
Corny Groń
A downloadable solo adventure game
If you enjoy this solo game - you may be into its "group-play" intended iteration / expansion - Beyond Corny Groń - Adventurer's Guide - which available at itch.io right now!
Nerd Sirens are proud to present you a "Corny Groń" (/tzʌrnɪ ɡroj̃/) - solo/micro rpg by Jakub Skurzyński (https://www.facebook.com/bedzi.grane), based on Pelle Nilsson's Dark Fort, but with Polish Carpathians Mountains folklore's flavor, Podhale and Beskidy's highlanders and highwaymen, high mountain fey-kings and fiendish nobles living in out-of-this-world mountain manors.
Instead of exploring a dungeon, Corny Groń - "Peak Black" in Podhale dialect - is all about exploring mountain wilderness and weirdness. The game embody the atmosphere of folk tales about outlaws and knaves from Polish mountains, their culture and art.
The game is illustrated with dedicated engravings handmade by Polish artist Ala Wiśniewska (Ala's Instagram), which refer to traditional woodcut craft.
Apart for the game itself, "Corny Groń" can be used as a setting / point-crawl map generator for other games, including tabletop roleplaying games. You can also create a map for your games during your own solo roleplaying experience with "Corny Groń"!
So, my fellow highlander. Get your ciupaga - the path to the Peak Black is not for any ordinary folk - and start your journey to become harnaś. Just try not to get shot by some dirty bandit, fall from crag, be mauled by bear or lose your soul after meeting the Milord in the meantime.
You can download ready-to-print booklet file or document dedicated for digital reading. Don't forget to download the character sheet!
If you enjoy Corny Groń as much as we - please don't forget to tell your friends about it, share it and send your feedback to us! We would love to make this game better with your help.
If want to listen the music that boosted the creation of Corny Groń you can check it on https://open.spotify.com/playlist/3fIkQkbki1fVcD9gskfvPz.
CORNY GROŃ is an independent production by Jakub Skurzyński & Nerd Sirens and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
"Corny Groń" jest dostępny w wersji drukowanej, z piękną metaliczną okładką w naszym sklepie!
Nerd Sirens z dumą prezentują "Corny Groń" - solo/mikro grę rpg autorstwa Jakuba Skurzyńskiego (https://www.facebook.com/bedzi.grane), opartą o "Dark Fort" Pelle Nilssona, ale opartą o klimat folkloru polskich Karpatów, Podhala i Beskidów, górali i zbójników, górskich duchów i czarcich szlachciców żyjących w nieziemskich górskich posiadłościach.
Zamiast lochów, w "Cornym Groniu" zwiedziecie górską, baśniową dzicz. Gra oddaje nastrój ludowych opowieści o rozbójnikach i łotrach z polskich gór, ich kultury i sztuki.
Gra jest ilustrowana dedykowanymi rytami wykonanymi ręcznie przez Alę Wiśniewską (https://www.instagram.com/by_abw/), które nawiązują do tradycyjnej sztuki drzeworytnictwa.
Oprócz samej gry, "Corny Groń" może być też wykorzystany jako generator settingu / mapy w stylu point-crawl do innych gier, w tym - tradycyjnych gier fabularnych. Możesz również stworzyć mapę do swojej gry podczas jednoosobowej sesji w "Corny Groń"!
A więc, góralu! Chwytaj swoją ciupagę - szlak na Corny Groń nie jest dla każdego - i rozpocznij swoją podróż po tytuł harnasia. Postaraj się tylko nie zginąć od bandyckiej kuli, upadku z urwiska, niedźwiedziej łapy lub ręki Jaśnie Pana, który sięgnie po Twą duszę!
Możecie pobrać gotowy do wydrukowania i samodzielnego złożenia plik pdf albo dokument przygotowany do czytania w formie cyfrowej. Nie zapomnijcie też o pobraniu karty postaci, która dzięki uprzejmości @neonon ma też wersję interaktywną!
Jeżeli Corny Groń spodoba się Wam tak jak nam - nie zapomnijcie powiedzieć o grze swoim znajomym, udostępnić ją dalej i dać nam znać co o niej myślicie - bardzo chcemy razem z Wami uczynić ją jeszcze lepszą!
Muzyki towarzyszącej pisaniu Cornego Gronia możecie posłuchać tutaj - https://open.spotify.com/playlist/3fIkQkbki1fVcD9gskfvPz.
| Status | Released |
| Category | Physical game |
| Rating | Rated 4.9 out of 5 stars (67 total ratings) |
| Authors | Nerd Sirens, Kuba Skurzyński |
| Genre | Role Playing |
| Tags | dark-fort, Folklore, micro, MÖRK BORG, Mountains, podhale, polish, solo, Tabletop role-playing game |
| Average session | About a half-hour |
| Languages | English, Polish |
Download
Click download now to get access to the following files:
Development log
- Corny Groń - Multiplayer Mode available!May 31, 2023
- Beyond Corny Groń - Adventurer's Guide - IT'S ONNov 07, 2022
- Beyond Corny Groń - Adventurer's Guide - SOONOct 31, 2022
- Physical English copies available and what's next!Aug 13, 2022


Comments
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Well, I guess, it's not for me. I might just not have enough patience to "get it", but anyways, the results are still the same - me being frustrated, questioning time spent and all the praise. I've learned about the game from Bob the World Builder, and am immensely disappointed by that recommendation. Maybe this feedback will save someone's time.
