Category Archives: Fun

Cold Wars 2018, fighting in the rubble of the Host

So another Cold Wars has come and gone, and 2018’s is in the rear view mirror. I left Friday morning and arrived at the Host around 2, which is puzzling, since I stopped nowhere.  As always, the rituals and observations must be strictly observed:

the mighty.

A post shared by Walter O’Hara (@misternizz) on

(non embedded link on Instagram)

I’m going to gush here, so even though I suspect she’s heard it before, I’m going to say it now and say it loud: Congratulations to Paul Trani and Heather Blush for solving our registration throughput problems.  Take it from me, who is not often complimentary.  I pre-registered, for the first time EVER, for a convention.   I walked in what I think will be the new lobby (where the front half of the Limerock room was), walked over to one of three kiosks, entered my name, and hit a PRINT BADGE button.  Literally I was in Cold Wars in a shorter period of time than it takes to type this sentence.  That’s real progress and it solves real problems.

I’ll have some observations about other Cold Wars procedural issues later on in this ramble, but I’ll go through my own narrative first.

Friday Highlights

I arrived later than I would have liked but it wasn’t too late to not nose around a bit.  My most immediate scheduled activity was a painting class taught by Dorothy Catapano.  I’m SO glad I took this.  I am gradually building up a force of 54mm Napoleonic figures for my own purposes and Dorothy was teaching a class on painting large scale figures.  I’m an indifferent to competent painter usually, but I learned quite a bit in this two part course.

It may not seem like it from this photo but we made some progress!!

I took a quick (well, not that quick, due to its location) pass at the Dealer’s Hall Friday afternoon, not buying anything memorable.  Since the new layout of the old Tennis Barn facility is radically redone, there is no ramp at the balcony end any more, so it was a long weary trudge down to and back up from the Exhibitor’s Area.

The new layout for the Tennis Barn.  The balcony end is on the right in this picture and is now sealed off.  The building can be entered at the far end (left, above).  So quite a walk now..

I’m certainly hoping that eventually there will be a parking lot down here.  Just saying.  Walking DOWNhill was no problem but I saw more than one oldster with the same kind of arthritic knees I have looking at the walk back UPhill with some dismay.

Hungarian shoes 20% off today, comrade!

I really regretted giving up my parking sport, which by Cold Wars past standards, was terrible.  By 2018 standards, I was lucky to find anything at all.  I had to register for my hotel, though, and grab a quick bite.  It all took too long, and I ended up getting back well after the 7pm start time for my Friday night game.  I walked in to see a line forming on the stairs up to the Showroom, and like any good Soviet from the 70s, I simply got in line.  “Psst.. what are we in line for?”  “Night time flea market.” “Whaaaat?  That’s crazy talk!”.

No, no it wasn’t. Due to half of the Lampeter being used up, we had to use the showroom for the Wally’s Basement flea market. Tsk tsk..

Here’s a first: Flea Market at night. #coldwars2018

A post shared by Walter O’Hara (@misternizz) on

(non embedded link on Instagram)

The move to the showroom was driven by a lack of suitable alternatives, but it wasn’t a particularly good replacement.  Lighting is so terrible in the showroom that I often saw people using their phones as flashlights to view items better.  I found exactly nothing I wanted and didn’t have the patience to give it another pass through.  I was getting a headache from all that squinting I was doing.

Fortunately I had an alternative to the game I missed.  As in Alternative Armies.. Flintloque.  GM Mark Fastosio has adapted Flintloque figures to run using Osprey’s Dragon Rampant rules.  The scenario was complex but the execution simple enough.  If you’ve read the Sharpe’s Rifles series, you’ll probably recognize the players well enough.  The French (elves) are bringing an artillery train through a small valley that has two passes to get into it and a series of flat hills around it.  There are a few stands of trees here and there for cover, but otherwise this is a bleak landscape.  Sharke’s chosen Orcs start the game in a copse of trees in the center, and they react accordingly when the main force deploys coming down both sides of the hill into the valley.

Sharke’s Chosen Orcs at start

As soon as the French committed to a course of action, so did Sharke, running for the high ground between the two advancing columns. Probably a mistake. Ya think? Well, they did kill like champions, for a while.

Whoah!  Lookit all dem Frenchies!!

Vive La Toadies!

Um.. we’re supposed to stop that, si?

I played Major Blas Vivar (from one of the Novels).  Well, not him, but his little brother, who is kind of identical sort of.  I called him Little Joey Vivar.  The Vivar brothers are Spanish (e.g. Dark Elves) military officers in charge of small detachments of infantry and guerillas.  We bravely advanced towards the enemy and then discovered the unique quality of Dark Elves– they suck as soldiers.  On both flanks, we were decimated in any standup fight (or really any fight).  We tried our best, but Dark Elves tend to scamper and dissolve in a fight.  What we did have were wizards, three left.  I did manage to cause a few retreats (at least) and a few casualties on the French side using Lightning Bolt spells.

Run for the hills, boys, we’re completely boned!

I like Dragon Rampant as a rules system; I have never played the core Flintloque rules to compare it to but Mark thinks it’s a great improvement, so I believe him.  I had a great time, even if we were “ahem” underperforming somewhat.  Numbers tell in a situation like this, and the Frenchies had them and we didn’t.  So it goes.  Note: I took many pictures of this game but didn’t post them all, you can see more by viewing this Flickr Slideshow.

A few choice observations on the long, long FREEZING walk to my car at 1 in the morning:

(I was staying at the Quality Inn down the road, a nice enough place, old and worn but clean enough and affordable– and free breakfast).

Saturday observations

I had an early start game on Saturday.  This was Buck Surdu’s game called Duke Morrison and the Great Zeppelin Raid at 0900.  The description had two winning features for me– zeppelins and GASLIGHT.  GASLIGHT is a venerable skirmish wargaming system written by Surdu and Chris Palmer.  In a nutshell, it supports game narratives on a smaller scale, mostly pulp and VSF, without a lot of hard statistics.  The player plays the part of a “lead” or hero in a cinematic style game, plus usually a sidekick and/or assistant leader, and the rest of your faction/group are (ahem) straight from central casting as spear carriers.  Easy cannon fodder.  Your core character can do a lot, your secondary character almost as much, but the rest of the mob are a mixed bag.

The Setting

The setting was fabulous.  This was a laser cut kit of a rigid airship that was sold for a brief time about two years ago– not for cheap, either.  I was impressed, it’s lovely to look at and a great setting that supports the three dimensional aspect of a skirmish game– lots of great places to run, jump, duck for cover, and leap down from above.    The setup was a standard multifactional game, Nazis and Gangsters versus rocketeers, sailors, scientists and beat cops.  You know, like they do.  I played the Nazi She-wolves of the SS, Zeppelin Truppen, and the real hero of the game, Carl “Slasher” Dooley, the one man murder machine, who eschewed firearms for a straight razor to cut elaborate scrolled “S’s” in his victim’s sternums.   Carl bravely fought against the forces of militarism, slicing three sailors and an NCO into chutney without firing a shot.

