Tabletop Simulator

Tabletop Simulator

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Kingdom Rush Rift In Time [Scripted Setup]
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Type: Game
Complexity: Medium Complexity
Number of Players: 4
Play Time: 60 minutes
Assets: Scripting
Language: English
File Size
Posted
Updated
434.106 KB
Oct 3, 2021 @ 2:49pm
Nov 14, 2021 @ 10:28am
9 Change Notes ( view )

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Kingdom Rush Rift In Time [Scripted Setup]

Description
English version of Kingdom Rush Rift In Time: https://boardgamegeek.com/boardgame/272533/kingdom-rush-rift-time. Consider buying a copy of the game if you liked this mod.

How to setup
  • Use the hero picker at the center of the table to setup a hero board for your player. Note that hero board is spawn in the play area of the player who clicked the picker, so you need to be seated first to use the picker.
  • Use the map at the top of the table to setup a scenario, click on the scenario number to setup the corresponding scenario. Note that building sites spawned will be dependent on number of hero boards spawned.
  • Use the "Reset setup area" to bring back the hero picker if you want to change heroes before setting up new scenario.

Other notes
  • A white box is shown for a second when you setup a scenario or click "Reset setup area", this is used to indicate the area where all objects will be deleted to clear up space. So remember to remove any objects you want to keep before setting up new scenario.
  • The map spawning script auto detects player count by number of heroes spawned. The "Play solo" toggle on top right overrides player count to 1 so you can have more heroes in solo game.
16 Comments
Kantsume Jun 10, 2022 @ 12:26am 
Thanks a lot for the great work!
Could you set the Horde cards using to be randomized? It seems that each game used the same cards as default setup.
And also looking forward to expansions.:Mirro_Lin:
Przemek Feb 20, 2022 @ 8:18am 
Very good Job waiting so much for expasnions!
[P]Man Of Clues Nov 14, 2021 @ 12:57pm 
this is amazing! Hopefully 3D models come and the expansions :D Tbf this is just as fun as playing it real life!!
Yippo the Clown Nov 14, 2021 @ 11:44am 
Thanks bud :)
kiwi🥝  [author] Nov 14, 2021 @ 10:35am 
@Yippo the Clown Everything you mentioned should be fixed now. For solo play, I added a toggle on top right of the screen to override player count to 1.
Riku Nov 12, 2021 @ 10:30am 
great work, i own a copy of this game and always wanted it on tabletop sim thx
Yippo the Clown Nov 8, 2021 @ 3:18pm 
[3/2, somehow]

Just played some more - noticed the Rain of Fire spell has its flip side on the Portal spell (I forget its name) and vice versa. Should be easily fixed, I'd imagine.
Yippo the Clown Nov 8, 2021 @ 7:34am 
[2/2]
- For solo play, the solo player should have a bench of three other heroes that can come in for a single round each. Due to the way the mod is set up, this can't be done directly - hero selection is done before the map is created - this necessitated me to save the hero tokens and boards as objects and then load them in after setting the map up. As the script already detects number of players (for setting up building sites), it would be great if it could put out the four other hero boards and models (perhaps on a small side table out of the way?) if it detected only a single player.


Thank you again for putting this on the Workshop!
Yippo the Clown Nov 8, 2021 @ 7:34am 
[1/2]
Thank you for putting this together, it's a great game - I very much appreciate you! A couple of suggestions for minor improvements:

- Players are supposed to take their Hero card back to their hand during the 'return cards to hand' phase and play the card when they activate their hero (presumably as a reminder that the hero has been used) - it would be preferable if the mod didn't lock the hero card in place when that hero is selected. Not a big deal at all - you can just unlock it - so just a minor point.

- Hero facing is relevant in the game in a minor way (mostly for ranged heroes - their attack arrows use the hero's facing to determine their direction); unfortunately the hero models currently used have the same image for front and back, so players need to remember which way their model is facing. Would it be possible to amend the tokens with a 'F' and 'B' marker to clarify which way the token is facing? Though I recognise this does damage the aesthetic.
kiwi🥝  [author] Oct 23, 2021 @ 2:41pm 
@Herr Lich should be fixed now