Yes me!
Here's a quick review of the Tooth and Claw rules, bearing in mind I
haven't actually played any games with them yet.
The rules are in glossy colour format throughout although the rulebook
is quite slim, more like a magazine supplement in fact. There are 31
pages of text and a large double spread centre section featuring a
game in progress. The last couple of pages are adverts for WI, Dee Zee
and Copplestone which seems a waste of space.
The contents page on the inside front cover is a welcome addition if
you're familiar with Chris Peers rules! There are 10 chapters covering
introduction to the game, setting up, crreating characters, sequence
of play, positioning of animals, human movement, spotting and
shooting, animal attacks, animal statistics and scenrios plus a page
of alternative settings at the back.
The rules are written in the usual extended prose 'narrative' style
favoured by the author which can make finding specific rule references
a bit hit and miss. However, they do read well and are clearly
explained, with some nice photos and contemporary drawings to add colour.
The mechanics are very similar (if not virtually identical) to Saurian
Safari although there are a few nice touches such as personal traits
for characters e.g. nerves of steel, rules for gunbearers, stalk
movement, snap shooting and so on. The game sequence follows the
familiar rolls for animals to appear, rolls to determine priority of
movement, rolls for spotting and shooting plus effects of hits and
animal reactions. These are largely the same as Saurian Safari
including misfires, reloading etc.
The animals are well covered and include a wide(ish) range of Ice Age
/ Prehistoric beasties. If you have a look at the DZ miniatures range
you won't be surprised to find them all featues in the rules, together
with a few additions such as Terror Birds, giant gorilla type things
etc. There's plenty of variety and the reaction tables give a nice
randomising effect when it comes to their behaviour.
As expected there are a few things missing, most notably a QRF
(although I suspect someone will produce one sooner or later).
One thing I noticed was that there are also no rules for terrain affecting movement e.g. snow, swamp, etc or for vehicles of any kind, unlike Saurian Safari.
Overall, a set of rules with some good familiar features which should
help speed play but perhaps a little too glossy at the expense of
innovation.
Worth getting if you haven't tried to play Saurian Safari or as a
change from your usual hunting party v. dinosaurs scenarios.
Jim