My Nazi She-wolves, with apologies to Ms. Doris Wishman

The end of the scientist

The main deck became a charnel house of DEATH!!!!

To keep this post moving along, suffice to say that many parties boarded or attempt to board the zeppelin with the intention of collecting various macguffins to claim victory with, before the auto timer went off and the boarding shuttle full of loot descended on autopilot.  My Zeppelin Truppen died off to a man pretty early, but the thugs under Slasher Dolan performed very well, nabbing a mcguffin (the only “bad guys” to keep one all game) and moving it to a part of the ship where it would be difficult to retrieve.  Slasher proved to be exceptional as a scrapper– until he met his demise in a fusilade of bullets.  The only somewhat intact group I had left were the she-wolves, who approached under cover as much as they could, springing on the aircar at the last possible second and going hand to hand in the last possible second.  A big fight ensued, leaving the last of my she-wolves dead as well as my gangster second in command, Dewey Oxburger.  However, the “good” guys were down to their last man.  My two last goons (from central casting) sauntered over, looked over the parapet and fired a single shot each below at the last guy in the aircar, neatly putting one through his eyes.  So in the last possible second, the good guys experienced a huge reversal and we won.  These are the situations I game for.  We all laughed loud and long at that outcome.  Didn’t see that one coming, did you?

I took a huge amount of pictures (some of them might be repeats) which you can see here in this Flickr Slideshow.  However, you might wish to Check out this Slideshow for the REAL TRUTH.

Directly after the game I had session 2 of large figures to finish up with, and then I was free for the rest of the convention.  I did some desultory shopping but found some things I needed.. mostly little scenery bits and bobs, some Frostgrave figs, some terrain and a couple more nautical things from Sea Dog Studios.  I went back to the room for a bit– mostly to get late lunch or early dinner– I was kind of on a one meal a day regime here at the con, so kind of hungry at this point.

Honestly, I meant to get back to the convention that night and weasel into another game, I really did.  Nancy Ott was running one that I wanted to get into, but frankly, I just didn’t want to hassle with the parking.  There was so little of it available that no matter what you did you ended up walking a long, LONG way in the cold wind, and that was starting to bother my knees.  So I puttered about with some new purchases in the room and watched a new series on Netflix instead.

Now, that’s the meat of the convention, right there, here’s the logistics part.  I want to state this categorically– I had a decent, not great time, and it wasn’t remotely the fault of HMGS, the planning, or even the execution.  The Host did its best, but this was not a hotel that I consider ready for OUR convention.  For once, when they said “We’re sinking money into improvements“, they really meant that.  It’s very clear they are doing.. just that.  BUT they are also trying to make a buck and operate at the same time, while renovating, and that has an impact on a convention of a certain size.  Here’s what I had a problem with:

      1. The parking was miserable.. much worse than the worst it’s been.  Why?  Because most of the spots were taken up by rollaway dumpsters, parked construction equipment and CONEX containers.
      2. It was nice to experience the Host’s new fitness plan for all us aging, overweight gamers by forcing us to go up and down the hill to the far side of the tennis barn, but that kind of limited me to only two real visits.. (see above for pictures).   I wouldn’t mind making the same trip when it was just a smidge warmer.
      3. Man, rubble was everywhere, in giant slag heaps.  This wasn’t too awful but it contributed to the tight parking problem and general feeling like we were now in a game of FALLOUT set in the ruins of the Lancaster Host….
      4. Lastly, the flea market, which is a huge attraction, is almost unworkable in the space we had available to us.  I couldn’t see a thing for sale unless I had a flashlight.  No, I’m not kidding– I really didn’t want to go bother going back to any additional sessions.


I want to make this very clear– everything that caused a problem, WAS NOT THE FAULT OF THE BOD, CONVENTION PLANNERS, or HMGS.  The Host is going through some badly needed renovation.  We all knew this was needed.  The floor plans have changed radically in places– it appears the new lobby may be in the tournament area and the business area (near the Paradise Room) is now walled off for some reason.  That’s just two things, there are more.   So we may need to suck it up, buttercup for a convention or two.  Given what they had to work with, I am very impressed with the job Heather and company have managed.  The registration system is incredibly great.  The money spent on banners and signs and dividers– which members used to scoff at, contributed to organization and flow.  The staff was its usually courteous and helpful self.  In general, I liked the convention.  I didn’t see a huge amount of games that interested me personally, but I did see some– there was just a lot of same-old, same-old about it all.

I’ll close here with a deep appreciation of the Sissyphian efforts put in by this convention staff.  They did a great job and should be appreciated for it.  I hope conditions at the Host continue to improve over the Summer so Historicon executes with no hiccups.

(note: I didnt’ take the normal catalogue of games in progress pictures, as I’m guessing that kind of thing is getting stale.  I did take some of the games I was in and the facilities and such.. which can be viewed here on Flickr).


Golem Night (Frostgrave at Scrummers)

Saturday night (just past) was the Second Saturday of the month and therefore, a Second Saturday Scrum night. I was asked by the regular gang last month to put together a Frostgrave game for the upcoming session. I have a decent amount of Frostgrave stuff, having run the game for the past three years at Game Camp, and I thought I could come up with something. 🙂 Having only a very limited knowledge of Ghost Archipelago and almost none of the right terrain for it, I opted to stick with the familiar and created an entry level scenario for old fashioned, Frozen-City-of-Felsted Frostgrave.

Felsted in all its frozen glory…

Frostgrave Figures I have plenty of– almost one each of Northstar’s initial run of Wizards and Apprentices (except Witches, I believe). I also have a healthy amount of supporting cast players, goons, soldiers and warband fodder. I usually bring a box or two of Saxons and Vikings to backfill any Soldiers and Goons.

Warbands and Wizards: We had six players.  I created 6 warbands in advance in case anyone there didn’t want to go to the bother of creating one.  I made a Chronomancer, an Elementalist, an Enchanter, a Necromancer, a Summoner and an Illusionist.  There were two level 3s and 4 level 2 wizards.   I created them using Ash’s Warband Manager on table top space.  I love the utility as it prints up some nice warband sheets and does most of the mental work for you.  Unfortunately it also has lot of options to add stuff from ALL of the supplements that have been published so far, so I ended up blithely adding Javelineers and Crow Masters without really knowing what they do or having any reference to them– I just thought they would be cooler than the standards thugs, thieves and archers everyone uses their first time.

Summoner and goon approach the ruins of Felsted with caution…  Photo by Joe

So it probably would have behooved me to at least download the myriad PDF materials I have purchased as supporting material for Frostgrave to my tablet reader  that explains all the new stuff.  As a backup… Live and learn.

