Tabletop Simulator

Tabletop Simulator

The Pit: The Board Game
50 Comments
Goiledeth 1 Aug @ 11:45am 
Another member of the comunity helped! Keep it alive folks <3 :100: Remmeber to contact me if you need it ! Im subscribed to this thread just in case
Snake Hekard 30 Jul @ 11:25am 
Goiledeth i need it
Goiledeth 21 Jul @ 1:12pm 
Let me know if you need it :) @snake
Snake Hekard 21 Jul @ 7:23am 
Rulebook is still missing
Goiledeth 2 Jul, 2024 @ 3:16pm 
We managed to contact the devs about the missing pdf file, they posted on the Kerberos Productions Discord the new link for it . Its on the " Thepit" channel, and updated the Ingame link too! :geerhead: I also have a copy of it in case anything goes wrong!
MidoCorteX 29 Jun, 2024 @ 6:23am 
Rulebook is still missing, also the back of the room cards doesn't load for some reason
Goiledeth 24 Sep, 2023 @ 6:54am 
The rulebook appears to be on error 404, does anyone have it ?
Endy73 1 Jan, 2020 @ 2:47am 
Thanks for the game.
It truly shines with Table Top Simulator. Hope there will be progress with rules clarifying / rulebook updating. I'm agree with Nica Moriyama, that game is too slow for table version. It took about 4 hours to get our team to floor 2 for the first time. I suggest, sets of rules for more shorter sessions or maybe for longer session for hardore fans would be awesome.
Also increasing character stats on level ups would be great.
Heroine Nisa 9 Sep, 2018 @ 1:01pm 
Thanks for the game! But I have a few suggestions here:

The game plays TOO SLOWLY. Me and my pals want to basically stop after reaching the first or second floor. This could be fixed easily by reducing the HP and DMG the enemies do on the earlier floors.

Many enemies are a bit too hard to beat, specially at the start. Huge lack of PSI powers. Why have a psi stat if its going to be used on a paid expansion? Just remove the stat altogether or add the expansion to the base game. At the moment the game is too punishing and it looks like if PSI powers were going to be an important role on it.

Also the rulebook is poorly worded, please consider explaining everything thoroughly because many things I had to make up on my own becasue the rules made no sense.
Rinzler 1 Sep, 2018 @ 2:01am 
Thanks for a Great game!

Quick Question:

When buying skills - If you already have skill level 1 and you want to buy skill level 2, do you pay the entirety of the skill level 2 cost or do you subtract the cost of skill level 1 from skill level 2 to progress from level 1 to level 2. Marine example - Skill 1 = 12, Skill 2 = 24, Skill 3 = 36. Is the cost of progression from 1 to 2 -> 12 "xp" points or 24 "xp" points?

Additionally, do you have to go in order when upgrading skills (i.e 1 -> 2 -> 3) or can you go straight from 1 -> 3.

Finally do these new skills replace your old skills or could you have multiple foraging skill cards (for example) replacing them only if and when you reach your skill limit through hitting your brains ceiling.
Wowie 16 Aug, 2018 @ 2:58am 
If you were able to gather 4 random people and an unopened box and they were able to play a full game while you wordlessly observed, that'd be the ideal result. :) It's cool to see some clarifications, and the delay in responding is totally okay too as this is probably one of the last places you check for feedback. :P I wish you luck, this game reminded me of Warfighter (it's in the Tabletop Simulator DLC's) when I played it, and in a good way.
Wowie 16 Aug, 2018 @ 2:58am 
9: That's even further off than what I expected the intent was (we figured the intended use was on yourself or *one* other player (or *one* item in the case of sharpeners), but being able to split the dice in a successful result is cool too, and makes sure high rolls aren't wasted.

I suppose as long as you're listening, I have another niggle: In the board setup, it should be explained that even if you have less than 4 players, you should use all four characters. The only place this information is located is on the "challenges" page, where it mentions that playing with fewer than four characters is an optional difficulty modifier.
Wowie 16 Aug, 2018 @ 2:58am 
2: The condition card is labeled "Player Conditions", and both "Stunned" and "Unconscious" refer to the player directly. Together this implies that there's supposed to be a separate condition card for monsters, the same way monsters have a separate Fate card. Additionally, "Stunned" doesn't explain that it wears off after a turn.

As an additional aside, the component list in page 2 of the book doesn't list how many of each card there are supposed to be, so if someone with a physical box had missing components there'd be no way for them to know exactly what they were missing.

