1. A training roll is how you use tech skills. Roll up to 3 dice (this depends on how many tech skills you know), and if you roll a number that is equal to or less than the current level of that tech skill, then you hit the opponent and level up. Otherwise you miss.
2. In MIRU 2, you don't have to number the village.
Map Decryption can be found on pg. 45. Depending on which map you are trying to decrypt, you'll translate the cryptic language next to the spaces you need to fill out. I can't spoil how to translate the text, but everything you need is in the book. The only hint i feel is appropriate to post publicly is that you should look at the chapter titles. You can use the grid page at the back of the book to take notes for the language.
There are 3 radio towers in MIRU 2. One you'll find after Day 35 and two you'll find in the events (Radio Tower will be in bold).
Hi. Could be going blind, but is the character sheet available online? Picked up a physical copy at a great game shop in Edinburgh (Ancient Robot Games).
yes! If you scan the qr code on the first few pages it should give you a free link to download the character sheet ready to print or use digitally on your computer. Feel free to reach out if you run into any other issues!
MIRU II is an amazing micro-game that provides a challenging sequence of in-game days for the player to overcome. Players will need to balance their decisions to make it to the end, which is highly rewarding and begs for additional plays. The emergent gameplay from your own procedural adventure is exciting and unique each time.
The design is slick, modern, and very intuitive for players. HINOKODO knows their stuff when it comes to layout and user experience. The rules are laid out in a simple to understand way, with guides for everything you will encounter. No matter the player's experience with games, they will easily jump into MIRU II.
5/5 for $5.00. This excellent solo hexcrawl is not to be missed.
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How do I find the villages exactly? I can't seem to find the particular instruction on what triggers village encounters.
There is only 1 village in Miru 2. It appears during a cutscene.
Ah. So like, timing based? It appears on a certain day?
Right!
Miru 2 is really fun. It's similar enough gameplay-wise to Miru 1 with some cool additions like the badges.
Is desert R3 supposed to be 20 or 10 Bitliths? There's a discrepancy between the R3 description and the Yes response.
Ah yes sorry, I think I was going back and forth on how much was there and missed the edit.
The intention was 20 bitliths!
Very good game, solid improvement on Miru I (specially the changes to the impassable terrain numbers).
The discovery of decrypting and the language is cool as hell.
However. Any tips for the last riddle? I'm at the ending, and the final QR code is 13 by 13 squares which doesn't fit the language...
EDIT: Think i found it.
I'm trying to figure it out, any tips/hints?
Start by translating the riddle. Every letter you need is in the book. You just have to look for them. Perhaps begin with the table of contents.
If I load save from MIRU 1 Do I get Engineered Plant? and I can use effect Engineered Plant?
all items carry over! So as long as you ended MIRU 1 with the engineered plant you're good to go!
Village change so much Wow!!! I have question immidiately.
1. How to use Training Roll?
2. When come to village I don't have to number it
1. A training roll is how you use tech skills. Roll up to 3 dice (this depends on how many tech skills you know), and if you roll a number that is equal to or less than the current level of that tech skill, then you hit the opponent and level up. Otherwise you miss.
2. In MIRU 2, you don't have to number the village.
How to decrypting map and where is Radio Tower?
Map Decryption can be found on pg. 45. Depending on which map you are trying to decrypt, you'll translate the cryptic language next to the spaces you need to fill out. I can't spoil how to translate the text, but everything you need is in the book. The only hint i feel is appropriate to post publicly is that you should look at the chapter titles. You can use the grid page at the back of the book to take notes for the language.
There are 3 radio towers in MIRU 2. One you'll find after Day 35 and two you'll find in the events (Radio Tower will be in bold).
Hi. Could be going blind, but is the character sheet available online? Picked up a physical copy at a great game shop in Edinburgh (Ancient Robot Games).
yes! If you scan the qr code on the first few pages it should give you a free link to download the character sheet ready to print or use digitally on your computer. Feel free to reach out if you run into any other issues!
Got it, thanks!
MIRU II is an amazing micro-game that provides a challenging sequence of in-game days for the player to overcome. Players will need to balance their decisions to make it to the end, which is highly rewarding and begs for additional plays. The emergent gameplay from your own procedural adventure is exciting and unique each time.
The design is slick, modern, and very intuitive for players. HINOKODO knows their stuff when it comes to layout and user experience. The rules are laid out in a simple to understand way, with guides for everything you will encounter. No matter the player's experience with games, they will easily jump into MIRU II.
5/5 for $5.00. This excellent solo hexcrawl is not to be missed.
❤️