Rival treasure seekers square off in the ruins..  Photo by Joe

Frostgrave is probably optimized for four players maximum because it actually plays better in a small space.  When you have lot of space on either side, the players tend to not get to grips with the opposing players and instead run in, grab treasure and exit immediately.  One of my frequent opponents gears his warbands specifically for what I call “the smash and grab” approach– lots of spells that move players and treasure quickly and efficiently to the board edges, and not much else.  That’s definitely an approach, but not one I relish.  I like mixing it up with other players.  So that’s why I created.. GOLEM NIGHT.  I came up with 1 major victory goal for each player– which I called “Cheap plot devices” during the game.  Most of the action was centered around artificial constructs (aka, Golems) and I had a goal for a Clay Golem (who has a magical strip of bark rooted on its back that could be used for healing) two goals were for an Iron Golem (one was to collect its head, another to collect a wand it was carrying).  A (rather disgusting looking) Flesh golem had a famous anti-command dagger stuck in its side.  Another was a giant Stone Golem which was just there to confuse people.  I also added 2 smaller quests about drinking the waters from the Amphora of Wisdom and three books and three keys, but that really didn’t get anywhere.

The Enchanter Party, using one of the new supporting characters (Pack Mule), managed to make it to the center rubble pile in the circle, before retreating to board edge.

The cast of characters included Joe Procopio (our host), Jared Smith, new guy Rich McKee, John Sears, and Garrett O’Hara. I played to balance the numbers a little, but kind of went easy on the goals and victory conditions because.. erm.. I knew them in advance. As it turned out the cheap plot devices didn’t really pan out well– nobody accomplished their goals except me– I drew the Dagger of Chaos (stuck in the Flesh Golem). Garrett and Rich actually killed the Golem and I bribed Garrett for the dagger from my store of money. So, ironically, I was the guy who achieved his victory conditions, by bribery– not valor.

Here comes a Flesh Golem!  What’s that stuck in his side?

Mostly we collect Victory Points by counting treasure points and adding spells cast and opponents slain. Since we played one side of the table, roughly one group of allied Wizard schools against the other group, I can state categorically that the other side won on points. However, we did outright KILL two of their Apprentices, which is nothing to sneeze at. Our problem was that the treasure just wasn’t abundant on our side of the board.

FREE AT LAST!! AFTER 1000 YEARRRRRSS!  (there were some genuinely comedic moments, as we see here when Garrett’s party had an unexpected and nearly fatal surprise).

So all told I’d say this was a great night, even if it didn’t unfold quite as I had planned. Since I tend to be a tough self-critic I’ll say this– I didn’t give the guys the option to create their own warband, and probably should have– I just think it’s a time-waster. Secondly, some wizards (like my own) had very few spells that worked offensively (e.g. had the power to cause another person or group harm). I was in a hurry when I created the warbands and probably should have seen this problem coming. Live and learn. Also I probably should check to see if flunkies are described in the core rulebook before adding them to warbands. I thought it played reasonably well once we got started and created a lot of potential for laughs. Thanks go out to Joe P. as usual for providing a nice location for our evening entertainment.

You cannot defeat this foe!  Photo by Joe

HERE is my Flickr album of pictures from the game, mostly taken with a Samsung, but some taken by Joe and Jason and posted to Facebook.   Since I was organizing this game I didn’t take all that many.  HOWEVER!  Please visit Joe’s SSSC Blog for his report on the event, complete with lots of lovely pictures taken by Joe’s wife Ellen.  I love the filter she used to sort of give each picture a crispy, just-snowed atmosphere.

parts of My warband– an Elementalist and his apprentice, whom the warband manager called “Elizabeth”, so what the heck, I made her a female from my Viking victims.  (photo by Ellen P)

Just a couple of the golems queuing up for GOLEM NIGHT.  Photo Ellen P.

I had a great time as usual, this is a great group for Frostgrave!

Chariots of Rome (VPG) a review

So I received this game in the mail with an offer to review and jumped at the chance. I love Chariot Racing games and always have thought that anything since Avalon Hill’s venerable (oh, so venerable!) Circvs Maximvs kind of suffers from not being the firstest with the mostest (as in, what? 1979?80?). The problem with classics from the bad old days is that they can heavily influence the design of any other game on the same subject that comes out later (see: Circvs Minimvs). I’m not a huge fan of maintaining a race log (which was all the rage back then) or checking a bazillion densely printed charts to figure out what.. exactly.. happened in that last turn. Bottom line up front– there’s a lot that can be done with the subject of chariot racing, both in and out of a historical model.

CHARIOTS OF ROME from Victory Point Games is the latest in their deluxe line. So unlike a lot of VPG products it sports a huge box, which is an actual box and not inside a cardboard sleeve. Components are definitely up-gunned
and look splendid, if not amazing, in terms of counter and map art. I mean, they look like chariot standups, and a bunch of status markers.. and the track looks kind of like Circvs Maximvs. I think that’s because there’s only so many ways to make a historical chariot race track..


Chariots of Rome Board

Yes, it looks like Avalon Hill/Battleline/many other chariot game racing maps. The thing is, this is what they looked like. There are fewer spaces on this one than the AH/Battleline game, and thus the races go a LOT faster.

Game Counters

A chariot standup, a chariot placement marker (to help figure out where actions take place in a turn), backed by chariot wreckage.. Start tokens, Speed tokens, Lap Tokens, Endurance (blue), Tactics (green) and “Rattled” (red/brown). Think of the last as “Control” or “Stress”.

FATE cards are a neat trick that the current race leader can pull every turn after turn 4.  The race leader rolls a specially marked dice marked with sigils of the Gods.  If Jupiter’s lightning bolt shows up, he draws a fate card.  Fate cards can affect all, or one, racer for the duration of a turn.   This is different from most chariot games I’ve played.

Another unique aspect of the game is the charioteers, all of whom have some level of unique skill applicable to a game– one might be able to influence the initiative deck, for instance, or another one adds an ACTION card when he whips an opponent…

The chariot status cards are a big change from recording everything on a log sheet.  Everything you need to know about a chariot is here– Endurance, “Rattled” state, speed track and what that does for you, and tactics track.

ACTION cards process everything you do when interacting with the race turns or other chariots.  If you head into a corner and your Speed + Rattled number might exceed the safety rating of the lane– you would pick up the difference in “Corner Cards” and turn them as you executed the turn, checking the Corner section for results (top section) .  If you got whipped, you’d check the whip section (3rd down)  Ramming Damage is the track above that– the rammed chariot pulls 3 cards and the ramming chariot pulls one

The components are an integral part of this design. Instead of maintaining chariot status on log sheet, the racer uses slider bars with tokens, which go up and down as the chariot’s fate unfolds in a race. Up AND Down? That’s correct, there are actions you can take to bump up your tokens in various categories. For instance, you can gain a tactics rating by the order you enter a curve. Or, you can regain “rattledness” and Endurance, plus one tactics token, if you start the turn by switching to a slower speed. This can lead to admittedly gamey situations– slowing up one turn, speeding up the next, but it all balances out– you usually have to sprint to the finish so it’s important to keep your chariot in one piece for the duration.

How does it play?

Fast and elegant, if you want my opinion. Initiative and activation is managed by drawing color cards for the racing teams (the historical Red, Green, Blue and White teams). I’ve played five games now and each one was a little faster than before, as we got used to the mechanics. The most similar chariot racing game I can think of (one that also uses multi-use cards and special dice) is Matt Leacock’s recently Kickstarted Chariot Racing game, which is far more “compact” than this game.

