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Just to let you know that I still play this game on a frequent base, using Wonderdraft or just a pencil and paper. Would be happy to see further development for this game. Cheers.

Thanks for letting me know!

I’ve set aside some time this month to update Cob&Cobble further.  The update will focus more on city building and associated events than on military.

That's pretty cool. Thanks for developing this game further. Looking forward to whatever comes out. Cheers. Patrick

Do you still have an upgrade of C&C in mind?
Looking forward to whatever you come up with. Cheers.

Thanks for your patience!

The update,  so far,  has combat removed.  (Players can still choose to implement it).  This means the game is more about how the town develops economically.  Military is still important, however and contributes to security.  Security is a new value that determines the outcome of certain cards - beneficial with high values or detrimental with low values.

Thanks for your ongoing support Palimach!

Hi Heath,

Any plans for an upcomming update-release?

Cheers. Patrick

Hi,
Would you be able/willing to add a cumulative changelog with new releases? Maybe as a separate file or stuffed into the end of the main document? It will help folks who played early versions catch up on changes in the newer releases. While it isn't a big deal currently since it is 17 days from v0.07 to v0.1, it can add up as this game is developed. Thanks!

Sure!
But just to clarify:  When you say stuffed into the end of the main document do you mean at the end of the downloadable PDF?

A changelog in the end of the main PDF, or in a separate downloadable file would be useful. The advantage of stuffing into the end of the downloadable PDF is you'd only need one file. However, If you were to make a second file to be a dedicated changelog, it would keep the main PDF smaller and more print-friendly to new players that wouldn't need/want the changelog.

I like the idea of a separate file.  I’ll make sure I add one for the next update.

Thanks for commenting!

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Hi Heath,

while working on the translation palimach suggested* I collected a few questions and/or notes. Because there seems to be no PM option on itch.io (or I am unable to find it) I share them this way.

As you are working on the next update some things might be obsolete, so feel free to ignore my rambling where necessary, but maybe there is something you have missed.


Edit: (crossed out the points that have been adressed in V0.1)

  • Halving Diamonds and Hearts because of the bad weather event: Are uneven numbers rounded up or down? (How many Civilians do you gain when drawing a Heart 7?)
  • According to the description of the lumber camp it should be placed close to a river edge, because of its interaction with the Sawmill. But shouldn’t it be close to a forest? 
  • The carpenters' production is dependending on the sawmill. If it is damaged, does the carpenter produce 0 goods even when within 2 tiles of a marketplace?
  • In the same vein: When the Lumber camp is damaged the production of this little production chain (Lumber Camp - Saw Mill - Carpenter - Marketplace) drops from 6 to 0? 
  • The Fishmonger is producing either 1 good, if close to a fishery, or 2 goods if within range to a marketplace. Is the production summed up if both conditions are met?  Maybe there is a missing + in front of the 2.
  • Does upgrading a wall section count as building? (max. 2 upgrades per turn and no other building during this round)
  • In the Military section there is an inconsistency in the upkeep costs  For Militia Units the Upkeep is for every 5 recruits.
  • For the other units the upkeep is for every 5 units, which could lead to the following interpretation:
     5 Units of 10/120 Knights do cost 5 upkeep total.
     I don’t think that this is the intended upkeep cost.
  • The quick battle example talks about a wall perimeter of at least 22 walls. But a perimeter could be completed with less walls to grant the modifier for quick combat? 
  • According to the gatehouse rules there is no size minimum to complete a perimeter, just the size condition for gaining prestige. 
  • Turn based combat : The randomisation of the direction the invaders are coming from has two ‘east’ results (Diamonds and Spades) but no ‘west’.
  • Knights : Attacking does not end the turn for a knight unit. It may be useful to add this information to the unit profile in the Military section as there is no other mention of a special rule like that for the knights anywhere else.
  • Siege Weapons attacking walls are reducing their points. How many points does a wall have? Is it the same as their tier? So a tier 2 Wall is destroyed after the second hit?
  • What happens if you draw spade 10,J,Q,K when under 51 civilians. Do you draw a new card or do you ignore the draw and nothing happens this turn?
  • 5 Clubs - Can the weapon cache be saved for later or has it to be used when the card is revealed? Without a barracks it would be lost.


*Had been doing a translation for myself, but as there seems to be at least some interest I would share it with you. So far it is a unpolished mock up of the V0.08 but the content is complely translated, with some minor wording issues, where the text is still a bit rugged. But if you don't like it, nobody will ever see it. It is your game after all :-D

I really appreciate this feedback Yasbir! Thank you!

I’m currently addressing every one of your notes, a few of which I would’ve missed 😬

Hit me up on Discord if you like:

Hedgey#2764

Vielen Dank für die deutsche Übersetzung. Bin gerade aus den Ferien gekommen und wollte mich an die Arbeit machen. Jetzt habe ich gesehen, dass du bereits grossartige Arbeit geleistet hast. Super gemacht. Danke. Gruss.

Hi Heath. Would it please be possible to add that costs of repair to the next update of the manual? The one with the saw mill was also not clear to me. Thanks. Again, great game. Can't get enough and got my kids into it too. Would be nice to have this translate to German to provide this to a bigger audience.