6: Yep. The way they're formatted is like skill cards. See:
https://i.imgur.com/9OiyaFb.png
So what they really are is 1 charge Use Instant items? Cool. I couldn't decide whether they were supposed to be Skills, Items, or Recipes, because they share formatting with none of the above.
Kerberos Productions  [author] 15 Aug, 2018 @ 4:38pm 
6. Are you referring to the Ammo and Food cards that say +2, +3, and +5? If so, those cards are Instant Use items that can be used to refill the Ammo or Food of a Player

7. "This Monster follows its target." means that whichever Player character that Monster attacks is the ONLY Player that it will attack. So even if the Player leaves the Area, the Monster will follow after that Player

8. The Player in the Hallway would go first. However, Players in Rooms take priority, with the first Player being the closest one to the start of the Floor.

9. Yes. So long as the target Players are in the same Area as the user of the Item, the user may distribute the points resulting from a Medkit or Sharpening kit as they see fit

10. For Swarm attacks, there is only 1 attack, which is the combined Attack and Fate dice of all applicable monsters in the Area. The target of the attack however, is up to the Players in the Area
Kerberos Productions  [author] 15 Aug, 2018 @ 4:36pm 
Hi Wowie! Sorry for the delay in responding!

First off, thank you for the feedback. Like we've said, we're trying to get as solid a set of rules as we can, and every bit helps.

In answer to your questions:

1. The only weapons with Defence dice are Melee weapons. Accordingly, you may only add those dice to your Defence roll when defending against a Melee attack IF you used a Melee weapon to attack that turn.

2. Stun lasts until the end of the Stunned Player's next attack phase, after which the counter is removed. Can you tell us which Conditions are the ones that imply different effects for Monsters?

3. Monsters summoned by another Monster (like the Fast Response Bot) cannot attack the same turn they are summoned.

4. The Strangler will always appear in Ambush, regardless of it it's spawned in a Hallway or Room

5. Trading can only occur in the same single area (a Hallway OR a Room). You can think of an area as each distinct grouping of placement squares (1-4).
Wowie 31 Jul, 2018 @ 10:43pm 
Other things: Summoned monsters. The only thing that talks about them is the wandering monster rules. Can monsters summoned by a special trigger attack the turn they appear?

Do stranglers that appear in hallways via the wandering monster track appear in Ambush, or do Ambushes only happen in rooms? (presumably they're always in ambush but still I must ask)

Trading: same room/hall only?

Items formatted like skills: these are actually supposed to be recipes?

"This monster follows its target." - Huh? Explain?

Players in rooms vs player out of rooms (initiative) - Player in room 1 space 4 goes before or after player in hallway 1 space 3?

Can you use sharpening/medkits on other players?

Swarm attacks: Which attack is the "main" attack? The highest one?
Wowie 31 Jul, 2018 @ 3:49pm 
If anything, the rules in general are more like a loose set of notes. They need to be more airtight and error-resistant, almost as if it were pseudocode. Not trying to be disparaging, just trying to be helpful.
Wowie 31 Jul, 2018 @ 3:48pm 
A few things that got me that haven't already been mentioned (the rules are sufficiently vague to leave many questions) is that the craft reagents of a card are shown in the middle of the card instead of on the upper edge of a card, making it difficult to stack trophies in a convenient way. The solution could be as simple as switching where "target priority/weapon noise" and "craft reagents" are placed on the card. Some item cards are also (confusingly) formatted like skill cards.

Weapon defense isn't explained properly. Presumably if you use a certain weapon on the same round as you're attacked, then that weapon's defense dice adds to your total defense...?

Conditions are only explained on a card instead of the rules themselves, and how to remove conditions isn't explained fully either. Is stun permanent, for example? It's also implied that some conditions behave differently for monsters, but never stated *how*.
SaltyO 23 Jul, 2018 @ 1:49am 
This is a great pc game, definitely one of the better bangs for the buck on Steam. I have sunk many hours into it but still can't seem to really get the whole engine of collecting recipes and saving past-life items down. Believe all I have are the first 15 recipes. Will check this one out, looks pretty fun..
Desperado 1 Jul, 2018 @ 7:24pm 
Board wont load?
Flolania 27 Jun, 2018 @ 5:26pm 
@Kerberos - Hands (a TTS thing, not a game thing) around the table are far away from the table, if you wanted to store cards in your hand zone you have to look away from the table to grab them.

