Showing posts with label THW. Show all posts
Showing posts with label THW. Show all posts

Monday, 23 May 2016

Black Scorpion Old West Terrors 01

This is a filler post whilst I work on my 7TV2e batrep, which should be ready for this Friday. For today, I am returning to the Wild West or more specifically, the Weird West. These four 30mm scale resin cast figures from Black Scorpion can be found in their Tombstone range as Old West Terrors.
At the far left is a mutated Mexican bandito, who would fit in perfectly in a game of Shadows of Brimstone. The mines surrounding the town of Brimstone are filled with shiny black rocks known as Dark Stone. Dark Stone has strange mystical qualities that can cause mutations to those who handle it too much. This unfortunate character has been very badly affected and his mutations are clearly visible. He has tentacles coming out of his mouth and belly and a long tentacle replacing his right arm. I think he is a tremendous figure and to date is my only Weird West Mutant. I know that Flying Frog Productions are working on making their own range of Mutants for Shadows of Brimstone, and I'll be after them as soon as they go on sale. The rules in Shadows of Brimstone list 36 possible mutations a character may acquire and it is possible to have more than mutation.
Next up is someone I'd describe as a Revenant - an undead gunfighter who seeks vengeance for his death.  He could be used as a zombie, perhaps even a smart zombie who can use a gun, but I see him as something far more deadly than that - part ghost, part avenging Angel of Death. There are no stats for Revenants in either Shadows of Brimstone or THW's High Moon but I'm sure I could come up with something appropriate. The swirling mist effect on him is beautifully done. Note the faces in the mist. He is my favourite figure out of this group.
The next two figures in line are both zombies. Not many companies make Wild West zombies and of those who do, even fewer make female zombies. So for Black Scorpion to produce a female zombie is great news for me, more so because she is so well sculpted. The male zombie is not a bad figure, it is just that I think he's the weakest out of this group as the others are all exceptional whilst he's only very good. Stats for male and female zombies can be found in both High Moon and Shadows of Brimstone.
These four figures are superbly well sculpted. I know that some of you have reservations about resin cast figures but I can not fault these at all. The level of detail on them is stunning and they paint up really well. Note that I cut their slottatabs off them and glued them to 25mm diameter wooden MDF bases. The Old West Terrors set costs £8.00 from the Black Scorpion webstore. I recommend them very highly.

Saturday, 19 March 2016

THW - Six Gun Sound Rulebook

The front cover of the new version.
Six Gun Sound (SGS) by Two Hour Wargames has only just recently been updated and re-released. These are my "go to" rules for Wild West skirmish gaming and I rate them very highly. SGS version 2.0 has a lot to live up to as I always thought version 1.0 (aka Blaze of Glory) was one of the best, if not the best, supplements ever produced by THW.
The first thing I noticed about the new version was that it was a lot slimmer - a page count of 60 compared to 108 for Blaze of Glory. That's almost half as many pages. Hmm, not a promising start. However, it is the content that really matters and that's what I'll concentrate on. The new rules share a lot in common with both the old rules and the recently released supplement, High Moon (minus the Weird West stuff, of course).
Characters can be one of three Classes - Cowboy, Gunman or Townsfolk. Each Class comes with its own Attribute. This is a new rule now and one that I approve of. For Cowboy it is Brawler. (Counts a +1d6 bonus when rolling on the Melee Table). For Gunman it  is Marksman. (Can roll twice when rolling on the Ranged Combat Table, counting the best result, but only when firing one shot). For Townsfolk it is Slow to React. (Counts a -1d6 penalty when taking the In Sight and Draw! Tests).
Each Class is furthered defined by one of seven professions. You get to choose from the lists. Cowboys can be a Buffalo Hunter, a Cowboy (obviously!), a Deputy, a Gambler, a Homesteader, a Mountain Man or a Prospector. Gunmen can be a Bounty Hunter, a Gunslinger, a Marshal, an Outlaw, a Ranger, a Sheriff or a Warrior. Townsfolk can be a Citizen, a Greenhorn, a Merchant, a Preacher, a Saloon Staff, a Trades Person or a Villager. I noticed there wasn't a profession for the 7th Cavalry but you can easily class them as Rangers, who function very similarly.
Stars are allowed to have three Attributes - their Class Attribute and two others (choose one and roll for the other) and Grunts may have their Class Attribute and one more Attribute (randomly chosen). Reputation (Rep) defines a character by means of experience, morale and motivation and is rated from 3 to 6+, with 3 being the lowest permitted. Characters can advance beyond Rep:6 but they are extremely rare. Rep is the stat that is used the most often. It is recommended that Stars start at Rep:5.
The actual game rules in SGS are pretty much the same as in other current THW supplements, meaning they are simple and quick to play once you understand how the reaction system works. THW games are not normal IGOUGO games. Reactions play a major part in deciding who does what and when. The Quick Reference Tables have been drastically cut down and kept to a minimum. It was very noticeable to me that the new rules have been greatly simplified from the original game. One thing that Blaze of Glory did differently to any other THW product was provide very detailed rules for combat. Ranged Combat featured Hit Location Charts for shooting various parts of the body. Cover also played a more important role in deciding what body parts could be hit. There were even Hit Location Charts for horses. In short, the original rules were highly detailed and I loved that extra detail. I can understand why version 2.0 has dropped them, to speed up game play, but they were a big reason why I loved the original rules so much. I will probably still use the original Hit Location rules in future games of Six Gun Sound.
Gone too are the Skills like Sand (coolness under fire), Toughness (both physical and mental), Riding (aka horsemanship) and Driving (specifically wagons). Now Rep (Reputation) covers them all, which is kind of boring but much quicker. Once again, I'd prefer to keep the old Skills.
Moving on, the latter half of the book covers individual scenarios, called Encounters, and campaign rules. There are five Encounters listed - Carousing, Confrontation, Raid/Rescue, Riding the Trail and Robbery. Carousing can not occur out of town and Riding the Trail cannot occur in town. An optional Encounter that can only be played if the circumstances dictate it is the Jail Break. A campaign can take place anywhere in North America in the 19th Century and need not be tied to just one location, although that is also an option. Once again, I look back at the campaign rules in Blaze of Glory and they were far more detailed. They were split into six types based on profession - Cowboy, Gunfighter, Marshal, Outlaw, Ranger and Sheriff with the Cowboy campaign being by far the most detailed and hardest. To be fair, THW seem to have realised this and the first new supplement for the updated version of Six Gun Sound will be Range War, due out later this year. Hopefully, this will cover much of the missing Cowboy Campaign rules from Blaze of Glory. They really were very good!
One rule which has been discarded from the original rules was how to place enemy figures on the board. Incredibly, this used a deck of playing cards to determine who went where. I'm glad it has been dropped.
A true blast from the past!
By now, you're probably under the impression that I much prefer the version 1.0 rules to version 2.0 rules and in many ways you'd be right. I miss the extra detail from the old rules. Blaze of Glory reminded my very much of GURPS Old West, the first set of Wild West rules that I used with my 28mm scale figures. It also reminded me of The Old West Skirmish Wargames rules (printed in 1975. See right for the cover) which were the first Wild West rules I ever played. That was way back in the days during the 1980's when I gamed with 54mm scale figures and scenery. Both rulebooks used Hit Location Tables, which for me, is what makes Wild West skirmish games so unique. I grew up with them, and when they're not included I miss them.
However, I am not going to criticise the new version of SGS for being too simple. As I said, I fully understand why Ed has made the changes in the new book. Many gamers want simpler rules and faster game play. There's nothing wrong with that and in that respect the new version deserves the highest praise. Just because I like extra detail in my games does not make the book inherently at fault. It has a specific audience and it surely caters to them extremely well. I'm only too pleased that I own both versions so that I can cherry pick the best parts from both books to suit my own style of play.
Six Gun Sound  can be ordered from the THW webstore for $20 for a PDF version or for $22 for a printed version. Order the print version and you get the PDF version for free. In addition, you can download a set of Wild West building floor plans for free from the same webstore. They measure 11" by 17" and feature over 10 different buildings. I prefer 3D model buildings but free is free so I downloaded them anyway.