Like, who am I? What goal do I pursue, except "crafting six special abilities"? Consequences of what events pushed me into this endeavor of getting killed in the mountains?
There's no fluff, no narrative value, no cultural value. I've learned nothing about "Polish mountains" and "culture and art" of highlanders, except several Polish words - and even those have no transcription, so I can't even read them properly. Futile effort.
Rolling 2d6 also gives not a linear chance, but a Bell's curve, meaning that most of the time new locations would be either Deep Woods, or a Meadow, with these two locations having almost 65% chance of all possible rolls (values of 6 to 9). And these two give us just an Encounter, and three out of six Encounters are the ones that deal damage either by the trap or by the combat, even if choose to avoid the combat (yeah, Meadow lets escape with no damage taken, that's not the point). Forth option is a riddler, who, if you decide to play, with 50% chance will smack you in the face too! That's like 66% chance of getting punched in an Encounter!
In other words, rolling for a new location has a ~33% chance that the player just gets punched in the face (~45% if you try to solve the riddles, too), with nothing to it. No progression, no choices, no gains, nothing!!!
To quote ("Enemies", page 11): "Failure means that the Enemy deals damage to you – subtract the points from your HP."
So does "Hajduk (court guard). 3 points, deals d4 damage" deals 3 points of damage, fixed? Or does it rolls d4?
Everything else doesn't matter, at this point. After giving it a good hour, I give up. I've gained nothing, I've learned nothing, and get quite the opposite result from the expectation of "exploring mountain wilderness and weirdness... [with] ...the atmosphere of folk tales about outlaws and knaves from Polish mountains, their culture and art".
It definitely doesn't help that I must constantly turn the pages from locations to encounters, to enemies, to items and prices, back and forth. The rare case of printed booklet being less satisfying and useful, than the digital version opened on the phone.
Honestly, one simple rule could make this experience so much better - ability to see what lies ahead by rolling locations right after rolling for available paths, with maybe exception of Deep Woods. I might give this game a second chance with this ruling, but considering everything, I doubt it, honestly.
My honest opinion - this game should be coded into a simple single-page app, with all its binary logic "if this then that" fitting perfectly for the medium, having no variability or narrative choices in it. Yeah, me too enjoy myself some fiddling with pen and paper, rolling physical dice - but not to the extent of doing it just for the sake of doing it, which this game mostly is about. I guess, it's not for me at all.
______
With all the best regards to the author and the team. This feedback is not a personal attack, it's a critique of form and rules of the game. I appreciate the people, the effort, the goal, and the craft of this game, and am only unsatisfied with the game itself, as a final product that I've experienced. <3
Quick question about the invisibility cap. Its says, if I use it, I avoid the fight. But then it says I get the points for defeating the avoided enemy. So I have not actually fought the enemy because I avoided it with the skull cap.
So what happens then. Does the enemy stay in this location until I come back and then I have to fight it next time round?
If I get the points without fighting, does the enemy stay in this place? Will it have new points when I come back?
Or is the idea that putting on the invisibility cap means automatically having defeated the enemy? So you take its points but not the rest of their loot?
I would be grateful for your aid in clarifying this point. Thanks
Also, in the character advancement chapter, it says I advance if I have been to 12 places and SPEND at least 15 points. I have not seen where or how I can spend points yet. Is it supposed to say SPEND or should it actually say, once you gathered or collected 15 points?
Thanks for your help.
Best regards
Zorsha
Thanks for your questions!
1) I would say (and play) that if enemy avoided with invisibility cap is defeated, it's not longer haunting the location when you'll come back. You can explain it fiction-wise by assuming that opponent left because it was bored by the lack of a victim. Also, the reason for such ruling is that you shouldn't get double-points for one enemy in case you would return and defeat it "again" in a fight. Of course, you may make your game run harder by assuming that avoided enemy stays on the location, ready for a fight when you'll return, and gives no additional points after being defetead for the second time :)
2) you have to spend points to get an advancement - do it as character is advancing, like paying for something :)
Love the vibe! This is the second solo TTRPG I've played and I've really enjoyed where it's taken me. Good map-making mechanics!
I am currently having some rounds of the game, it is fantastic, I love the art & how simple it seems, but be warned, this game is brutally hard!!! Very easy rules to follow. I will try to "hack" some choices or even built in some character traits.