And thanks for answering questions. I found the manual a little lacking in some areas and hopefully you'll tiddy it up a little bit.
Kerberos Productions  [author] 27 Jun, 2018 @ 12:06pm 
@Flolania - Thanks for the feedback! We'll look into making those improvements. However, could you clarify what you mean by fixing the hands around the table? As for your questions:

1. Thanks for the catch! That example will be corrected to reflect the card and the description on page 12, which is to say Foraging is based on Brains.

2. Draw until you match, then reshuffle.

3. The 'Swarm' ability of the Rock Rats (and Brood Mother) occurs whenever there is more than Rock Rat present in a single area (Room/Hallway). Instead of making individual attacks for each Rock Rat, a single combined attack is made once per turn.

4. For the Monster Madness Sys-Admin card, you roll for each monster once per turn. The Player being attacked chooses who is attacked. You can choose another monster as the target.
Kerberos Productions  [author] 27 Jun, 2018 @ 12:05pm 
@Sandling - Thank you for your feedback! We're looking to have as good a rulebook as we can, so we really appreciate the insight!

1. You are correct. Players may only have 1 weapon equipped per turn, which is declared before attacking a Monster.

2. AP (Armour Piercing) ignores Defence results all together. Treat it as immediate damage to the target.

3. When rolling the Fate die as part of a Characters special ability, ignore all results EXCEPT the Special Triggers.

4. Each Room may only be looted once, after all monsters have been cleared from the Room.
Heroine Nisa 19 Jun, 2018 @ 11:03pm 
Any chances for this to become an official DLC once its finished? I dont have many friend who play boardgames irl but on Tabletop is another story!
Flolania 14 Jun, 2018 @ 4:29pm 
I also have some improvements in the mod: Remove the snap points for hallways and locked rooms, you cannot put your piece on a number spot with that snap point. Make a bag for all the dice, counters etc. No need to have them lay out like that. Hands are wierd around the table, fix that. Also I'd use the space to give the players a little more room.
Flolania 14 Jun, 2018 @ 4:29pm 
Now for my questions:

1. How do you know Forage is Finesse (based off the example in the manual page 8, but it says in game forage (on the skill cards) is based on brains.

2. When spawning guys from room abilities ie: rat den, (I'm assumeing here) that you make a pile of brood mothers and rock rats from the x deck and shuffle, then draw. Doesn't really say in the manual because each x monster is different. Or do you just draw until you match then reshuffle?

3. On the Rock rats question monster is says Swarm. When does this trigger? How do you know when to do it?

4. On monster Madness sys admin card, Do I roll every single monster once? or each turn? and who picks a unit of players choice? I'm assuming you can pick another monster?
Flolania 14 Jun, 2018 @ 4:29pm 
@sanding Question 1: AP ingnores a hit. 2: I'm pretty sure only speial trigger.. ie 1 in 5 chance 3: The rooms have energy icons you can only use a room that many times. 4: yeah weird, but i assume it goes in the inventory.

Sandling 14 Jun, 2018 @ 3:43pm 
The Ammo item has a gold border, making it seem like they would go into the Skills & Recipes department instead of the Item Inventory. If so, would it take inventory space? Is it one-use?
If not, why is it golden bordered etc.

Questions like these come up a bit too much for my liking within just 2 turns of gameplay so far - I will hold off on playing for the moment until a 2nd phase beta comes around with better rules and an FAQ unfortunately.
Sandling 14 Jun, 2018 @ 3:30pm 
And one more: I assume you can only acquire loot from a room once. Again mostly implied, as I have not read to mark or indicate a room being depleted from its loot?
Sandling 14 Jun, 2018 @ 3:02pm 
Also: When rolling a Fate Dice as part of a character's unique ability, do none of the weapon related table results apply, only the Special Trigger effects? (Feels a bit sloppy integrated that way)
Sandling 14 Jun, 2018 @ 2:59pm 
You guys did a nice job so far with the game, but there are indeed a great many questions that come up when reading the rulebook - stuff that's pretty poorly elaborated still (Especially in regards to monster movement, line of sight/range etc). I mostly use implied rules to handle these situations for now, having player other games in similar vein etc, but it still aggrivates me when rules are poorly written out.

Also, I will just assume that you choose one weapon to use for an entire turn, to make use of its defense dice etc. All of this stuff really needs to be explained better.

Another question that I have not found explained yet: When you roll AP hits, does the AP hit effectively negate a Defense result of choice, or does it technically not do much most of the time except for when the enemy rolls an equal or greater number of defense dice?