I have big plans ahead of me for Wild West and Weird West gaming. It'll take time. These things always do. But I have made a start and I'm committed to making it happen. I have the rules I need - Six Gun Sound, High Moon and Shadows of Brimstone. I need to build up my collection of figures although I have enough already to make a good start. But most of all I need 3D scenery. Lots of it! At present I only have one 28mm scale Wild West building - a Stoelzel's Structure barn that I reviewed on my blog here
My future options are -
  1. Make lots of card and/or foam-board models. Carl Stoelzel's Final Frontier set is the perfect place to start. I already own it and lots of other Wild West card models on my computer but they need printing out and making.
  2. Buy pre-painted MDF models and make them. 4Ground are the number one company for pre-painted buildings and scenery but they are very expensive. Some of their bigger buildings cost over £100!
  3. Buy unpainted MDF models, make them and paint them myself. Both Sarissa and TTCombat have a good range of Wild West buildings and scenery at reasonable prices.
  4. Go for a combination of the above - mix and match.
Option 1 is by far the cheapest but also the most time consuming. Option 2 is the most expensive, although, to be fair, the 4Ground models are absolutely superb. If money was no object, I'd certainly choose this option. Option 3 will be cheaper than Option 2 but less time consuming than Option 1. However, Option 4 is the one I'll most likely settle on. By mixing card buildings with pre-painted and painted by me MDF buildings I'll be able to come up with something uniquely mine. We'll see how it goes. Watch this space!

Please note that my Weird West and Wild West posts now have their own Page links which you can access from the top of my blog.

Wednesday, 16 December 2015

All Things Zombie: Reloaded Board-game

Tonya the Rep:5 Star in the thick of the action. Go girl!
This is a game I have been waiting for for a long time - All Things Zombie: Reloaded (or as I shall call it, ATZ:Reloaded). Let's make one thing clear from the start - this is NOT a replacement for ATZ - Final Fade Out. If you want to game with miniatures and 3D scenery then stick with ATZ-FFO*. ATZ:Reloaded is a stand alone board-game played with card counters on a hex map. The game was written and designed by Ed Teixeira as an improved version of the old ATZ board-game, which is now out of print. Gone are the character specific scenarios to be replaced by generic encounters. The rules are more in keeping with those found in ATZ-FFO. Indeed, ATZ:Reloaded would work as a perfect primer for those wanting to get into ATZ-FFO, as it is much more streamlined and less detailed. Also, if you are limited for space, or lack sufficient figures and/or 3D scenery, then this is a worthy substitute.


Inside you'll find:
  • A full set of colour counters including Survivors, Gangers, and Militia characters, as well as a wide range of weapons and loot that you can find during your games.
  • A set of Event Cards that provide all the info you need at a glance, from friends, enemies, zombies, loot and more.
  • Newly designed Player Aid Cards to help you keep track of your characters and their “stuff”.
  • An easy to use campaign system that ties all your games together where the results of one affects the results of the next.
  • Six 11” x 17” maps that can be laid out in over 50 different ways, making each game unique.
  • Specific objectives that provide ways for your characters to increase in skill and ability when they succeed.
  • All this and more.
ATZ:Reloaded can be played solitaire, cooperatively with everyone on the same side, or competitively with everyone against one another. It can also be played as a “one off game” or part of an ongoing campaign.
Components consist of:
  • 25 Event Cards
  • 6 - 11" x 17" Maps (2 Rural, 2 Suburban and 2 Urban)
  • 20 Character Cards (11 named and 9 generic)
  • 88 Counters
  • 3 Rules Reference Sheets (printed double-sided)
I have played this game quite a lot these past couple of weeks and I have mixed views on it. Let's start with the good points. First impressions were highly favourable. Production values are high. The rulebook is in full colour with lots of examples of how the rules work. The Event Cards, Character Cards and Maps are well designed. The Counters are printed on thick card and are very durable. It might be that I am extremely familiar with the ATZ rules but I found the rulebook very easy to understand. Game play is more akin to the tabletop skirmish version than the older board-game version. I'm a huge fan of the whole All Things Zombie franchise and followed the progress of this board-game throughout its production with keen interest. Overall, the game is fine but it is not without its faults.

Most of the bad points about the game are relatively minor. What always annoys me about any book is sloppy proofreading. This rulebook has not been properly proofread. For starters, the right hand column of text on page 6 is repeated on the left hand column of page 7. On page 11 under the heading TURN SEQUENCE it says "if the die scores are the same (doubles) neither side will activate." However, in the glossary under DOUBLES it says "when 2d6 are rolled for Activation and the results are the same both sides activate." I believe the text on  page 11 to be correct. This is how it works in ATZ-FFO.
The Damage Table for Ranged Fire on one of the Reference Sheets is badly worded. It says to roll 1d6 vs Rep and apply the result. Usually when it says this you roll against the Rep of the person making the roll, which in this case should be the Shooter. But this wrong. What it should specify is that you roll against the Rep of the Target! And that makes a HUGE difference! It is explained in one of the combat examples in the Zombie rules section but you could easily miss that. I know I did first time I played the game. This rule really should have been made much clearer, because as written, it is just confusing.
I have a few very minor quibbles regarding the Counters. Quite simply, I'd like to have seen more. You get counters for 3 generic Gangers, 3 generic Militia and 3 generic Survivors. These should have been doubled at the very least. Three of each is just not enough. Your choice of ranged weapons is fine and ditto for equipment. However, your choice of melee weapons is pitiful - a baseball bat or a frying pan. Really?! Is that all? Where are the axes, knives, machetes, swords and most iconic of all, the chainsaw?

