Hello, i have a question about how points are assigned during a game. The manual says that you only give one to the opponents when you score 7 or more, but since it is not possible to do this unless we choose to withdraw, it is practically impossible for them to score one. It will always be more convenient to let a 4 or less pass and take a complication rather than withdraw. What am I doing wrong?
Hey, Emmegi! We're happy you're interested in Push To The Top, and we hope you're going through some triumphs and defeats and epic highs and lows of sports drama!
That's a good question! You are right about Weak Hits not contributing directly to the Momentum Track, and letting the 1-4 results pass being more convenient - but if you face the game asking what's more interesting, and what creates the coolest story (which is closer to the intention of games like Push To The Top!), you're going to roll more dice pushing for better results which could eventually end up with misses; or you might even decide that enough consequences and complications could turn into a point for your adversary if it makes narrative sense!
(as a matter of fact, we should've probably done that in the first place, and made it so rolling a 6 on the Complications table automatically scores a point for your rivals, so there's always a chance consecutive weak hits can end up taking you down! Feel free to play it as such, and let us know how it goes if you do :) we will probably add such a ruling in a future update!)
We wanted to leave most of the game results open ended so that players could take the story wherever they felt more interesting - but we understand how more direct guidance could be useful in such a scenario!
Thanks for reaching out, and we hope you have some sports-drama fun!
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Hello, i have a question about how points are assigned during a game. The manual says that you only give one to the opponents when you score 7 or more, but since it is not possible to do this unless we choose to withdraw, it is practically impossible for them to score one. It will always be more convenient to let a 4 or less pass and take a complication rather than withdraw.
What am I doing wrong?
Hey, Emmegi! We're happy you're interested in Push To The Top, and we hope you're going through some triumphs and defeats and epic highs and lows of sports drama!
That's a good question! You are right about Weak Hits not contributing directly to the Momentum Track, and letting the 1-4 results pass being more convenient - but if you face the game asking what's more interesting, and what creates the coolest story (which is closer to the intention of games like Push To The Top!), you're going to roll more dice pushing for better results which could eventually end up with misses; or you might even decide that enough consequences and complications could turn into a point for your adversary if it makes narrative sense!
(as a matter of fact, we should've probably done that in the first place, and made it so rolling a 6 on the Complications table automatically scores a point for your rivals, so there's always a chance consecutive weak hits can end up taking you down! Feel free to play it as such, and let us know how it goes if you do :) we will probably add such a ruling in a future update!)
We wanted to leave most of the game results open ended so that players could take the story wherever they felt more interesting - but we understand how more direct guidance could be useful in such a scenario!
Thanks for reaching out, and we hope you have some sports-drama fun!