're playing. Thanks
thecheesiestburger  [author] 9 Oct, 2016 @ 4:29pm 
I have a thought, now, Plat: were you aware that you can fire a gun twice on the same turn if the person firing doesn't move? I could see how the game would go MUCH slower if you miss that aspect of the design.
thecheesiestburger  [author] 9 Oct, 2016 @ 3:58pm 
- Altitude trackers were just updated in the last update. I wondered if the default collision hit box in TTS might be an issue, though. I'm not really sure how to change it, so the only fix at the moment is probably exactly what you did.
- The whole game's designed with the idea of a hard copy physical version being the end goal, so I hadn't been that concerned with fonts rendering too blurry to be read in TTS. You're right, though, some of the wordier cards can put a strain on the eyes.

I'll make some notes to try implementing a few changes for the next update. Thanks again!
thecheesiestburger  [author] 9 Oct, 2016 @ 3:58pm 
- The pacing is something I need a larger sample size to figure out. Balance and pacing are a tricky matter. I've had games that take two hours and games that take less than half an hour. I've never had one where neither team was taking hull damage, though; that surprises me. Usually somebody's frantically trying to fix the damage and stay afloat while the other team's hammering away with either cannons or turrets.
In a previous build, each ship started with two guns of their choice equipped. I wanted to add in some random chance and increase the importance of the cards, though, so I took that out. Maybe a happy medium would be starting with two random guns equipped. Pull out the gun cards, shuffle them, each team draws two and equips them before shuffling the rest back into the deck and players draw hands.