I really want to recommend this game to you because Ed is a great bloke and this is a good game he's designed. But, and this important, it could have been a great game if a bit more care had been taken. It felt like it had been rushed into production, which I know was not the case. I did enjoy the games I played of it but it isn't a game I'll be rushing back to. Sadly, there is one more negative comment I have to make.

ATZ:Reloaded costs $59.99 from the Lock n Load webstore. What they fail to mention is that there is a $35.00 international delivery charge on top of that. As if that wasn't bad enough, I had an extra £15.00 customs charge to pay for it. As you can imagine I was well pissed off! Good value for money? No way! If you can find a UK supplier I strongly advise you to buy from them.

ATZ-FFO* Please note that Ed is working on a new version of the ATZ tabletop skirmish rules called All Things Zombie: Fade To Black. This rulebook will also be published by Lock n Load and they will replace ATZ-FFO. RRP is $29.99 but you can pre-order it for $24.99 from the Lock n Load website. Having been stung once I won't be ordering from Lock n Load again. One major change is that the book will be printed in full colour throughout. A big thumbs up for that! I have no idea when this book will be released but I'll let you know as soon as I'm able. I'd expect it to hit the shelves sometime in 2016.

Sunday, 13 December 2015

THW - High Moon Rulebook

It seems like a very long time since I last reviewed anything by Two Hour Wargames (THW). That's simply because I haven't bought anything new from them... until recently. One supplement in particular, High Moon: Dead Reckoning had me very excited for a number of reasons. First up, it was both a supplement to the excellent Six Gun Sound Wild West rulebook as well as a stand alone rulebook in itself. Secondly, it introduces Weird West elements to the genre with rules for Vampires, Werewolves, Witches, Warlocks and Zombies, either as heroes or villains. Cool!

Wild West gaming in 28mm scale is something I'd love to get into if only I could find the time. I already own a large collection of 28mm scale Wild West figures (most need re-basing and repainting, however) and a load of card model buildings I could use (sadly, all unmade). I had already decided that if I ever succumbed to the urge to take up Wild West gaming seriously then Six Gun Sound would be my "go to" rules. They really are superb and far more detailed than most THW rulebooks. Taking on this challenge, assuming I decide to, will require a large investment in time but fortunately, not in money. Although, having said that, I'm sure I could find plenty of new figures I'd want to buy. That's always the way, isn't it?

High Moon adds a whole new dimension to the Wild West genre and that is, of course, the supernatural. You could use High Moon without referencing the supernatural elements. It is basically a streamlined and simpler version of Six Gun Sound. But that surely misses the point. What makes High Moon stand out are its detailed rules for the creatures of the night. Let's take a closer look at them.

Vampires are fast and very hard to kill. This manifests itself in a number of ways. When rolling for Activation, a Vampire may roll twice if desired and choose the highest result. This Attribute is called Precognition. A Special Ability called Blinding Speed works whenever a Vampire is fired upon by a ranged weapon. The Vampire rolls 1d6 vs. its Rep.  If it passes 1d6, the hit becomes a miss. If it passes 0d6 or rolls a 6, the hit remains. Another Attribute they have is Dread, meaning all Vampires cause Terror, which can affect opponents in a variety of negative ways. As with traditional Vampires they have one special disability - an aversion to sunlight. Prolonged exposure to sunlight will kill them. All damage from normal weapons is reduced in severity against Vampires. Silver bullets or silver tipped weapons may cause normal damage but not always!
If you feel up to a challenge, you can play a Vampire Hunter, a special breed of human, trained to hunt and kill Vampires. They are more attuned to vampire lore than normal humans.

Werewolves (or Were-creatures as you can also encounter Werebears or Werecoyotes) are more pack-oriented creatures than most supernatural beings. A Werewolf's Special Attributes are Causes Terror (as Vampires do) and Leap, which allows the Werewolf to leap onto the roof of a single storey building or move 8" across the ground. They have a Special Attribute called Fast Mover, which allows them to take the Fast Move test with 3d6 instead of 2d6 and counting all results. A Were-creature can transform from human to animal or back again in one complete Turn. As with Vampires, silver bullets or silver-tipped weapons may harm a Werewolf. If hit by a normal bullet when in human form, the Werewolf will transform on the next turn it is active.

Witches (male Witches are called Warlocks) are very rare, secretive and tend to be loners but they are powerful spell casters. A Witch has two Special Attributes. First is Blink which is used if the Witch wins a Draw! or In Sight test. The Witch rolls 1d6 vs her Rep. If successful, the Witch disappears and reappears 6 + 1d6" behind the opponent. Secondly, all Witches possess Casting, the ability to use Magic Spells. Spells take the form of Damage (offensive), Dazzle (distraction) or Defend (protection). The specifics are left up to you to decide. Some Witches may know Speciality Magic which takes two forms - Potions and Challenge Spells (these are spells not covered by the three main categories). Note that if a Witch is carrying any weapon except for a knife, she can not cast spells.

Zombies come in two types - normal mindless flesh-eating Zombies or Smart Zombies, who retain some intelligence and can still use guns. A Zombie's only Attribute is Sanity Check, taken by anyone who sees a Zombie Feast for the first time. Unlike in other settings, Zombies in the Wild West have three interesting quirks. First is called Fear of God. If within 6" and Line of Sight of a Preacher, Zombies stop and take the Charge Into Melee test. If the Preacher wins and remains stationary, the zombie will not approach him. Second is called It's a Lady! Female humans and Witches can have a distracting effect on male Zombies. If within 6" and Line of Sight of a female for the first time, a Zombie will stop in place and forfeit a Turn of Activation. On its next Turn the Zombie sees the female as a meal instead of a Lady. Finally, is Cat Fight! Female Zombies have an uncontrollable dislike of female humans and Witches. If within 6" and Line of Sight to a female, the female Zombie will immediately Charge Into Melee. Male Zombies within 6" and Line of Sight will stop and not move until the fight has been resolved.

Having read this supplement I am very keen to try it out. I like the detailed rules of Six Gun Sound, but I know some folk will be looking for something simpler and quicker to play. High Moon would seem to be the solution. Most of the basic rules have been tweaked to simplify game-play. One major change is that there are now only two Reaction tables to learn - Being Shot At and Man Down, which will please a lot of people. Anyone familiar with any of the THW rulebooks should have no problem in using High Moon.

You can purchase High Moon from the THW webstore - http://www.twohourwargames.com/himodere.html at $17.00 for a PDF version or $20.00 for a printed version. I highly recommend this product to anyone interested in looking for a Weird West setting and I award this book a 9 out of 10 rating. Yes, it is that good. Although I haven't reviewed Six Gun Sound yet, if I had it would score a perfect 10 out of 10.