Race start.  I use 6mm chariot teams instead of the counter, and I recommend you do, too.  Much better visuals.

In this race, blue has probably entered the turn going at speed 7 (the middle speed– the game has three: 4, 7, and 10, plus any extra you get from chivvying your horses– as much as 3 extra spaces.   Red has followed him but was a little rattled (for 2) and thus has to draw two ACTION CARDS and checking the “Cornering” line to see what messed up things will happen to him.  White and Green are playing it safe at speed band 1 (for four) and are going slow enough to manage the INSIDE lane.

Death comes to us all, sooner or later.  My first reactions to the game system was “What? They let  you GAIN BACK points?  A race will take forever before a chariot gets knocked out!”  Not so fast.  If you manage to RAM a chariot into a wall (as Red has managed, here) it instantly crashes.  Sure, there’s a way to regain lost points, but if a lot of bad things are happening to your chariot all in one turn, chances are he’ll be crashing before he can recover all the way, as Green does here.

We did put a Youtube video of the game here, which sums up things nicely and provides some moving pictures.

Final Thoughts

Chariots of Rome pulls a lot of familiar mechanics together (the track, initiative pulls, etc.) and mixes it with some brand new mechanics like Fate Cards, Charioteer characters and the Action Card draw. Everything new that was added was designed to make the game play just like a familiar chariot racing game, yet play in half the time as good old Circvs Maximvs.

Remember me?  I was your daddy’s chariot racing game!

I think Chariots of Rome delivers on this premise elegantly. The initiative draws are fast, the speed bands work perfectly and the game is able to build the tension that it requires to call itself a chariot game.

What would I do differently? Probably publish an expansion or two adding in other colored racing teams (AH had Pink, Orange and Yellow teams, why not this game?). I’d also consider adding fantasy chariots and downright designed for combat chariots like the giant multi-man Assyrian beasts.. the designer would just have to figure out rules for missile weapons. There’s nothing I’d change about the mechanics themselves.

Fortune and Glory, citizens!

PS: All the pictures for this review are here on Flickr (I took a lot more than you see here).

Embarrassing Design Relics you can’t explain

What where these?

A long time back (about 14 years ago) I ran a game called Sergeant Slaughter in Bun Bun land.  The game puts players in the role of not-so-elite space patrolmen, all kitted out for a hard fight, encountering and pursuing a group of Alien terrorists called the Vilssh.  The game starts with the Vilssh exiting a scene of recant carnage via a form of extra-dimensional gate; as the space patrol squad pursues them down a corridor, the Vilssh phase out as the space station they are on starts to shift out of reality.  with nothing left to try the space patrol pursues them through the malfunctioning gate, and they all get sucked into … something different.  It’s not important what.. what is important for this post is that I developed a sort of whimsical set of science fiction tactical rules to play a game with (I had the concept long before the rules). I remember almost nothing about “Quien es mas macho” and how it was played. I recall it had special cards I used for everything and a couple of dredel-like tops that were used as randomizers. Oh, and I gave everyone rabbit’s feet. I think it was a pretty standard bucket of dice kind of thing, but I can’t say for sure– I wrote them up in a day and never edited them. There is no surviving copy I could find, even on paper. As I was rooting out my cellar after the tree disaster, i started throwing out some older boxes of junk and bingo, there was the box for Sergeant Slaughter.  I pitched the dollar store rabbits and cutesy dollar store terrain stuff, but kept the human figures.  And these cards.

A sampling of cards.

As I recall (I found the little tops too) there was a colored font on the labels on tops, with initials like “AD” “AR” etc. Given that a preponderance of the cards are like the one in the center, my guess is this was some form of activation and combat card rolled into one– and the combat system might have been run from the combination of cards in your hand and the little top results. Just how I did that is lost to time– I have no digital copy of the SF rules (called Quien es mas macho) and I know they were supposed to be jokey and cinematic. I find myself liking the flavor text on the random events cards, too. Why not? I wrote them, of course.

Cards and tops.. hmmm.. sure it’s silly, but how did I ever think that would catch on? It’s slow and clumsy at best.

Going through the deck and with the tops in hand, I’m trying to resurrect this system in my head. Since the only outcome of the randomizer (tops) was a series of Combat results-style initials (I’m reading AR as Attacker Retreats, AD as Attacker Defends, etc.) I remember my mindset back in the day.Each regular card has a range of actions (usually 3) to pick from.  So that tells me there was a set order of actions– Fight, Fight (Melee) Full Auto Fire, Move Full.. all these are fairly evident at the bottom of the card.  So the card gives a list of possible things to do in a turn, the top a series of initials, and the numbers a range of something.  Maybe there was a threshold somewhere.. printed out.. and these were numbers to beat in certain situations.  This raises all kinds of questions.  How long would executing a turn actually take, given that you have to select a card, check out the possible actions, and then threshold number in approrpriate font, and roll a little top an wait for it to stop.  THEN read the two letter result and see what he actually could do.

It all seems kind of slow and like it’s trying too hard to be clever.  I wouldn’t design something like this today, although I still love cards and odd randomizers (like tops?) to play with.  If you can come up with a better explanation for how all this came together, I’m all ears.  Unfortunately the only person who was definitely there and might have remembered how this all came together as a game tragically took his own life last year, so I’m just going to keep guessing.  I’m not going to throw this stuff away quite yet, but I doubt I’d use them as *I think* they were originally designed.  Spinning tops and cards are cool– but the way I think they were designed to work seems way too slow to be fun.

Mega Space Hulk, it’s a thing

So Garrett and I had opportunity to attend our second Second Saturday Scrum Club adventure, which is a rather high-falutin’ term for a bunch of older guys (and Gar) sitting around and jawing about games and stuff while we try the latest Miniatures concept.

The concept for this session was a brainstorm between Joe and Jared.  Both of them had fond memories of playing Space Hulk, the eponymous Aliens clone game from Games Workshop when they were much younger.  Read about the history and concept of the game in this great blog post, the author does the subject justice. My experience was minimal– I played one time (back in the 90s, probably with the second edition) and I remember it being very, very deadly for the Space Marines. Guess what? That memory’s pretty accurate! I was game to give it another shot, of course, and even own my own set from the the third edition that got published sometime in the 2000s.

The pile of expended “activation blip” tokens for the Gene-Stealers grew and grew as we cleansed the ship of their foul abomination.  Twas a long bloody event indeed!

So what makes our session particularly interesting is that most people play this game with one boxed set’s worth of materials, which really only supports two players (three or four if you split your forces, I guess, but it’s not really designed for multiplayer). Since six dudes on average show up for Scrummers, how to play a mega game with multiple players? As it turns out, easily, but you have to combine a lot of Space Hulk sets. I’m certain there were at least three present, although we played with a combination of old and new miniatures. Jared did most of the construction on the resulting very large map.

