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Author Topic: GASLIGHT Dogsled Race  (Read 1890 times)

Offline surdu

  • Librarian
  • Posts: 135
GASLIGHT Dogsled Race
« on: September 18, 2011, 10:35:45 AM »
We played a GASLIGHT dogsled race game yesterday, and we had a great time. See some pictures and a short account at bucksurdu.com/blog

In addition, take a look at the at the next article down, that describes our Wizard Battle game we're developing.

Buck

Offline marianas_gamer

  • Scatterbrained Genius
  • Posts: 3906
  • Our Man on Guam Watchman in the East
Re: GASLIGHT Dogsled Race
« Reply #1 on: September 18, 2011, 10:42:34 AM »
link doesn't work  :'(
Got to kick at the darkness till it bleeds daylight.

Offline Dr DeAth

  • Scatterbrained Genius
  • Posts: 2879
    • My Little Lead Men
Re: GASLIGHT Dogsled Race
« Reply #2 on: September 18, 2011, 11:03:46 AM »
http://www.bucksurdu.com/blog/  < that should fix it.

Great looking game and the random cards sound like they add a fun element :)
Photos of my recent efforts are at www.littleleadmen.com and https://beaverlickfalls.blogspot.com

Offline Argonor

  • Elder God
  • Posts: 11336
  • Attic Attack: Mead and Dice!
    • Argonor's Wargames
Re: GASLIGHT Dogsled Race
« Reply #3 on: September 21, 2011, 12:35:49 PM »
Shall be picking up the GASLIGHT Compendium at some point - have the old rulebooks, just never got around to doing VSF.

Looking forward to hear more about the Wizardry-rules?
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline surdu

  • Librarian
  • Posts: 135
Re: GASLIGHT Dogsled Race
« Reply #4 on: September 25, 2011, 12:15:56 PM »
Shall be picking up the GASLIGHT Compendium at some point - have the old rulebooks, just never got around to doing VSF.

Looking forward to hear more about the Wizardry-rules?
The Wizard Battle game is based on my Quick and the Dead PT Boat rules, which
was inspired by an unpublished set of rules by one of the guys in our club,
called Fire at Will.

What makes this unique is that there are NO TURNS and no chart cards. Each
player holds a certain number of action cards in his hand (usually seven). These can be
attacks, attack enhancements, or defensive cards. The attack cards show the
range of the spell, the damage it causes, and the chance to hit, depending on
the level of the casting wizard. A wizard attacks another by laying an attack card and
any attack enhancements (which affect either the chance to hit or the damage
caused). The defender then places any defensive cards. Then the attacker rolls
a die to determine if he hits. If the attack is successful, the defender
reduces his hit points by the amount of damage on the card.

When a player runs out of cards or doesn't have any cards left that he wants to
play, he discards some or none of what he has in his hand, makes a morale check,
draws back up to seven cards, and continues playing cards. No turns. Play as
fast as you can. The first few games, players tend to play cards at a frenetic
pace, but after a couple of games you settle into more of a fast pace. A six
player game takes about 20 minutes.

(This has really captured the feel of short, sharp engagements by PT boats in the Med and Channel.  It has proven to work even better for wizard battles.)

We're not sure if we'll try to sell this on cards, pdf, or sheets of cardboard
that you cut out yourself. We've really only been working on this since The
GASLIGHT Compendium was released. We usually take two years or more to develop a set of
rules. (Look, Sarge, No Charts: WWII took over six. A Union So Tested, based
on the WWII game, took over two. The Napoleonic version will probably have
taken 3 by the time we release it.  Building the Compendium took us four.) Since we don't have to worry about historical accuracy, and because this is based on a system that has already been
tested, this should be ready more quickly. 

There is a point in the not-too-distant future at which we may be looking for testers.  I've had mixed luck getting testers to actually test, but I'm feeling optimistic.  :)

 

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