Sunday, 27 October 2013

THW Trixie and Carolee

Earlier this year I bought two 28mm scale survivors from the Two Hour Wargaming webstore - Trixie and Carolee. Previously, Carolee was available as a 40mm scale figure and a 15mm scale figure, neither of which were any good to me, as I only collect 28mm scale figures.
Trixie is the young woman with the green jacket and the massive pistol. Now that's what you call a Big Ass Pistol! She is also armed with a hand grenade. Trixie has purple hair styled in a Mickey Mouse shape. She is more of a sci-fi figure than a contemporary figure, making her useful in the likes of THW's 5150: New Beginnings or the new Judge Dredd Miniatures game. However, she could still be used as a survivor in a game like ATZ-FFO. She is very slim and is nicely sculpted with the look of an Anime heroine about her.
Carolee is THW's iconic pin-up girl for ATZ and a fan favourite. She is armed with a Big Ass Pistol (although it looks more like a Mini Uzi Machine Pistol to me) and a katana.
To the left of here is the Carolee stat card from the Risks and Rewards deck. She can be recruited by the player's group and she would make an excellent addition. I can see from her card that I am going to have to add a scopesight to her BAP. She's a real beauty, isn't she?
I checked on the THW website to see if these two figures were still available but sadly, I see no sign of them. They have been withdrawn from sale, which is a real shame. However I did ask Ed if he could add Carolee to his current Kickstarter range of 28mm scale contemporary horror figures. He seemed very favourable to the idea and you can read his response here - http://www.kickstarter.com/projects/1377449800/all-things-horror-28mm-metal-miniatures/comments
Hopefully Carolee and Trixie will become available for sale once again. They are too good to be consigned to the scrapheap.

Wednesday, 25 July 2012

After The Horsemen Rulebook

After The Horsemen is the brand new rulebook by Two Hour Wargames. The timeline is a post-apocalyptic future that has seen the world transformed into a desolate wasteland and the breakdown of society as most of mankind was wiped out in the apocalypse. What caused the apocalypse? Who knows? Who cares? All that matters now is survival.
Before I go on to tell you more about the game let me tell you what it is not, or rather, what are not included in this book. There are no zombies, vampires, werewolves, supernatural creatures, aliens or mutants. Well, that's a big omission, you might say, and at first, I thought the same. However, Ed Teixeira, the author of the book has said that there will be supplements for the aforementioned and they will be FREE to download from the THW webstore. Although not for zombies. They have their own rulebook and supplements.
Another big omission for me was the absence of any vehicle rules, other than a gaming device to get you from A to B. Again, Ed has this covered. He recommends using the vehicle rules from 5150: New Beginnings or download the new Vehicle Rules, for free, when they are published. Neither is a satisfactory answer if you want vehicle rules now, unless you already own 5150: New Beginnings. When I think of Post Apocalypse settings, I immediately think of the Mad Max series of films. Now try and imagine them without any vehicles in! It doesn't work, does it? I hope the new vehicle rules are worth the wait.
So let's get down to the rules themselves. You can play one of three types of character - a Lone Wolf, a Pack Wolf or a Sheep. Lone Wolves are solitary heroes, who may have a partner, but only one. Pack Wolves believe in strength in numbers. Sheep make up the majority of the populace. Mostly they are followers. There are a lot of Attributes that your characters can choose from or dice for. There are ten tables' worth of Attributes, so plenty of choice. The skills of Fitness, People and Savvy have been added. These first appeared in 5150: New Beginnings, although I note the Science skill has been dropped.
Combat is basically the same as before, although with a few minor changes. If you're already familiar with THW's general Ranged Combat and Melee Combat rules you'll easily cope with this aspect of the game.  One thing I'd like to point out is in Ranged combat if your character runs out of ammo, reloading is no longer automatic. You now have to roll against your Rep to see if you can reload and to see if you have any spare ammo clips left. For this type of setting it makes a lot of sense.
There are a lot less Reaction Tests to roll for in ATH than say, ATZ. In Sight Tests have changed a lot and are a more prominent aspect of the game. The other Reaction Tests are Received Fire, Man Down, Cohesion Test, Recover From Knock Down and Recover From Duck Back. The Leadership bonus will help with the first three and Recover From Duck Back but not Recover From Knock Down or the In Sight Test.
PEFs (Possible Enemy Forces) play a prominent part in the game. For the most part I like PEFs. They bring an element of uncertainty to a game, so you never know who or what you'll meet or how many, if any at all. However, with this rulebook there is one element that I have a big problem with and that is with the PEF Resolution Table. You roll against the Encounter Rating (usually 1-3 but could go up to 4 if indoors). My concern is if you pass 2d6 you run into a Settlement of some sort. This makes no sense if you're already in a Settlement. If you are outdoors, does the terrain suddenly transform into a new Settlement? How can something as large as a Settlement suddenly appear on the board? A Settlement can be anything from 1 to 18 buildings. By its very nature it is a static encounter. A Settlement is not mobile. It can't move around the board like people or animals. This one result on this one Table is my biggest gripe about the rules. My solution, for what it's worth would be to make the result of pass 1d6 (meet survivors) the result for pass 2d6. For pass 1d6 I'd now make that meet animals. Pass 0d6, by the way, is no encounter.
Towards the back of the book are eight scenarios or encounters as they are called. Four are voluntary encounters (Chillin', Hunt, Raid: Attack and Wandering) and four are involuntary encounters (Burglarised, Bushwhack, Raid: Defend and Robbery). Your characters will have one voluntary encounter per month, or if they stay at home, one involuntary encounter for that month.
So, onto my verdict. I'll be honest, this is not the book I was expecting. I was surprised to find it strictly human centric. My first thought as I read what it was going to be was, where's all the supernatural stuff? However, I accept Ed's argument that not everyone wants that in a PA setting. Plus, I was mollified to hear that there will be supplements for this system, all of which will be free. You can't say fairer than that. At it's heart, this is a simple smale-scale skirmish game set in the near future. Those already familiar with THW's rules will have no problem playing this game. For those of you coming into this game afresh, the rules are well set out and easy to learn with lots of examples of play to make life easier for you. This is a much easier game to learn than say, All Things Zombie or 5150: New Beginnings.
Will I be playing this game? At the moment, the answer is no. That will most probably change when the supplements for vehicles, vampires and werewolves come out. Until then, this rulebook is going to sit on my bookshelf.
After The Horsemen costs $20.00 for the PDF format from THW, or $25.00 for the book format. I ordered the book format and thus was eligible for a free copy of the PDF version. I'd give this book a 7 out of 10 rating as it stands at the moment. With the supplements, that score would certainly rise.