Giant map of 3 of the later vintage Space Hulk tiles, as designed by Jared Smith.  red dots are doors.  Triangles are entry points for Gene Stealers.  Green is the far edge where half our force started.  Photo from Joe Procopio’s blog post

As you can see, three sets makes a giant honkin’ layout indeed.

Final layout.  That’s Steve “Mr. Tekumel” Braun on the top right there.  Photo: Joe Procopio’s blog

Game play was pretty fast, and deadly chaotic.

Gar and I were on opposite ends of the Ship. Gar was near the insertion point of the landing torpedo. I was across the ship from him. Our goal was to support each other, claim a few victory points, and then bug out when the things started to get all twisty. To quote Luke Skywalker, “Things didn’t go as planned”.

Space Hulk is very deadly.. genestealers can spawn almost everywhere and even with the Blip Token mechanic, they come out of nowhere and just won’t stop.

Each squad/figure had 4 Action Points (APs) a turn, plus an additional 1-6 Aps per sergeant figure, per turn.  Entering  a room triggers an event from either “inner” or “outer” room decks.  VPs per objects found and there were two special VP events– finding the Chapter Librarian and extracting the genetic code of the dead Captain figure.

So the game cards try to funnel you to the center rooms. We discovered the Dead captain figure pretty early in the game. Unfortunately, he was in a room off of a single corridor with TWO Genestealer entry points, feeding right into the corridor. Having this down by MY end it was evident that I should make a big effort to rescue the captain’s genetic code. Unfortunately, all I could manage was to get slaughtered. My priest, whose job it is to extract genetic codes, got swarmed and killed in an eyeblink. It’s awfully easy to die in this game.

There’s the captain.. in a room right next to TWO genestealer entry points.  We got chopped into chutney trying to achieve the victory condition of extracting the Captain’s genetic code.

Fortunately things were going better a the far end of the board, where, despite bumping into just as many Genestealers, they did find and rescue the Librarian, they found some nice loot and a Chaos Marine!

This actually worked out well (initially) for our side, as the Chaos Marine popped in to a room full of Gene Stealers, and just fired away at the NEAREST TARGET..

Alas for us, an urgent message from home informed us that Audrey (my beloved) was locked out of the house, and we had to cut the evening short. At that point I was down to two functioning marines (both of them schlubs) and Garrett down to three. As we drove home, Garrett was ecstatic about how much fun the evening was– “What was that game called again, Dad?” “Space Hulk, it’s an oldie but a goodie..” “Space Hulk, huh? Who made that again?” (shaking head in disbelief, kids these days). “That would be GAMES WORKSHOP, son.” “Wow, man, we have to try more games like that.. Games workshop…


Anyway, a big thanks to JOE PROCOPIO, once again our most excellent host, and everyone who attended– it’s not the game so much as the company, really (okay, the game helps too)– This is kind of a new experiment with getting some like-minded players together “of a certain age” and it really is a lot of fun for me. Surprisingly, Garrett is enjoying it as well, and he’s a youngster. Joe blogs about every event, like I do, and waxes far more eloquent than your humble servant.  Here is his latest blog post on the Space Hulk Mega Game.

My pictures can be found on the Flickr account here.  And who knows, maybe this slideshow thing will work this time (it requires Flash).

Thanks again to Joe and Jared for putting together this awesome layout and playing the Genestealer faction.

We think 20 siders are so modern…

Foolish mortal! Actually, far from it. The dice (top) is a 20 sider inscribed with Greek letters, found in a Roman dig, date uncertain but probably at least during the Empire.

This was thought to be the oldest 20 sider on the planet.. and then…

As impressive as this is, it doesn’t hold a candle to this stone 20 sider below, ALSO with Greek letters inscribed, dating back to Ptolemic period Egypt.  Since the Ptolemies were basically Greeks, the Greek letters are no mystery, but one does wonder.. what GAME was being played here?  It’s clearly a gaming piece.

Same shape, same Greek letters…?

The recent appearance of an ancient stone 20 sider from Ptolemaic Egypt at a Christie’s auction has me pondering.. what lost game used this dice? The same basic dice with the same or similar characters, from two different historical periods.. if it was used for the same game, that game was around for hundreds of years, and is now lost. Probably.

We’ll never know of course, but I think it’s great that these things have been around a lot longer than the advent of Dungeons and Dragons “to hit” dice!


Kickstarter OGRE miniatures set one arriving

I’m happy to report that the Kickstarter package I backed, OGRE MINIATURES SET ONE, has arrived at the Casa, and it is everything I expected and more.

I backed this Kickstarter out of a desire to see Ogre miniatures back in production, even if for a limited amount of time.  I personally like this version of Steve Jackson’s OGRE far more in miniature form than in board game form.  OGRE Miniatures, the base game associated with the old metal miniatures, is without a doubt a workmanlike approach to the subject of a giant Cybertank being harassed by many flea-like smaller attackers. The OM rules reflect the board game OGRE origins very well, and are certainly easy, but not that sophisticated, either. I have used (older, metal) Ogre Miniatures with GZG’s Dirtside in the past and it works just fine. The important thing is to have the miniatures! That’s why I’ve purchased two sets with the recent SJG kickstarter– one with Blue Ogres and red small units and one colored in reverse.

The basic boxed set comes with 40 minis.. no, that’s not a typo or exaggeration.

The miniatures are plastic, the hard kind that uses Testor’s glue to assemble.  You’ll need an exacto to trim the smaller bits off the sprue and you’ll probably want to soak the finished models in soapy water to remove any trace mold release from the finished model before painting.  I think plastic is a good thing; the original, long out of print metal miniatures were not exactly cheap even in 1992.  With this kickstarter you get a ton of models, in just about the same scale, with just about the same amount of detail as the metal models.  It’s a win-win.

Large Red Ogre, a Mark III and a Mark V come in the box

For some reason Steve Jackson Games seems to think the color of the plastic is important. Thus it Kickstarted a basic red OGRE with blue small units set or the reverse, blue OGRE with red units. The red Ogre is shown above (unassembled). As I purchased two sets, I added the second set in reverse colors, e.g., blue ogre, red small boys.

Large BLUE Ogre, also a Mark III and a Mark V.

and here is the reverse….

GEVs, Heavy Tanks, Infantry, Missile Tanks, etc.  One in blue and one in red.

And here are the small boys, e.g., a sprue of GEV vehicles and a sprue of heavy tanks. (above)

Plastic Color really isn’t that important to me; my thought was I was going to field a force of Paneuropeans (which this set is) in yellow and one in red, much like the old Ogre Miniature rulebook depicted them. I know I did a BackerKit purchase of at least one more set (in green). I will probably paint them the Vatican colors.

Yes, OGRE miniatures set 2 did Kickstart recently and I took them up on their offer, but only one set (so far). I may expand this, as it is mostly Commune units and elements that got introduced in OGRE Shockwave. It’s a great time to get these kind of miniatures. I have always liked the OGRE visual design and it’s nice to have an option that isn’t too burdensome financially.