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Absolutely.  Version 0.1 should be available by the 26th with the repair costs mentioned in the Build and Repair step.  Clarifications of the sawmill and fishery as well as a couple of new buildings will be included too.

I love to hear your kids are enjoying the game, that's awesome!

If you know of an English/German translator I'd be interested in working with him or her.

Hello! I enjoyed the game a lot but have couple of questions.

1) What is the cost of repair? Full price of a building?

2) If the sawmill is downstream from lumber camp does it still have to be within 3 tile radius?

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Ah, thanks for reminding me!

Repair is half the cost of the building, rounded up.

If the sawmill is downstream from a lumber camp it can ignore the radius restriction.

Thank you!

It's just a small part of the Stuff i made but its the Heart of it all, gotta admit i homebrewed a bit there haha

Great work!  Thanks for sharing!

The city of Brightstar is coming along nicely, now AD15. The worst they have endured is some corruption, and the loss of a grain crop. Started recruiting military - just in case. Fun times :)
 

Lovely!  Really clear and aesthetic drawing, congrats!  I'm looking forward to the next Brightstar milestone :-D

Thanks for sharing!

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I just stumbled over this subgenre of games and this one looks very interesting, especially as other players are sharing their villages, the all over resonance is quiet positive and the project is growing based on user feedback. 

There seems do be an issue with v0.07 - instead of the rules for quick and turn based combat there is a copy of page 15 (military) on page 13. 

I really like this little game so far, but how to fend off those raiders? 

My villagers want to know what they are paying taxes for when the footmen are just hanging around doing nothing :-)

Yikes!  Thanks for posting!  I’ll remedy that asap.

Thank you for the quick reply and the update. 

Now everything seems alright. 

I am looking forward to future developements.

You are most welcome.

Thanks for the new version 0.07!  Another suggestion (from someone who has no idea how to do it) is bookmarked links in the PDF, i.e. clicking the link in the contents take you to that page.  Nice, but not essential :)

Really nice suggestion I’ll see what I can do

Is there a maximum to the number of civilians that can inhabit a tile?

Good question.  It's 13 atm, I'll be sure to include that in the update, thanks!

Thanks I appreciate you answering.  Does that mean mean building a well allows 14 civs in the four surrounding tiles?

Building a well only contains fires.

If you mean getting the 5 of clubs event and discovering a spring then yes you may increase a 13 civ housing tile to a 14 civ housing tile.

PS.  There will be housing cap modifiers in an expansion ;-

This is such a beautiful game. I sat in my remoted Swiss mountain cabin by candlelight and some medieval background music, equipped with a sheet of paper, a pencil and a French playing card set. I'm almost 50 years old now, but those 2 hours of play took me back 30-40 years. No high resolution graphics, just your imagination and the well laid out game plan. Please support this project. I hope the developer will add more features to this game in the future. This has great potential. Thank you for making this gem.

Wow.  Thank you, thank so much!  It's comments like this that really compounds my motivation.   I'll definitely keep adding new content.  There will be a new instruction booklet uploaded tomorrow with some minor clarifications and additions.

Post your map in the comments and I'll add it to the background tapestry :-)

My first game, went for a "short game" to get a feel for it.

The town has no name, and was founded around 15 years ago.

One thing I think needs some clarification/refining is the pop increase from prestige, where do they go? do you create a new housing tile every time, increase pop to one already existing one? I found it quite forgetable too

I like it!

Great question.   Let's say for now pop increase due to prestige can be placed in any empty tile or any existing housing tile up to a maximum of 8 civilians for that tile.

Looking forward to trying this.  Came here after seeing Nookrium's YT video.

Awesome!  Send me a pic and I'll add it to the background 'tapestry'.

Things are going well for Brightstar.  Just starting 4AD (after dragon).

Nice!  Love the AD touch.  I'll add it to the background, thanks!

P.S. The mill bonus applies to each farm, not individual farm tiles ;-)

This will be clarified in an update shortly.

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Ah good to know :)  Just a thought about the PDF. Where you mention heart, spade, etc in the text putting the symbol next to the work would help at the reader's eye as to where the suits are mentioned.  I know that is a lot of work though :)

Also, could be helpful to mention the goods cap of 20 near the beginning.  I just realised the Warehouse increased the cap from 20 to 100.

Great suggestions, thanks!

The goods cap is included in the update ;-)

What program did you use as shown to the right please?

Do you mean the black and white images in the screenshots?  I drew those with paint.net

Cheers!

Really cool game! Going for my 10th turn:

Looks amazing!  Would you mind if I used part of this image as part of the background?

I’d love to see your progress at round 20 too!

Sure! No worries!

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Oh!  What programme is that?  The world needs saving from my drawing! :D

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I found out its inkarnate.com :)

Sorry for the late reply! Its actually Wonderdraft! With some external assets. Mostly from 2minuteTabletop

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Fantastic game.  A new genre for me but thoroughly enjoyed playing.  Get expansion happening ASAP.  Thanks for sharing! 

(+1)

Thanks!

A small teaser for the expansion:  Cob&Cobble, Merchants

I'll add some details in a devlog soon :-)

(+2)

Hey there!

Feel free to send me as much feedback as possible.  I'm open to constructive criticism.  I've begun working on an expansion already but really hope to have the original version well polished :-)

Cheers!

Heath