Wednesday, 18 May 2011

Qwik - Game of the Wasteland


Qwik - Game of the Wasteland is the latest gaming supplement from Two Hour Wargames (THW). Although it is a stand alone game, it features rules for converting characters from ATZ and 5150, which is one of the main reasons for me reviewing it.
The game of Qwik is a sport inspired by the 1989 film Salute of the Jugger (aka Blood of Heroes). It starred Rutger Hauer and Joan Chen in a post-apocalyptic setting where Qwik was the number one sport.
The premise of the game is very simple. The first team to stake a dog skull (known as the bean) on a spike in their opponent's end zone is the winner. Teams comprise of five players, made up of one Kwik, (the only person allowed to touch the bean) one Chain (whose main function is to protect the Qwik) and three Drivers (short for piledriver, whose role is to knock the opposition out of the match, literally). Teams may wear soft armour or hard armour for protection, but this will slow them down, so the third option is to go unarmoured. Wearing armour is a balancing act between speed and durability. Qwiks are faster than the other team members so they tend to be unarmoured or wearing soft armour. It is rare for Chains and Drivers to go unarmoured. The Chain will be armed with one or two lengths of chain, hence his name, whilst Drivers will be armed with a piledriver - a two-handed weapon with a heavy blunt end to pummel their opponents. Some piledrivers may have a hook on the other end, used for tripping up opposing Qwiks.
The game mechanics are very similar to a lot of THW games but character creation is different. Each starting team begins with 60 points to buy Attributes and Armour. Each player has three attributes, comprising of Savvy, Speed and Strength, none of which can be higher than 7 or lower than 1 and no character can have Attributes totalling more than 20. Each player may or may not have a Signature Move, which may be beneficial or detrimental, depending upon what is chosen or rolled for. Your initial Star and Grunts may chose their Signature Moves but any replacements must dice for them.
The game is played on a field made up of 35 squares, 7 long and 5 wide. A map is provided with the game, along with counters to represent five teams. The game can be played in one of three locales - the Heart of the Wasteland (this is where all teams start out), the Settlements or the City. Opponents in the Settlements are far tougher than those from the Wastelands, whilst those from the City are the toughest of all. The goal of every player is to become top dog in the City.
There is no limit to how long a game may last. Time is measured by the referee throwing stones at a gong at a consistant pace. When 100 stones have been thrown, a short rest is allowed to mend wounds, replace badly injured players or just plan the team's strategy. As soon as the bean is staked the game is over.

VERDICT. I can remember watching The Salute of the Jugger when it was first released and I'm sure I still have a copy of it on VHS video. Actually, it's not a bad film and I may well seek it out on DVD. The game that Ed has devised looks to be a lot of fun. I haven't played it yet but I'd like to give it a go. Fortunately, like all THW games, it can be played solo or against an opponent. I imagine once you get into it, it'll prove to be very tactical, like a game of chess. As for a tie-in with ATZ, I can see it happening once a year or two have passed in the campaign. It needs time for it to develop and take off, so don't expect to see it featuring in my campaign just yet, as I'm still in the first month of the campaign.
There are a range of 15mm scale figures available for the game from Highlander Studios. No good for me, as I'm a 28mm scale fan. Still, I'm sure it can't be too hard to find alternatives.
On the whole, I like this supplement, although I do have a few minor quibbles about the team roster sheet. There are four columns left blank on it. The first is headed UME and I have no idea at all what that means. The second and third are headed MAN and ATK, which I presume stand for Maneuver and Attack respectively, but what do I write in them and are they to be used every turn, in which case you're going to need a pencil and an eraser? The fourth blank column is headed SIGNATURE and that is clearly for the character's Signature Move, if he or she has one.
I bought the hard copy version of the game for $15.00 and got the PDF version for free on the same day that I placed my order. The beauty of the hard copy is that it comes with the counters and game board, so I don't have to worry about printing them out. If you just want the PDF version, it'll cost you $12.00.

Sunday, 26 September 2010

ATZ Supplement - I, Zombie

At last, the supplement that all fans of ATZ have been waiting for has been released. I,Zombie finally sees the light of day. This is the third and final part of the ATZ trilogy and it is easily the biggest, running to 130 pages. Contents include rule changes and new rules, which include phobias and quirks, fame and fortune points, buildings, bicycles, boats, swimming, horses, breakage, lack of sleep and bartering. The Lazarus Project section includes rules for two new types of zombie - ragers and smart zombies (or smarties as they are nicknamed). Also included are rules for using Big Ass Worms (of the kind found in the Tremors series of films) and psykers and psionic powers. The next section focuses on encounters and introduces PEFs (Possible Enemy Forces) to ATZ. The final section of the book is devoted to a campaign setting based in and around Lake Havasu City in Arizona. Here, you get detailed info on the area, its inhabitants, major NPCs, and how to interact with them. Also included in this section are rules for zombie wrangling, zombie racing (taken from the Dead Heat game) and pit fighting. Finally, there is a brief preview of THW's next gamebook - After The Horsemen.
I'll take a closer look at what's inside, along with my views. Most of the new rule changes are logical and worth adopting. The new Fast Move rules (roll 2d6 and add the result (limited to up to twice your Rep) to your Move value) are fine but neglect to mention those with the Athlete or Slow Attributes. I'd recommend rolling 1d6 for those who are Slow (like Vampifan) and 3d6 for those who are Athletes. The Rep limit would still apply, of course.
The first of the new rules is Phobias and Quirks. They provide a bit more flavour and personality to your Stars and Grunts and like all of the stuff presented here are entirely optional. To gain a Phobia or Quirk you roll 2d6 at character creation or whenever you gain a new Rep and add your Rep score to the total. Easy enough. But look closely at the table on p.8 and to get the best result you'd have to roll double 6 and be Rep:12! Rep:12? WTF? I know Ed said there is no limit to how high your Rep can go but I do think the numbers on this table need revising! I may use these rules but only if the relevant table is amended.
The only advantage of using the new Fame and Fortune Points rules is to make it easier to get a Rep increase. If you do use them you just might get that Rep:12 character! I don't think I'll be using them.
The new rules that deal with buildings are definitely welcome and I like them a lot. For me though, the floorplans you are meant to draw to represent a building's interior are unnecessary, given the amount of interior detail I include in my model buildings. Whilst I won't be using the floorplans, I will be using the rules. For those of you using the likes of model railway buildings, these will be a godsend. Ed helpfully provides numerous examples of building floorplans.
The rules for bicycles, boats and swimming probably won't get much use in my campaign but I do like the new rules for lack of sleep. Unless your heroes have a permanent place to spend the night, lack of sleep will be a constant threat.
The Lazarus Project rules are probably what most of us zombie fans have been waiting for. The goverment began working on ways to reverse the zombie outbreak from the start of the apocalypse. On Day 13, they made their first breakthrough. Those infected who were exposed to the antidote seemingly made a full recovery within 24 hours. Production of the Lazarus Virus went into overdrive and by Day 21 the government were ready to distribute the antidote by spraying all of the major cities from the air. On Day 22 the planes took off and discharged their payload. It was a complete and utter failure that only worsened the crisis. Instead of curing folk, it created two new types of zombie - Ragers and Smarties.
Ragers are fast and deadly in melee. They do not feed on victims but instead rip them apart. They will attack humans or zombies but not other Ragers. The really bad news about Ragers is that if you defeat one in melee combat you may still end up being infected and turning into a Rager. Nasty!
Smarties are by definition cleverer than normal zombies. They can use firearms and melee weapons but are notoriously bad shots. Regardless of modifiers they only ever hit if you roll a 6 on a d6 followed by a roll of 1,2 or 3. It works the same as Rep:3 humans who are Pitiful Shots. It is possible to play a smart zombie as one of your Grunts but I doubt if non-party members would see the wisdom in fighting alongside a zombie! Even so, smarties can be a serious threat to a party.
Next up, we are introduced to the Big Ass Worms. These creatures are the ultimate predators with a Rep of 6 and 9d6 to use in melee. It is almost impossible to hurt them because of their incredibly tough skin. I will not be using them in my campaign as they do not fit in with my vision of my campaign world.
Finally, in this section are the rules for Psykers and psionics. These seem to be a straight copy from the rules in the 5150 sci-fi game and some will say they should have stayed there. Not me! I must admit that when I think of psionics, I think of sci-fi games but I can see the merit of including them in ATZ. It is probable that I will include Psykers in my campaign at some point in the future. That is something that will more likely happen later down the line than sooner.
The second half of the book is devoted to running a campaign and these new rules are the best reason for buying this supplement. I can't stress enough how good they are. Adding PEFs to ATZ is an inspired move. These will certainly be used in my campaign.
If you do decide to set your campaign in the setting provided be aware of some important facts. First, the campaign is set three years after the zombie outbreak. Secondly, the zombies won! The human population is a mere fraction of its number prior to the outbreak.Thirdly, humanity lives a day to day existence with survival being the major priority for most people. Lake Havasu City offers a place of refuge but it is not all sweetness and light within. It is run by a cruel and despotic governor, with his private police force who are little more than thugs in armour who carry lots of guns. Entertainment is provided by Governor Newness in the form of zombie racing and pit fights between humans and either zombies, ragers or other humans.
Of course, you don't have to use the setting provided, you can design your own. The thing is, Lake Havasu City provides you with a template to design your own setting and there are rules aplenty to accomodate most folk's vision of the future. I think it highly unlikely that I'll be using the Lake Havasu setting in my own campaign. It'll be interesting to see to see just where Team Vampifan are in three years after the outbreak, assuming they are still alive!
I'll close this review with a few words from Ed Teixeira, the book's author. "What started out as a Zombie game has evolved into a post-apocalyptic game with Zombies in it. And after playing I, Zombie you'll realise there is a difference. The ATZ world will give you hours of fun at any level you want. Remember, it's your game so use as much or as little of the rules as you feel like. And yes, there will be more ATZ scenarios to come in the near future."
Well, hooray for that. I had high hopes for I, Zombies and I must say, I am not disappointed. This supplement was everything I was hoping for and more. Go buy it now, if you haven't already! It costs $25 for the book version or $20 for the PDF version from the THW website. Those who buy the book version (like I did) will get a free copy of the PDF version.

