Woah, really?? I love this so much, it's amazing Maia!
You are the first to connect them, too... well done.
Hey, thank you for playing Anyaaaa! I appreciate your thoughtful review, and am glad you enjoyed the front you played.
I think you accurately captured my design intent: a quicker, more narrative, and easy to learn game. If you want the nuance or granularity of FitD-style position and effect, this will probably fall short.
But you 100% nailed my intended tone of "telling a bleak story of struggling to defend your home."
Thanks for sharing!
Awesome, I hope you enjoy it solo, and glad the sense of loss is coming through!
Just to help clarify, here's how the Locations work, and how they can be destroyed:
There are a couple videos on my website too, if those help.
Thanks again for playing, and just reach out if I can help clarify anything else!
Hey, thank you for playing! So awesome to see HOME being played in Brazil!
Yes, it's designed to be "hard" game: you may lose a lot of locations and mechs by the end of Front 3. You can't lose all locations in Front 1, so that might have been a rules mixup. Each player starts with 5 locations in their home (so 3 players = 15 locations) and at worst, each player may lose their mech and 2 locations after Front 1.
As to why it's designed to be hard: a core question of the game is "how do you continue to fight after terrible loss?" Losing all your locations after Front 3 isn't losing the game; it's asking you to imagine what your home and people are like in that terrible fate. Are the previous Mechs and Pilots considered brave heroes, or weak soldier who couldn't save your home?
Hope that helps, and just reach out if I can provide any more rules clarification for you!
If you are optimizing while playing, you'll have 2 upgrades by Front 2 that increase a single prep move. That will give you 3 boon dice (1 you start with & +2 from the upgrades), and rolling 3 dice only has a 12.5% chance of only getting a 1, 2 or 3 as your highest. Add in 1 bane die from the front danger level and the odds get a little worse (around ~32% i think, but would need to recalculate it), and that's not including any special move rerolls.
But yes, I won't deny that it can be a game that feels difficult to beat the kaiju! Emerging completely unscathed is really difficult, and that's the intent of the design: what will your pilot do when the odds are stacked against them? Which parts of your worldbuilding will be destroyed, and what will remain in the ashes?
It's a game that asks you to be ok with losing these things, and still finding the story within it. It's not something that everyone enjoys.
Hey, thanks for playing and commenting!
For your questions, you are correct: you only build one upgrade per front, the prep moves don't add any more upgrades/structures.
And for the prep rolls being really bad, yeah that can happen if you are unlucky with your Bane dice rolls; just make sure you are only adding 1 Bane die to all rolls in Front 2, and 2 Bane dice to all rolls in front 3. The probabilities definitely get tougher in Front 2 and 3, but they aren't impossible.
I try to switch my mindset a bit when I roll poorly, and focus on the tragic story that's unfolding. Will your Pilot sacrifice themselves if things are obviously so dire? How does your home and connection react to the terrifying destruction of the Kaiju? What does it mean to persevere against such terrible odds? What will be left after Front 3?
Hope that helps!
Hey!
Looking forward to seeing everyone's submissions!
If the Kaiju does enough damage to kill the Mech, then yes it'll start destroying locations in your home.
The Mech health is linked to the fronts, so if the Kaiju reaches your Home Front (basically at your doorstep), your Mech should have 1 health left. After that it's a dead mech and dead locations.