03/13/2022
It is said, it takes a village to raise a child, but after playing Townsfolk Tussle by it would seem it also takes a village to replace a sheriff. As it stands, the sheriff of Eureka Springs was murdered and the townsfolk are divided. Some, the ruffians, wish to do things their way now that the law of the land has been dealt with; while, there are some who are still concerned with the community and good order, the townsfolk.
As I mentioned in my last post, Townsfolk Tussle was one of the Kickstarters we were most excited about and has actually slipped right by other purchases on hitting the table.
Townsfolk Tussle is good in so many ways:
- The miniatures are detailed, but not overly done.
- The graphic design and art, a major attention grabber of Townsfolk Tussle, is well done.
- The implementation of notes on the different boards are helpful and appreciated for quick reminders, especially when maintaining the beating order, town phase, fight phase, and peddler rotation.
- Little creature comforts like, opening strips on the card decks, a number and letter grid for terrain and miniature placement on the battle area, or player aid cards go a long way.
- The rulebook was pretty good. I will go over it more, but there are so many established designers/publishers that still struggle with rulebooks, while Panic Roll has done well from what I've seen so far.
- I've always enjoyed loot systems (shopping with the peddler, critical hits, and defeating bosses), varied scenarios (ruffian levels, terrain cards, and final fight variations), split movement, and attack bonuses (critical bonuses), so it was a pleasure to have these things included.
Our only gripe is with attack resolution, but dice can be cruel and we do side with cardplay. Kudos to the team for a great job!