One final comment before I leave - did you see the results of the Readers Poll on the TMP Forum? ATZ:BDTZ won first place in the Best Sci-Fi Rulebook or Codex for 2009. Who said zombie gaming was a flash in the pan and dying? Many congratulations to Ed for a very worthy winner. I just look at all the new blogs devoted to this game that have sprung up this year and realise that ATZ might be undead but it certainly isn't dead! Long may it continue!

Wednesday, 11 August 2010

ATZ Risks & Rewards Cards

This is my second review of a game aid for All Things Zombie, the first being the Litko plastic tokens. I'll let Ed of Two Hour Wargames explain what this is all about before I go into further detail:
"What's in that building? Is it empty? Zombies? Survivors? What's their Rep? Did I find anything?
With Risks and Rewards we've done all the work for you. Draw a card and you'll know instantly all there is to know about what's lurking inside that darkened building.
Risks and Rewards is a 54 card deck that gives you a wide variety of information. It tells you if you've met zombies or survivors, how many of each, what they're armed with and all based on the type of area you're exploring.
All on one card
All that plus new weapons and loot not found in ATZ - Better Dead Than Zed. And did we mention the special Carolee (THW girl) NPC?
Risks and rewards: Save your dice rolling for when you need it!"
Searching buildings for loot is such an integral and important part of ATZ. Whenever one of your PC/NPCs enters a building you are never sure if it will be empty or occupied by humans or zombies. If there is opposition and you defeat them you can then search for loot and hopefully it will be something worth having. Often you'll find nothing. All of this is resolved by rolling on the appropriate tables in the ATZ rulebook. Now the need to roll dice has been negated and the cards tell you everything you need to know.
The three circles at the top of the card tell you how many humans will appear in a building depending upon its location - urban, suburban or rural. The type of human is colour coded - red for Gangers, blue for Military and green for Survivors. So the card in the bottom left corner of the photo above shows 2 Gangers in an urban area, 3 Survivors in a suburban area and 1 Survivor in a rural area.
If there are no humans in a building then there will be zombies. The number of zombies that you'll encounter is shown in the three boxes below the circles. So, the card in the bottom right of the photo shows 1 zombie in an urban area, 0 zombies in a suburban area and 2 zombies in a rural area. Note, you can never meet zombies and humans in the same place.
Going further down the card is info telling you the Rep and Weapon used by the first human of the group. If there is more than one human in the group you continue to draw a card from the unused pile to determine their Rep and Weapon. Anything else on these cards is ignored.
Finally, at the very bottom of the card is the type of loot you've found. Seven new items have been added and they are baseball bat, bow, crossbow, grenade, machete, SAW (Squad Automatic Weapon) and scope. All are worthy additions to the game and I applaud their inclusion. One item from the rulebook that doesn't appear on any of the cards is The Cure. Seeing as it could only be found at a hospital or military base in an urban area if you rolled rolled a 12 on 2d6, I don't mourn its omission. Searching for The Cure should be handled as a special case. Plus, some GMs may decide it simply does not exist.
There are two special cards in the deck and they are the "Reshuffle Deck" card (self-explanatory) and the Coralee card. You can see them both at the top of my photo. Coralee, aka the THW Girl, is an NPC who may join the hero's party. Obviously, if she does, then this card can't be used again, although I'd suggest using it to create a new NPC, like for example, Vampirella, he says wistfully! Full stats for Coralee appear in the rules provided with the cards and I can tell you, she'd be quite an asset to anyone's party. Even better, I just read on the TMP forum that a 28mm scale and a 15mm scale figure of Coralee is in the pipeline. Yeehaa! That'll save me from doing a conversion for her.
So, what's the verdict? Well, in my humble opinion, these are an essential purchase for any ATZ fan. I haven't had a chance to use them yet, despite playing ATZ very recently (batrep coming with my next post!). They certainly do cut down on the dice rolling and are an elegant solution. I particularly liked how they handle meeting multiple humans in a building. A very simple but clever solution.
I noted with amusement and appreciation that LTL Dad used them in his latest Nuts! batrep, although to be fair, he did spice things up by including zombies in the game! He commented on his blog just how useful they were, so if you want a second opinion on them, there you have it! I have no hesitation in highly recommending them to all ATZ gamers. The deck costs $15 and can be purchased from the THW website.