Yes, there is a Guidebook for Fall-IN! 2017

Main Screen (Guidebook on Web) Fall IN! 2017



To all the good folks attending Fall-IN! 2017, I have to apologize.  I haven’t been Johnny on the Spot with Fall-IN! 2017’s Guidebook app.  There’s a good reason, but you probably don’t care.  Oh what the heck, I’ll tell you.  About a year ago at the end of October, a ten ton tree dropped on Casa O’Hara. The damage was devastating.  My family has endured a long year of rebuilding, being temporarily homeless, and living in a tiny rental as the contractors did their thing.  We are (right now, this week) hitting the end of the tunnel at last.  The contractors are finalizing the work on my house and we are moving back in starting this weekend.  I don’t claim to be the smartest guy in the world, but I’m clever enough to figure out this isn’t the time to go to Fall IN!.  I like being married!  Anyway, all that work (and the recent departure of a beloved family pet just last week) has been a distraction from Guidebook building duty.  Mea Culpa. 


I have not left you all in the lurch.  I wouldn’t do that. I have taken the
data Dan Murawski and Jeff Kimmel sent me and updated and published the
guidebook app as of last night.

It doesn’t display the usual tender loving care I usually put into these
things; Missing are the room maps, Tournaments, Hobby University, and
Speakers (if there are any), social media stuff.  Included are: the events schedule
(with room locations and table numbers), The Vendor Hall map and
vendor listing.

That is about all I have time for, sorry. I don’t consider the omissions
crippling. Unless you are a rank newbie, you can navigate the Host
blindfolded by now. If you ARE a rank newbie, ASK someone. Wargamers are a
generous group and will help you find your table.

The table number will tell you where the room is: D-35 is “Distelfink table 35”.
Usually I spell that out but I don’t have the time.

I don’t have time for a lot of screenshots.  If you have downloaded Guidebook before, the instructions are the same as last HISTORICON.  The user interface is about identical.


The Fall IN! 2017 Guidebook Landing Page will provide you with the download links directly for FALL IN! 2017’s Guidebook, for both Android and IOS, plus instructions of how to implement GB on phones with web browsers. You should be able to download both kind of clients there.

Fall-IN! 2017 GUIDEBOOK on WEB will provide you with interaction with the app on a website (use this with your smartphone web browser if you don’t have a client installed)

More on Mad Maximillian 1934, an ongoing project

Part 2 of 2.  In which I greatly expand on the Mad Maximillian 1934 material…

BRUMM Bentley Le Mans 30 Touring Car, an Ebay Purchase modified with a twin Vickers MG and two drivers from Sloppy Jalopy.

Mad Maximillian 1934 (MadMax34) is a very small scale skirmish game set in a dystopic past– that’s right, the past, during the Depression.  The publisher, Mana Press, doesn’t flesh out the back story very much, as I indicated in the previous post.   Just take it as a given that some form of world wide calamity has occurred some time after WWI, roughly corresponding with our Depression.  The setting has a decidedly English focus, which I like (although the publisher and the miniatures manufacturer are resolutely Australian).  I just don’t associate English country roads with Dystopia, which lends a little charm to the idea.  The theme of the game is car combat– on a much lower end technologically than comparable games from the past– such as Car Wars or games of that ilk.  The Interwar years are a favorite period for me, and MadMax34 is definitely positioned “in there somewhere.”  The rulebook, from Mana Press, is about 56 pages, with photographs on many pages and blueprints for cars and a turning template in the back part of the book.  As far as I know, there isn’t a printed copy of the rulebook available at this time, but I could be wrong.  I got mine as a watermarked PDF from Wargame Vault.  I don’t regret the purchase.  I can read the rules on my tablet, which is maybe slightly less handy than paper but that’s fine by me in the long run.

One of the two Eureka kits I purchased for this game. I modeled this on the GREEN MACHINE example in the book. Two rocket pods on a sliding sheet metal rack, and fixed forward facing MGs.


In terms of game mechanics I don’t think MadMax34 is going to give anyone a serious headache.  They are dirt simple and “bucket of sixes” based.  I like that– not every game has to be about gun calibers and armor thicknesses and firing aspects.  The key mechanic is to roll a FATE roll and a FORTUNE roll.  The outcome determines if you pull off your slick maneuver, or flip your tin lizzy into a scrapheap.  Simply put, FATE = “bad things” FORTUNE = “good things”.

1936 Shelsley Walsh Hillclimb, Auto Union 5.3L C-Type. I fudged the year, as I liked the diecast model. Diecast conversions are a lot of fun– this one has two Lewis MG firing forward and either a couple of oil slick generators or paint sprayers (see red cans).

Taking an example right out of the rulebook, During the Movement Phase, Player A wants to make a tight turn.  Her vehicle is already damaged, which adds FATE dice (everything is 1D6 based, but Fate should be red and Fortune white for ease of play).  So she rolls a 3,4,5,6,2 & 6.  Like a lot of games using buckets of six siders, you count 5 and 6 results.  Player A counts 3 Fate here. 
Player A then responds with a Fortune roll of Vehicle Handling plus Driver Skill, which sorts out as: 3,6,4,1 & 6.  She scores two Fortunes.   THEN, subtract Fate from Fortune, and that’s the modifier of -1.  Yikes.  Go to Skidding test. 

“Old Number 3” Another fine diecast conversion, this from some Pacific Rim diecast manufacturer. Ford 32 basic black pickup, with Rocket tubes (2), Vickers mounted on hood, and some welded on extra armor here and there. I added a harpoon guy from Pulp Figures to give the vehicle a little verisimilitude.

Activation and Initiative, Turn Order, blah blah blah

In my  mind, there are only so many ways you can design a game that involves vehicles shooting at each other, in motion, even at lower speeds.  You have to take into account current acceleration, shooting, defending, maneuvering safely and at high risk, and what happens when you take damage or don’t make a turn.  That is the core of it.  I’ve played around at this myself– see: White Line Fever.  They are all equally valid, great ways of simulating these factors.  MadMax34 does a very good job of factoring in these elements in a straightforward fashion.  Initiative is easy.  The player moving at the highest Speed (at start of turn) Activates, or goes first.  If tied, the smaller vehicle goes first.  If tied, roll a danged dice, won’t you?  Activation leads to performing each of the three actions in any order the driver chooses: Move, Attack and Special.

A Brumm Bugatti type 30 (diecast, found on Ebay) with a Lewis MG up top and an improvised anti-tank rifle bolted on the left plays chicken with an oncoming Green Machine. I’m sanguine about this chances.

There are several nuances to movement and honestly I’m not going to go in depth with each one– a thumbnail would be: You can adjust speed up or down by one, with no problems.  You can STOMP on the brakes but these vehicles are ramshackle and you may need to check the car to see if it skids or not.  You can FANG IT (accelerate as fast as you can) but that also might cause the rather battered engine, which is likely running on corn squeezings these days, to explode or some other dramatic response.  Really, my favorite bit of these rules is the turning template, which is design elegance.

This is a PDF template in the rules, but you can order a laser cut version from THINGS IN THE BASEMENT (whose picture this is). I just ordered two of them. Click on the picture to visit their store.

