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Miniatures Adventure => The Conflicts that came in from the Cold => Topic started by: Captain Gamma on 13 May 2014, 05:37:46 PM

Title: New Geezers Royale Rules from Killer B Games
Post by: Captain Gamma on 13 May 2014, 05:37:46 PM
Hi everyone,
We have now released our new set of rules for retro Spy Action: Geezers Royale. Although written in the same Tongue in cheek way as Geezers! "Shut it!" and set in the same era, it is a self contained set of rules in it's own right and so you don't need to own any of the other rules sets to play.

It contains rules for Secret Bases, Underwater Action, Espionage Counters, Traps, Speed Boats, Helicopters, Gadgets, Seduction and Disguise. I hope you will enjoy it as much as you tell me you enjoy Geezers.

It is 84 pages and costs £15. There will also be some 1970s Spy miniatures later this year too.

     http://www.killerbgames.com/product_info.php?products_id=135&osCsid=fc66b887ef2c0de2d3a17df896fda673

All the best
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Commander Roj on 14 May 2014, 08:21:19 PM
I'll be picking it up in due course, but trying to assemble 15mm forces. I find painting 28mm vastly time consuming. I am not a fast painter!
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Captain Gamma on 14 May 2014, 10:54:32 PM
I understand totally Commander. You come back whenever you're ready. I'll put the kettle on and switch off the laser defence grid. :)
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Commander Roj on 15 May 2014, 12:29:08 PM
I understand totally Commander. You come back whenever you're ready. I'll put the kettle on and switch off the laser defence grid. :)

Dont worry, I will be bypassing that laser defence grid soon enough, and when you least expect it!
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Hombre on 15 May 2014, 09:34:31 PM
Cool, good news because i really like this game ;D
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: fastolfrus on 15 May 2014, 10:14:33 PM
Looking forward to the figures
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: fastolfrus on 16 September 2014, 12:02:49 AM
Is the website down?
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Brummie Thug on 16 September 2014, 07:25:58 AM
Is the website down?

You clicked the self destruct button when you visited..  lol
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: CPBelt on 16 September 2014, 06:24:22 PM
The website has a problem that needs to be fixed. The server is not found. Google seems to have ignored the website as well due to the error. Seems to have been going on for a while now.
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Captain Gamma on 22 October 2014, 10:59:42 PM
The website is now fixed! I was close to giving up on websites altogether. Apologies to the inconvenience caused. I'm going to be getting a restock ordered soon and my new stuff is at the sculptors as we speak. So all is well.     
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: monkeylite on 23 October 2014, 07:13:05 PM
Could you give me a brief overview of the rules, please? (and for Shut it, too, if they're significantly different).
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: Captain Gamma on 24 October 2014, 01:42:26 PM
Hi Monkeylite,
Here are some links to some After Action Reports to give you a feel of the Geezers "Shut it!" rules:

http://www.wampforum.com/VB4/showthread.php?t=339

http://fezfamiliar.blogspot.co.uk/2011/07/aar-for-geezers-shut-it-with-colour.html

Basically it's a UGOIGO system. Each figure has a set of character traits such as 'Bottle'(Morale) 'Rough Stuff' (Melee) etc. There are two types of 'hero' figure. The good guys have Top Geezers and the bad guys have Mad Harrys. These characters have slightly better statistics and each has a special rule: Top Geezers get one automatically successful hit with no dice roll required. This can be used at any time during the game and is intended to allow a Top Geezer to save the day. A Mad Harry gets one automatically successful melee attack. Allowing them to perhaps knock out an opponent and escape.

There is a pre game exercise: 'The Word on the Street' where you calculate the effect of informants etc on the forthcoming scenario. Good Police intelligence can result in figures being removed from the Blagger's gang as they bottle it and decide not to show up. On the flip side of this, there is the Police corruption element to this phase where Police officers are paid to go sick and as such are removed from the Police players squad.

There are also evidence counters which are scattered around the tabletop and have to be collected. Some of these are blue Evidence chits and some are Red Herring chits. The blue chits are worth points and the red chits are worthless.

Morale is a bit different in these rules. Blaggers roll for morale quite a lot to see if they surrender. Firearms play a smaller part in the rules as it's 70's Britain. Melee combat plays a greater part as cops and blaggers engage in punch ups.

There are car chase rules for flinging your 1/43 corgi cars around the table.

There is a post scenario phase which utilises the evidence chits for the Police Interview stage and any arrested figure's subsequent court appearance.

There are three scenarios included.

That's Geezers "Shut it" in a nutshell. I'll write up the Geezers Royale rules when I get back from work.     
Title: Re: New Geezers Royale Rules from Killer B Games
Post by: monkeylite on 24 October 2014, 10:20:13 PM
Ok, I'm sold.

Sounds great.