Sunday, 10 January 2010

ATZ scenario: Giving Up The Goat

This is the first of a series of scenarios for All Things Zombie (ATZ) by Two Hours Wargames. The introduction to the scenario reads as follows: "Three days ago two members of your group went down river by boat in search of supplies. They were expected back before nightfall but it's been three days since they left. Julie and Phil have only been with your little group of survivors for a short time. Maybe it was a mistake to let them go by themselves but sometimes that's the way things go. Since the zed outbreak it's better to look out for yourself. But that still doesn't make you feel any better. You asked for volunteers and two others will go with you. You just hope for their sake that Julie and Phil didn't go all the way down to Lake Havasu. Not with the rumours about things worse than zombies prowling the countryside."
This is a short scenario that introduces new rules and monsters to the world of ATZ. The new rules consist of sleep deprivation and its affects on a PC as well as detailed rules for using boats in your campaign. There are short rules for encountering feral dogs, javelinas (a large boar-like beast found in the US southwest) and rattlesnakes. The new monster that features in this scenario is the Chupacabra, whose name translates from Spanish to "goat-sucker." Be warned, they are a lot tougher than a zombie in a fight! The scenario also introduces a new concept to ATZ that is a common tool in other THW games - PEFs or Possible Enemy Forces. They can be enemies, allies, items or places. PEFs can be almost anything and their use reflects the uncertainty of what the player can expect.
So far, so good. the scenario is played as a series of random encounters on a board that has been divided into 18 squares, forming a 3' by 6' rectangle with each square being 1 foot per side. You start with a Rep:5 Star and two Grunts or you can substitute characters from your own campaign. I was going to give this scenario a negative review because it lacks a clear ending or indeed any guidance on how to end/continue it. I mentioned this on the THW forum and got a reply from Ed Texeira, the scenario's author. He informed me that the scenario was complete but the key to it is that it is the first of many. There are clues to be found as to what has happened to Julie and Phil but nothing concrete. At the end of the scenario you can only speculate upon their fate. I wanted something more satisfying, even if it was just a note to say "to be continued."
The scenario is only available as a PDF file but the good news is that it is only 14 pages long, which isn't much to print out if, like me, you prefer to have a physical copy to hold in your hands. The even better news is that it only costs $3.00. If you are a fan of ATZ, do you need this product? That depends entirely upon the campaign you're running. Yes, the rules for sleep deprivation and using boats are useful but they aren't essential. They're entirely optional. Ditto with the rules for the animal encounters and the Chupacabra. For me personally, I doubt if I'll ever use the Chupacabra in my games. It just doesn't really float my boat. However, I can see myself using the other new rules. So although the scenario has faults, I'm still going to give it a thumbs up and recommend it to ATZ fans. If, as Ed suggested, this is just the start of the story, then I look forward to seeing how it unfolds.

Sunday, 28 June 2009

ATZ: Haven

The first supplement for Two Hour Wargames' All Things Zombie game is now available to buy as either a booklet or a PDF file. When I reviewed the core rulebook - ATZ:Better Dead Than Zed I did not realise at the time that it was the first part of a trilogy. Had I known that, I would not have criticised THW for their lack of scenarios in the book. It is now apparent that to get the most out of this game you need all three books and they need to be read through and more importantly, played through in sequence.
This is essentially a book of scenarios, 15 in total. You don't have to play them all and if you are running a campaign either solo or with a single group of players it is unlikely you'll need to play all 15. You see, what scenarios you play depends greatly upon who your group of survivors are.
ATZ:Better Dead Than Zed essentially covered what happened on days one to three of the zombie apocalypse. ATZ:Haven covers the events from days four to twenty-one.
There is a small section that comes under the heading "The Choice" that is fundamentally important to the running of the game. No matter what class of character you start play as, (Civilian, Ganger, Military, National Guard, Police or Survivor) after three weeks are up you must make the choice as to what he or she will become. And your choices are limited to three - Military, Ganger or Survivor. Even the Military types can turn rogue and end up as a Ganger or a Survivor. In truth, there is little difference between being a Ganger or a Survivor other than moral attitude. Both are out for themselves. Gangers prefer the cities, Survivors prefer the countryside but this is not universal. The rules state "Gangers are those Civilians, Police, Guardsmen and Military characters that have crossed the line and care only for their own gain." Whereas a Survivor "accepts the world as it is. If the world is going to be saved, that's all well and good, except it's not their job. Until then they'll look out for their own." Of course, there is nothing stopping you from playing a Ganger, Military or Survivor from the start. You can play these scenarios first, before making your choice but at some point during days 1 to 21 of the zombie apocalypse you will have to make "The Choice."
The scenarios are listed and should be played in the following order. In brackets after each scenario is the class that the scenario is written for. DAYS 1-5 Domestic Disturbance (Police), DAYS 6-9 Quarantine (Police), Exodus (Survivors), Riot (Police), DAYS 10-14 Gang (Gangers), Protection (National Guard), Riot (National Guard), Territory (Gangers), Law and Order (Military), Evacuation (Military), DAYS 15-21 Supply Convoy (Military), Ambush (Gangers), Safe Zone (Military), Breakdown (Military) and Nowhere, Nevada (Survivors). The scenarios are written for starting characters, which is wholly appropriate. They do get progressively tougher and due to the random encounters and events of each scenario allow for repeat playability if you so desire. Ed Texeira writes in his designer notes, "Haven is an intense book. You will soon come to realise that there will be times when you cannot win. Let me repeat that, there will be times when you cannot win. That's how it should be because IMHO when the outbreak comes everyone loses. But how bad you lose is up to you. Maybe the best way to look at it is playing Haven is good practice for the real game... an ATZ campaign."
This is an excellent supplement and an essential purchase if you already own ATZ:Better Dead Than Zed. Not only do you get 15 well written scenarios but for Survivor players there is a fully detailed base camp - Nowhere, Nevada. This comes with named NPCs, with full stats and equipment, saving a harrassed GM a lot of work. You don't have to use the base as your HQ and obviously, it doesn't have to be in Nevada, but if you want it, it's there to use. My only criticism, and it is a minor one, is that some of the photos are not as clear as they should be. I think that is down to the fact that 15mm figures are used throughout the book, all by Rebel Minis. In book form, ATZ:Haven costs $20, whilst the PDF file costs $17.