Simply place the incoming (up facing) arrow aligned with the front of the vehicle, and twist the the adjustable (top) arrow in the direction you need to go. The farther you turn it, the more FATE DICE you have to throw to make the turn. I like this. It might be difficult to use in tight terrain but I’ll figure it out. There are special rules for special maneuvers like the bootlegger’s turn, and what happens when you skid or flip, but I won’t describe them in detail. Crashing is pretty bad in a MadMax34 vehicle, you basically roll to see how severe it is.. the consequences are rather tough on these (well used, poorly constructed) vehicles.

Click Me

The first model I bought from Eureka. This is a sport racing vehicle (generic “Flyer”) with a pintle mounted AAMG in the back. I love the figures– they are very dynamic. These kits are designed with a high degree of customization in mind; I went very basic with this one. Click on the picture to see the customization kit and other vehicle kits at Eureka.

Winning is a rather loose concept, and usually involves pounding the snot out of your opponents. There are scenario goals that determine victory conditions. There are about 4 scenarios in the rules (I think).

Vehicle Construction/Availability

MadMax34 comes with design-your-vehicle modules, just like the old CAR WARS game did. You have about four chassis sizes and each of them has a number of hard points assigned. The more hard points, the more creative you can be with what you strap on to the car to create mayhem with. Most of the vehicles I created had very few hard points– 5 or lower (five being average). I may have stretched the concept of “hard points” by including hand weapons, which I don’t agree would take up a mounting on your vehicle. I also add additional armor here and there and that technically is using a hard point as well– how many, I’m not sure. One of the reasons I hesitated jumping into this project was my perception that vehicles and drivers would be hard to find. That has NOT proven to be the case. A typical browse through Ebay will provide auctions for diecast vehicles that are perfectly within period. I have fielded a Bugatti Type 30, a Bentley Touring Car, a shabby 1932 Ford Pickup, and an odd “Shelby Walsh Hillclimber” that looks suspiciously futuristic but was historically built in 1936. Close enough.

Bentley Touring Car (1930), a diecast model, chasing a generic 3 Wheeler Cyclecar from 1st Corps (resin kit with metal bits). I’ll probably add more weapons to these or improvised armor, as both have hard points to spare. The Bentley is a BRUMM Diecast vehicle, easy to find on auction sites.

In addition, I highly recommend 1stCorps in the UK for period armor vehicles (if you want to build the largest vehicles in the game), they also have a section for pulp style vehicles (not many) with a lot of style. I picked up a generic 3 wheeler Cycle Car and put a dual Vickers on it, along with a gunner that is armed with a side arm. In addition, I picked up a WWI era dispatch motorcyle with a Maxim machine gun installed, and added some civilian touches.

WWI era BEF Dispatch motorcycle from 1stCorps.  I added a passenger figure Sloppy Jalopy, and painted the driver and gunner in a non specific “uniform”

Of course, you can also get miniatures from Eureka Australia or USA, under their small (but hopefully growing) Mad Maximillian line. The twist is you can always use the same kits to make more than one radically different vehicle. I’ve only touched the surface of customization, I want to build a flame thrower car next. The real difficulty is obtaining vehicle weapons (which I found from a number of sources) and especially drivers. The scaling between Eureka and 1stCorp isn’t a perfect match by a long shot, but when the drivers are sitting down, it’s hardly noticable. Stan Johansen (of Road Warrior 20mm fame, I’ve mentioned him on here before), also makes some 28mm driver and gunner figures– pretty rudimentary but it does the job nicely– and a paintjob hides a lot of things. He also has a ton of add on hand weapons like ATRs, shotguns and the like, so their figures are customizable, more so than Eureka or 1stCorps. In addition to THAT, Sloppy Jalopy has some very spirited and thematic looking drivers and passengers (the Tommy gunner on the back of the Motorcycle is one). You need to check those out!

Another look at 1st Corps three wheeler touring car, decked out for mayhem. I may add some more armor.

I don’t see terrain being a big obstacle. This game plays well on a 4 x 6 and even smaller space– I don’t recommend having more than 10 players due to the scale. Ground scale isn’t specified anywhere, but the models are large, and I forsee problems with table geometry. So maybe some craters, maybe some rubbled buildings.. a dirt road, some hills, dead trees, barbed wire.. I have all those already!

In conclusion

As I’ve alluded to, this has been a fun project to work on, especially the part about customizing and creating vehicles out of kits and diecast. I haven’t tested it yet but I plan to as soon as I move back in to my house. The vehicles were variably priced (the resin kits actually more expensive than the diecasts I found on Ebay, but more militant looking).  The rules are very straight forward and almost expendable, really.  You could play this with a game of your choice as long as you track the basic elements of road combat games– speed, shooting, protection, damage.. etc.  My only disappointment (and it is very minor) is that the period fluff is almost absent.  There is a long wheedling narrative at the front of the document but it isn’t a very conclusive or convincing depiction of the setting (can’t help kvetching, this is a favorite historical period of mine).  Other than that, I would recommend it highly.


Slideshow of all my conversions and kit vehicles built so far on flickr

Some Youtube “Project Videos”

From the rulebook, Mana Press. A collection of the Eureka Miniatures custom cars— except white lightning (second from bottom), which doesn’t seem to be a kit you can buy.


  • 1st Corps (WWI range and 20th Century Follies. Also some good individual standing figures)
  • Eureka Miniatures USA (and of course, Australia) The basic customizable car kits are produced by Nic Robson’s Eureka miniatures and Eureka USA for us Yanks. I highly recommend the custom parts kit you can purchase as an extra. You can also buy drivers and gunners (3 types) individually.
  • Company B is a company that sells period authentic vehicle mount machine guns– mostly twin mount Vickers and Lewis. I can’t recommend them highly enough.
  • Sloppy Jalopy sells a great line of 28mm drivers and passengers, right inside the period..
  • For individual pedestrian figures, try Pulp Figures. In scale and totally in period.
  • Copplestone’s gangster figures also work as pedestrians.
  • Hexxy Shop sells all kinds of interesting bits for vehicle conversion and customization, although their SF stuff is pretty futuristic.
  • Stan Johansen makes a Road Warrior line which is very futuristic but features drivers and gunners in 28mm that are dressed with minimal detail, so they work in the 1930s.

reblog: Four Howitzer Defense (Session Recap)

Apparently we CAN blog about the OGRE video game Playtest now. That’s cool. I’ve got some material on it and will be posting later this week. In the meantime here’s the classic Four Howitzer defense (this goes back to a very early Space Gamer magazine article, I believe) as envisioned using the new OGRE video game. I’m going to try it myself.

Source: OGRE FACTORY Blog, great blog about the OGRE/GEVverse.

Source: Four Howitzer Defense (Session Recap)

The Blind Goose-Killer of URK (by F. Key)

Say, I haven’t done something like this in a while. Here’s a reading of Frank Key’s THE BLIND GOOSE KILLER OF URK, a fun little travelogue with a fun ending. Sorry about the peaks and levels, it’s a little raspy in places.