That said there are some questions puzzling me, one of which is how is it possible to reach Corny Gron in the "places in the mountains" part, since you have to roll 1 while rolling 2d6??
Hi DDD! Thanks for praises, it's really great to see this game still bring some good vibes to people :)
Answering your question - to get 1 on rolling 2d6 you have to visit the mountain village (after getting the 12), after which you subtract 1 from every further roll.
Thanks!!! I thought it would be some modifier, but I didn't come across it in the rounds I played.
So well done and good looking. What made Mork Borg the deciding fator in terms of the engine? (Yes, same name, different bunny as on "Winter"'s discord.)
Hi David! I really enjoyed playing Dark Fort, kind of Mork Borg predecessor, so I didn't want to re-invent the wheel and just took a working engine to build my own version of "wilderness-crawling" solo game! ;)
I'm partway through my first game and I'm absolutely loving this!
The map drawing mechanic is so simple and yet so enjoyable!
This was brutal. I got the physical version through the Beyond Corny Gron kickstarter and before checking the big book I decided to give it a go to the solo booklet. I was pretty lucky on the beginning, 5 locations with a merchant, 2 riddlers (one I got the good result, the other didn't) and just a Scanty enemy. Thought this was going pretty good and seemed kind of easy, even. Then a bear killed me, even though I cheated and redid the fight because I had forgotten that I had some scrolls.
No notes, really solid quick and easy little game
PD: Just doind a second run and realized that you can also run away. Oh well
had about 30mn to play my first game. I had a great time ; visited 4 places, went into a Cave and already had my first Advance after a successful fight against a Spook.
Can’t wait to have more time to continue this adventure!
Remember to post your map after all will be done - either good or bad way ;)
The atmosphere of the game was what compelled me to check it out in the first place, and not only did it not dissapoint, but it also delivered a very satisfying game experience.
I had been on the look out for such fulfilling solo games that did not require journal keeping, where the fun in playing resided in the random procedures themselves, and I was on the brink of simply playing "You Died!" once again so finding this game came in a very good time.
Wow, thanks! I am very glad that you liked the game and that it's cool not only cause of the illustrations :)
This game is amazing! The black and white layout is perfect for the block printing art and feels like an old book I found somewhere. The rules are dense but very satisfying; I usually like a lighter game but I feel very excited just from reading all the content. It's well thought out and I can already see how fun this game can be.
The only qualm I have with this game is the creator referring to it as a "micro" rpg. There is nothing micro about this game! It's so rich and full, easily worth the $3 and more. If you're interested in solo games but want something that feels a bit heavier, with a dash of Polish folklore, this game is for you!
As for this "micro" case, in addition to instinctively belittling myself (a terrible habit), it was influenced by the fact that the Dark Fort, from which Corny Groń "grown", is so named by the author. But yes, after some time I also think that there is nothing micro in this game :) Thanks!
I'm not a big fan of solo role-playing games, even if I'm looking at it more and more as the years go by. I must say that I have a few in the cards... In the meantime, I discover this game inspired by Polish folklore, with beautiful engravings as illustrations and a way of playing not far from the stories you are the hero, with a little more randomness. It's still a survival and combat game, which is not really my thing at the moment, but the format is really nice.
Terse, yet rich and starkly beautiful. This is a wonderful solo adventure with a glorious, unforgiving environment to explore with enough depth to be used as a setting/ point crawl for other games.
I can't wait to play again and bring others to Peak Black!
Also, the soundtrack is amazing!
hello, I'm playing the game right now and something looks off.
in the advancement section, what does the special herbal potion do? it says it gives you 5 points but that can't be it since i just sacrificed 15 to advance
does the protection ward protect you for the whole fight with 1 use, or does each turn consume 1 use?
- the potion gives you free 5 points after advancement - remember that you win the game after getting all 6 advancements, so you get one step further into winning with some point to collect the next advancement; normally you have spent all your points, a minimum of 15, to advance, so after the level up you don't have any points, unless you got the special potion
- each turn consume 1 usage of protection ward if you decide to use it (you don't have to - like, you can use ward on round 1 after getting hit by the enemy, don't use it on round 2 when it misses and so on, just like fire glyph
thank you
I’ve already played twice and now I have two new point-crawl maps to use for other games. This is a fun little roll-and-draw!
Love the European-folklore atmosphere.
Love the illustrations.
Love the solo mechanic, simple but at the same time having varied and descriptive encounters that make the exploration experience much more immersive, narrative-focused and emotional compared to the usual cold and boring solo crawlers (the kind of crawler in which you always encounter generic and flavorless rooms comprising monsters).
highly recommended!
I didn't try the game but i just checked quickly the pdf and the illustrations are really beautiful ! It motivates me to try the game ! Thanks a lot for your work :D