Coffee Potato 13 Jun, 2018 @ 12:56pm 
OHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!! YISSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!
EricDraven9891 10 Jun, 2018 @ 2:36pm 
I am getting errors when trying to load the game
PocketNerd 7 Jun, 2018 @ 5:12pm 
- Range is based on distance from room or how many hallways away from the target (example, if your target is in the next hallway over, your weapon will need a Range of 1 or greater in order to attack that target). This goes for monsters as well. Going from Room to the connected Hallway is a range of 1.

- Monsters move based on the move speed shown on their card, moving as many spaces (Room to Hallway, Hallway to Hallway, etc.) they can per turn towards their closest target (or whichever target they require, some monsters go for targets in Space '1' of any given section as an example).

- Line of sight is a straight-line from Room to connected Hallway, and down all Hallways. You cany make attacks into locked rooms. (You can't attack from the first hallway into the second room, for example. You can attack from the first hallway into the first room if it is unlocked)

Hope that clears up most of the confusion. Kerberos can correct me if I'm wrong.
PocketNerd 7 Jun, 2018 @ 5:12pm 
@Skrumpalump

The way I've seen it played is as such (in reqards to your questions):

- During looting, each player in the room takes turns collecting one item each (until all items are gone). You are free to trade with others so long as you're in the same area (room or hallway) and only during the special phase.

- You do not draw randomly out of the Skill deck, you can select that card (and thus, skill) that you want. So long as you have the points to purchase it.

- One weapon and one armor are "equipped", the rest are in inventory (you can shift these around each turn).

- You can only attack one monster per turn, excluding specials (such as Auto Pistol granting extra attacks). Items that grant extra turns (Energy Drink, Cheetoh Armor) reset that limit.

- Items, Weapons, and Armor all count towards inventory. Skill cards and Items that attach to you permanently do not.

(cont)
Skrumpalump 7 Jun, 2018 @ 4:08pm 
Is there any quickstart or video that explains the rules better? The guide is a bit scattered and I feel like things are left out. (Distribution of loot ie Can I take more than one item or all of them if I am first, What all you can do with an action phase and when it ends, How many monster can I attack, range, Do we draw randomly from the skill deck when we buy skills, Do we wear all weapons we find or just have 1 of each equipped and the rest go into inventory, is EVERYTHING we have inventory, How does monster movement and line of sight work, etc.) This game seems really fun but my friends and I are having a hard time figuring it out.
urbanjediwill 7 Jun, 2018 @ 2:34am 
I work at the convention that those last few pictures are from, and Forrest did a great job explaining the game to me! Went home and picked up The Pit video game here on Steam, and looking forward to playing this!
Fermia 6 Jun, 2018 @ 9:51pm 
a smart gamer that put it here..insta buy.
Purple Fiction 6 Jun, 2018 @ 4:45pm 
Thank you so much for doing this!
PocketNerd 6 Jun, 2018 @ 11:26am 
@Sundaecat

Trading items between characters happens during the special phase.
Sir_Charles 6 Jun, 2018 @ 1:29am 
Very good game! Highly recommended.
Sundaecat 5 Jun, 2018 @ 11:50pm 
ty @phenomen how about trading items between characters(cause I saw it noted in the pdf but didnt see the rules surrounding it)
Phen 5 Jun, 2018 @ 11:24pm 
@Sundaecat flip "Monster Fate" help card ("Player Fate" also has opposite side).
Sundaecat 5 Jun, 2018 @ 10:37pm 
Also other conditions like poison/radiation aren't explained in the pdf?
Sundaecat 5 Jun, 2018 @ 10:17pm 
Where are the explanation/rules for special conditions like stun/unconscious? can't find the special conditions rules in the pdf
OldStygian 5 Jun, 2018 @ 5:16pm 
Nice! I noticed the KS a couple of days ago. Looks great.

Re the mod... Some snap points for placement of cards and tokens on the board would be handy.
chipschallenged 5 Jun, 2018 @ 3:44pm 
Recommendation for those playing: Locking the player mats to the table seems to help prevent the food, ammo, and health tokens from slowly sliding off.
chipschallenged 5 Jun, 2018 @ 2:51pm 
Lovely! Enjoying the chance to wrap my tiny mind around the game and hopefully blast some proteans.
Kerberos Productions  [author] 5 Jun, 2018 @ 2:47pm 
Hi chipschallenged!

Thanks for the catch! That's a typo from an earlier version of the game. Until we have a chance to correct that, please use the Light Security Bot Mk2's from the Monster X-Deck.

Cheers!
chipschallenged 5 Jun, 2018 @ 2:25pm 
Got the Sys Admin "Spawn a Light Security Bot Mk1 in unexplored hallways." Should that monster be in the X monster deck, similar to other specially spawning mobs?