Monday, 20 April 2009

Coming Soon - ATZ Haven

The guys at Two Hour Wargames are working like beavers on their new ATZ game. Here is news of the second supplement for the game, Haven. However, it will be sold before the Lazarus Project, so technically this will be the first supplement! Confused? Don't be. Just be grateful to Ed Texeira and his staff for being on top of their game. This is what Ed had to say about Haven.
"SEND IN THE ARMY
Humanity is making a comeback!
Z-Day took mankind by surprise and for a long time there's been no sign of resistance. But now rumors of safe zones are spreading through the land. They say the military has taken back large areas and local radio broadcasts are urging survivors to head to these safe havens.
But not everyone wants to go.
Groups of survivors have their own "safe" areas under their control. They are self-sufficient and doing okay. Not great, but okay. And they like their new-found freedom and look forward to finding like-minded recruits. They're making the best of a bad situation.
But they're not alone. Gangs of lawless people have their own areas under control. These gangs patrol the highways looking for loot, prey, and in some cases new recruits. They like things just the way they are.
In Haven, you have three options -
MILITARY - We allow you to command military units by introducing you to better weapons, new equipment, and a list of missions for you to play. It's time to kill some Zombies and pacify the area.
SURVIVOR - We provide you with Nowhere Nevada, a self-sufficient community that you can explore, recruit, and perhaps trade with.
GANGER - We give you a ready-made gang, place to live, and opportunities to grow your power.
It's all up to you…
All Things Zombie - Haven is a supplement. You must have ATZ - Better Dead Than Zed to play.
FYI - Haven will be released prior to the Lazarus Project."
It looks like my criticism of a lack of scenarios for the game is being well and truly addressed. I can't wait to get my hands on this supplement. Naturally, I'll review it here on the blog-site. All I can say is, Ed, you're spoiling us!

Tuesday, 14 April 2009

Coming soon - ATZ The Lazarus Project.


Wow, no sooner have Two Hours Wargames released their new version of All Things Zombie than they have just announced plans for a new supplement for it. Ed Texeira, head of THW, had this to say -
"THEY THOUGHT THEY COULD SAVE THE WORLD
They were wrong.
It was called the Lazarus Project.
The government began testing for ways to reverse the effects of the zombie outbreak almost immediately. Initial tests were failures but on Day 15 a breakthrough was achieved.
With hope, work on the project was increased to round-the-clock testing. It soon became apparent that those exposed to the antidote within 24 hours of infection appeared to fully recover.
Production and development of a mass-delivery system became of the utmost importance. By Day 21, enough of the Lazarus agent had been produced, and the delivery system was readied. The plan was to fly over the major urban areas, now claimed by the zombies, discharging the Lazarus agent in a gas form that would coat all the inhabitants. Zombies would die, while the newly infected would recover. That was the plan...
On Day 22 the planes took off from various points around the country and discharged their payload. Now it was time to wait.
By Day 23 the effects of the Lazarus agent became evident over the areas that were sprayed. However, disturbing news emerged from the test facilities. Those that had shown reversal of the zombie disease had begun exhibiting signs of anger and rage. Instead of eliminating the infection... it instead mutated it.
The results were devastating. Ragers, as they became known, now ran amok through the very cities that the government had hoped to reclaim.
And the winds were spreading the agent to other parts of the globe."
The supplement is due for release in May 2009 and I'll be ordering my copy as soon as it goes on sale. A full review will, of course, follow.

Wednesday, 8 April 2009

All Things Zombie: Better Dead Than Zed

All Things Zombie: Better Dead Than Zed is the new skirmish wargame from Two Hours Wargames. This is the second version of ATZ and whilst much remains the same there are enough changes to make it both different and better. What is it about? To quote the THW website - "Better Dead Than Zed sweeps you up and sticks you right in the middle of a catastrophic zombie outbreak. Who you are when the outbreak occurs is just as important as where you are. Because unlike other zombie games, where the zombies have been around for awhile, you won’t be able to tell the humans from the zombies until maybe it’s too late. Because it’s all happening to you just like it would on Day One. Confusion, chaos, and lack of information are just some of the challenges you’ll face when the world starts to crumble. Will you have what it takes to survive the first 30 days? Then what? ATZ takes you to where no other zombie game has before. Yes, it starts on the first day of the outbreak, but then let’s you continue your life building your very own future. It’s a game where every detail has been covered, as you first escape the soulless creatures that threaten you, then hunt them down and take back what’s yours. On the way there you’ll find out that maybe your most dangerous enemies aren’t the zombies, but maybe your neighbors or sometimes your friends. ATZ can be played solo, cooperatively with everyone on the same side, or competitively with everyone against one another. ATZ can be played as a one up game or part of an ongoing campaign. But it doesn’t matter which way you play it, as the goal of ATZ is to rebuild the world, as you knew it; except maybe this time with you in charge."
PLUS POINTS - Everything in the rules is explained very clearly with lots of examples. There should be no excuses for not understanding how combat works. Character generation is simplified and generating attributes and/or weapons is now dice based (better than using a deck of cards as in the previous edition!). Splitting characters into civilians, gangers, police, military and survivors is a good idea. I also like the fact that two months after the outbreak, police and military types can "turn rogue" if they don't have a clear command structure to follow (or if the player wants to go down that path). Allowing the campaign to start at the beginning of the outbreak is a huge plus. This is probably the single best change that THW has made to the rules! Previously the game began two years after the outbreak had started. The "Top Secret" section at the back is very good indeed. This is where you get to determine what happens to you and your family (if you have one) immediately after the outbreak has begun. The questions about what would you do and your response choices are excellent. I'd have to have a long hard think about how I'd respond, or rather, how my character would respond! I also like their random encounter tables. Finally, the game can be played with a group or by yourself and I applaud any game with the solo-play option.
NEGATIVE POINTS - To someone who has never played ATZ before these rules must appear daunting as there appears to be a lot to take in. However, the game does get easier to play the more you play it and as I said, everything is very clearly explained. There are however, a distinct lack of scenarios in here. The three starter scenarios to get you into the way of the rules look good but once you begin the campaign you are given three types of scenario to play, as it was before. These being Discover, Raid and Take Back. This means that the onus for coming up with scenarios is firmly on the GM. If you have a GM with a group of players this might not be a bad thing but if you are a solo-player you are going to have a lot of work to do and you'll have to make some major decisions, like how long does the outbreak last and how does it end. Info on these topics is unfortunately lacking and is left up to the GM.
CONCLUSION - I like these rules a lot. ATZ was the first zombie apocalypse game that I bought and as such I will always have a soft spot for them. If you have played ATZ before, you will find the new rules more streamlined and a lot easier to understand. If you are a newcomer to the genre then I can highly recommend this system to you. Price is $25.00 for the printed version or $20.00 for the electronic version.
Please note that if you order the paper version of ATZ:BDTZ (as I did) you get the PDF version for free. It seems remiss of THW not to mention this on their website. They had that same offer with the original ATZ and the supplement "Dead Heat" but in both cases the offer was made clear on their website. I wonder why they omitted to mention it this time?