This recording is posted here  or can be played directly below from Soundcloud


Mare Nostrvm for the PC

I rarely reblog, but A) I just signed up for the beta for this, and I’m somewhat excited at the prospect; and B) the folks at ROCK, PAPER, SHOTGUN have done a fine job describing this upcoming Matrix Games treatment of a favorite historical subject of mine, galley warfare in the Greek and Roman age. It’s by the people who brought you Qvdriga, the nifty little chariot racing game Matrix put out a few years ago. I agree with the authors; the subject is in safe hands indeed.

Click on the picture to check it out.

click to see article

If I actually get on the Beta team (unlikely, but maybe), I’ll post my own observations and reflections.

Simple Fog of War in Boom! Zap!

My plan was to debut the playtest game of Boom! Zap! (my pulp SF reworking of the old Rules with No Name engine) at camp this year, but there was such a clamor to run Frostgrave for another day and Big Danged Boats for another day that it kicked Friday’s game right off the schedule. Too bad, I had invested a ton of time and $$ purchasing and building hallway terrain from Gamecraft, and it looks fantastic (although I really need to work on a paint scheme for reuse). With that said it is very durable and I can use it for next year’s camp so it’s nothing wasted.

I love this stuff– it’s the Science Fiction Spaceship Corridor line from Game Craft, who makes a lot of laser cut wood gaming accessories. It’s durable, goes together with wood glue, and pretty much idiot proof. After you assemble it, it fits together nicely:

The idea behind this stuff is to use it for corridor and setting for a couple of games, one being BOOM! ZAP! (pulp SF) and the other SPY RUN (retro 50s, 60s and 70s spy game) both are 28mm skirmish level and both interact with the terrain (hallways) in a very specific way. One element I’ve been wanting to try is limited perspective based on terrain. Bear with me, this may sound complicated at first, but I think it will pay off in entertainment value.

I’m trying to prevent the God’s eye view benefit from playing factions interacting with each other in enclosed terrain (an outpost). YET! we are in a universe where things like recon probes, motion detectors and the like exist. So groups moving around should have some limited intel about other groups moving around. So prior to contact I create blip tokens similar to those used in the game SPACE HULK.

Each blip reads as a group of people or moving mass (like robots) in the complex or terrain. They enter the complex through three possible entrances (two airlocks, one underground shuttle). Initially, before they are revealed by moving into proximity with each other, all groups move as blips. As they move through the complex, they can, if they have the right equipment, send a probe droid ahead to recon for them for a certain amount of distance. The probe can (under an operator’s direction) move around corners and report back what it sees. It could be empty and likely will be:

empty hallway
Empty Hallway

Or maybe not!

In either case, the Referee takes a picture with his cell phone. He then displays it to the faction reconning the hallway.

Whoops, it is truly empty? What are THOSE?

Eventually as groups move closer together the blips resolve into groups and the hidden system isn’t needed. I just think this might be a fun addition to a skirmish game set in a world with a high tech level. background.

New OGRE Video Game Trailer for Steam Release

Oh yes, it will be mine.

Game Camp 2017 Day 5: A nautical finale

From: Thursday
Well, the day started with doling out some serious loot we got sent to us by Osprey Publishing.

Each kid got a oopy of either Frostgrave, Dragon Rampant or Horizon Wars. Osprey’s a pretty standup company, I really appreciate their assistance with prizes and the assistance of HMGS’ outreach program to help pay for expenses in putting on this camp. Truly, I was just expecting something simple, like a paper product of some sort, this was unexpectedly generous. The kids were suitably impressed. Keep in mind that most of these kids have never gamed with miniatures before, and today I heard one say “I know where I’m going.. Ebay!” “Why?” “to get some cheap Frostgrave miniatures“. My work here is done.

New Pulp SF rules

Schedule: well, Friday was scheduled to play out like this.. I was going to playtest BOOM! ZAP! (my first stab at Pulp SF rules) in the morning with five campers. One had to leave earlier in the week and I was going to run Viking Looters in the afternoon. I was a victim of my own success, as it were.  Everyone present wanted to continue playing BDB, and by that, I mean all day, right through lunch.  Big Danged Boats has become something of a standby in recent years; I’ve run it for six years easily (although not every year) and the campers like the spectacle.  The down side, of course, is you have a hard time adding new things to the lineup, which is important to me to keep things fresh.  Still, I do say on the first day, if you want to carry something over to the next day, just tell me and we’ll adjust the schedule.  Well, they told me loud and clear.  Believe me, “we love this creation of yours so much we want to cancel other things to play it” isn’t something that I’m complaining about!

For once, we saw the Stahlheimers depicted as something unique, not as standard humans.

The casualties on the Isle of the Dead were most impressive.

I’m happy to say that every session teaches you something.  I was blessed with some innovative campers who really took to the simple “bucket o’ sixes” philosophy of BDB, and had some suggestions to add in that I improvised on the spot.  For instance, the Bone Brigade (two galleys, one with a giant catapult, manned by mostly skeletons and a Wizard figure).  Why can’t that guy be a necromancer who can bring back casualties?  Well, why not then.  Also, could they have a plague cannon, like the undead faction in Uncharted Seas?  Well, sure, but it would be a “Plague Package” they put on the catapult, the necromancer has to be present to prepare it, and it fires an ensorcled skellie that is there to spread disease (slowly).  Not bad additions to the Undead factions– they fit.  I also improvised a fix to the damage repair rules and introduced new Ship Sheets, which are an improvement on the old ones.

Less complex and more streamlined than before.  Speed on the left, check of damage and roll for further bad things on the last box on the line.

So in this game concluding Epic, the Ratlings of Ingoldsby held back, not committing themselves to much, trying to get gold by treasure hunting and trading.  They did bribe the local militia to fight the Gnomes, but not much came of that.  The Gnomes of Batenburg played an aggressive game, Ramming Stahlheim’s Gauntlet Ironclad, deploying Gnome Marines, fighting shore parties, etc.  The Bone Brigade was also and took chances, using his fatigue chips, not holding back.  The Deadnought (the larger galley with catapult) got sunk late on Friday, stranding one of his landing parties on an island.  Oh well, plenty where they came from!

Our other big player was the Empire of Stahlheim, who ran the Gauntlet ironclad, a steam powered ship (which, btw, we changed– Steam isn’t as complicated now, and you break down a lot more). Stahlheim has probably the best ship on the board, in terms of defense, and it saved Stalheim’s hide many times. He lost most of his deck crew to crew fire.

It was a great camp this year– I definitely proved the value of War Rocket and Frostgrave games (Frostgrave being played for an extended day on Wednesday) and reaffirmed that Big Danged Boats continues to be a camp favorite.

I wish we had had more campers this year, this was the smallest I’ve run ever.. maybe I need to be involved in promoting it better? I have some ideas about that. I’ll talk to the good folks at St. Stephens when it comes time to plan for next year.

So until next year, thanks, parents, and thanks campers, for hanging out with us for a week in August. I’ll see you next year.

Click HERE for all pictures for Friday’s game.