Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
That said, as the creator of the game rules, I encourage anyone who wants to play the game with their own "house rules" to do so and to change them as they see fit, if it makes it more fun for them! If you would like that competitive edge feel free to play it like that, even if it's not how the game was designed originally! (However I have not playtested the game with competitiveness in mind and it might break the balance.)
I guess what I'm trying to ask is, is this game completely cooperative, or is there a competitive elwment, as well?
1. They can be completed as a group unless it specifically states otherwise (for example the objective "Talk to every villager at least once" specifies that every player must do this individually).
2. Yes, all winning conditions. So if there are 3 people playing, an objective that requires 2 bridges to be built would become 6 bridges, an objective that requires an island appraisal of 5 would become 15, and so on! Usually it doesn't matter who does what as long as the group achieves these objectives, unless stated otherwise like I said
3. I'm going to assume that by "starting conditions" you are referring to the game setup (where the buildings go, which day the game starts at, how much island appraisal you start with, etc). These always remain the same and are unaffected by the number of players.
That said, I am a little confused about the objective cards.
1. Are they meant to be completed as a group, or is each individual player trying to meet them individually to win?
2. Are ALL conditions multiplied by the number of players for each individual player? Or are the more individual conditions just as is per player?
3. Are the starting conditions also multiplied by number of players?
Yeah it was my bad. It was my 1st time playing it and I am not very familiar with TTS yet.
I should have tripple check before posting this comment. I'am sorry =)
Just to make sure I just double checked all the starting positions in relation to Nook's Cranny and they are indeed reachable in every scenario! Hope that helps.
we need a pole to move across a river and a ladder to move to the higher zones.
So in most cases Nooks Cranny is unreachable cause u cant buy the Stuff u need to make a legal move.
or am i missing something?
Unfortunately there are no assets ready for printing, mainly for 2 reasons:
- Some of the assets in game have really low resolution in order to make the game an acceptable size while loading it and would look really blurry if printed;
- Nintendo owns some of the assets used in the game and it probably would not be a good idea for me to distribute them and make them available for printing.
I would really like to make a physical edition of the game available but legally it just doesn't sound viable and there's not much I can do about it
The butterfly on the tree stump just means that you get a successful roll if you're using it on a tree stump (not on a flower)! You can find this and more info on how the stumps work in the Axe section in the rulebook! Let me know if there's anything else I can help you with
I do have a question.
What does it mean when you roll the bug die and it lands on the picture of a butterfly on a tree stump?
1. You don't need to return to the villager unless it's something you would need to be physically in the same space as them to complete, for example giving them a fish or a bug. (Think of them as "fetch quests", it would make sense for you to find the villager to actually give them what they need)
2. Positive (and negative) effects only apply to the player who got them, unless stated otherwise! Be it from island cards or from quest rewards.
3. Same as #2!
Let me know if you need further clarification, hope you keep having fun with the game
1. When you accept a villager request, do you need to return to that villager on the map to turn it in or can you fulfill it from anywhere as long as you meet the requirements?
2. When you're given a reward like "Gain +1 Movement Next Round" from a villager request, is that applied to every player or just the player who fulfilled the request? We figured the physical rewards like bells or bug/fish cards only went to the player who fulfilled the request but were unsure for the positive effects.
3. Similarly, if you drew a card from the Island Cards with a negative effect like "Cannot Shake Trees Next Round" is that applied to every player or just the unlucky person who drew the card?
Keep up the great work! I'm excited to see how this game grows!
1. It does take an action to drop the ladder, but once it's dropped it creates "stairs" and you no longer need to use actions when using them.
2. It doesn't take any actions to buy or sell!
3. It also doesn't take any actions to trade!
1. Does it take an action to drop the ladder?
2. Does it take an action to buy/sell stuff at Nook's Cranny or use the Resident Services building?
3. Does it take an action to trade with someone?
That is all for now, thank you
Some of the things you mentioned we were already thinking about adding to the game, but since it's a fan game I would also encourage people to play with their own rules or challenges! It's not only a good way to make the game more fun for yourself, but also to play test it to check if it doesn't break the game's balance!
Hope you continue to have fun with it!
Also, player turns depend a lot on being able to move when they don't have the right tool to interact with things. I feel there should be a way to replenish movement by 1 like how actions can be gained if you eat fruit, so it balances out the player's lack of agency during an unlucky turn. All in all, definitely following this project!
The game you've created is amazing.
So if you don't mind,
Can I translate your game into Korean?
A really great game that I want to play with Koreans.
As for the villager requests, it depends! For example if a villager tells you to "show them" or "give them" something, you do need to deliver the quest personally, but if it's for example just a challenge to build a bridge or to go somewhere, it will be completed once you do the required challenge.
There's a couple of ideas we have for expansions but we're taking a short break for now! If you have any suggestions or stuff you'd like to see in the game let us know and we might just add them
But the game is great! Any more "expansions" planned?