[go: up one dir, main page]

Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Here is a gameplay example of the first two rounds of SKY-GARDEN: The Solar Canopy to show how the mechanics flow:

Round 1: Powering Up

  • Phase One (Photon Intake): You roll a d6 and get a 5. You now have 5 Energy Units (EU) to spend.
  • Phase Two (Architecture): * You spend 1 EU to Install +1 Power into a central hex (Current Value: 1).
    • You spend 1 EU to Install another +1 to that same hex (Current Value: 2).
    • You spend 3 EU to Upgrade your Battery to Level 2. Now, your "Install" actions will add +2 Power instead of +1 for the rest of the game.
  • Phase Three (Atmospheric Shift): You roll a 4 for Static Air. No change occurs to your grid.

Round 2: Managing the Storm

  • Phase One (Photon Intake): You roll a 3. You have 3 EU for this turn.
  • Phase Two (Architecture): * Because of your Level 2 Battery, you spend 1 EU to Install and add +2 Power to a new hex.
    • You spend 2 EU to Insulate your central hex. You circle the number to show it is Shielded against the next negative event.
  • Phase Three (Atmospheric Shift): You roll a 2 for Grid Failure.
    • Normally, your highest-value hex would be reduced by half.
    • However, because your hex was Shielded, it ignores this negative event. You remove the circle, and the hex remains at its current power level.

The "Supercharge" Scenario (Quick Look)

Imagine a hex is at Value 6. If you use an action or an event (like High Noon) that pushes it to 9:

  1. The hex immediately drops down to a value of 1.
  2. You must trigger a Surge, adding +2 Power to two different adjacent hexes.
  3. That hex can never be Insulated again for the remainder of the 10 rounds.