Monday, 14 August 2017

NUTS Final Version Step by Step How to - Final

Part Two

That ends the fight. Total time was about ten minutes. As you play it more and more the games will go faster as most of the tables are easily memorized.

There was still one PDF to resolve, and it was resolved as nothing. As you are guaranteed at least one contact with the enemy, and it had already occurred, the Mission was over...or was it?

As the Patrol hadn't been finished Activation dice are still rolled and if 7 come up there's chance that the Germans could receive Reinforcements. They didn't. 

Sunday, 13 August 2017

NUTS Final Version Step by Step How to - Part Two

Part One

The combat took 5 minutes. During that time:
1 -  The Germans were contacted and placed on the table.
2 - In Sight was rolled to see who would fire first.
3 - The Germans fired.
4 - Casualties were given out and morale check.
5 - The Americans returned fire.
6 - The Germans took casualties and checked morale - Ducking Back out of sight.

This completed the German portion of the turn.

 Part 3 - the finale!

Quarters - Now on Sale

Quarters the game of Quarter Horse Racing is now on sale. It's a great intro and family game. Play it as is or play it with your Pulp, Fantasy, and 5150 RPG Lite games to increase your Stories. 

Play it any way you like, just play it!

More Info

Saturday, 12 August 2017

NUTS Final Version Step by Step How to - Part One

NUTS Final Version is a Squad based game with each figure representing one man. Inside the book we've included a Step by Step section to get you going.

I'll use it to show you how it works.

1 - Create my Star - I am the Star, the Squad Leader. Rep 5 (how good I am from 3 to 5).  As a Star I get and my two Attributes - one I roll randomly and the other I can choose. These are traits that affect how the figure fights, shoots, takes Reaction Tests and more.  For this How To I'll be using a Rep 5 Leader without Attributes as they are optional.

2 - Decide who's fighting - I choose to play Americans and the Germans as my opponents. I'll only use 4 figures for this demo, normal squads are from 7 to 12.

3 - Create the sqaud members - I roll on the American Army List to get the Reps of the other 3 squad members. I have two Rep 4s and one Rep 3.  For ease of play I'll make all the Germans I run into Rep 4.

4 - Check Campaign Morale - I check the Campaign Morale of each side (4). Campaign Morale is used after each Mission.

5 - Check Investment Levels - I check for the Investment :Level of each side - how important the area of operations is to each side. The higher the level, the greater chance of Reinforcements during the game. Both sides start with a 3, but as the first Mission is always a Patrol, it's reduced by 1.

The whole process took 5 minutes.

Your 1st Mission in the Campaign is always a Patrol.

Tuesday, 8 August 2017

The Rabbit Hole Series - Check it out!

The series is a really good read as are all of her other books. I like Tau 4 as well.

More Info

Step by Step Quarters

Part One

Quarters is great as a family or change of pace intro game. The 6 races might take an hour to play and you can play as few or as many as you want. I also use it as a part of my Pulp games.

Coming out later this month is Quarters - the Game of Quarter Horse Racing. This is a step by step account of a complete race. Like quarter horses that can run a quarter mile in under 21 seconds, don't blink as this race will be over quickly. 😊

For this race we're only using 3 horses. The races in the game are for 6 horses and there are 50 different pregenerated horses plus 6 pregenerated races. You can be set up for play in less than 10 minutes. Here's a look at the track, horse counters and Info Cards.

 We place the cards as shown in the following picture - Post Position 1st. Then the Class of the horse - the higher the Class (3 - 5) the better the horse. Next is Running Style - Front Runner or Closer. Then we place the Jockey Savvy Card - the higher the Savvy (3 - 5) the better the Jockey will perform. Lastly come the Bonus Cards. Each Bonus Card allows the horse to add 1d6 and is based on the horse's Running Style. Front Runners start using their Bonus Dice the turn after Breaking from the Gate while Closers start the second turn after Breaking from the Gate.

 Each horse and jockey combination have an Entry Rating based on their Class, Bonus Dice and Savvy. The higher the ER the better the horse should perform. Under the ER listed in the previous picture is the Betting Odds for the horse. The #2 horse is the favorite at 3: 2 odds while the #3 horse is the long shot at 5:1. The ER and Odds are generated based on the individual horses in the race so when you change out a horse, the odds will change. This and the game mechanics insure that no two races will ever be alike - even if you run the same horses!

 Each horse rolls 3d6 and compares the scores individually to their Class. #2 passed 3d6 so is moved 3 spaces towards the Finish Line. As it is closer to the Finish Line it will roll it's dice first next turn. The other two horse passed 2d6 so move 2 spaces. Note that this is a 300 yard race - only 8 spaces to the end!

 It's the turn after Breaking from the Gate so horses #1 and #3 will use their Bonus Dice. After the horses roll their dice we see that #1 and #2 are tied with #3 one space behind. #1 is closer to the rail (the inside of the track) so is in first place and will roll first next turn.

Last turn and #2 can use it's Bonus Dice. After all horses have rolled #1 and #2 are tied. This is a Photo Finish. Each horse rolls 1d6 and adds it's Class and Jockey Savvy. #1 has a higher total so wins by  a nose. 

Bets are paid as follows, for each $10 wagered:
#1     Win  $50   Place  $30  Show $20
#2     Win     x    Place  $15  Show  $10
#3     Win     x    Place    x    Show  $25
The 1-2 Exacta paid $50

Sunday, 30 July 2017

Great Hall Burning Viking Kickstarter Ending - Stretch Goals unlocked!

Kickstarter Vikings

Only a few hours left and a great deal. Minis, terrain and more all in one box. 

Bye Bye Two Hour Wargames...well, not exactly.

Two Hour Wargames will also be known as THW Game Design. and here's why. We currently have and are making lots of games that are not "traditional wargames".  But being called a Wargames company makes it hard for these games to be found by potential gamers.

So in the near future you'll be seeing the THW Game Design logo, but don't worry. It's still us...  

Thursday, 27 July 2017

Quarters - The Game of Quarter Horse Racing

Why a game on Quarter Horse Racing?
In no particular order:

  • It's a great family game playable with kids and newbies of both genders.
  • It's exciting and quick to play with a nice blend of luck and strategy.
  • It can be used to supplement your other RPG Lite games like Larger than Life or similar where your characters go to the races. You can even use the rules for 5150 substituting alien creatures for horses!
  • Great for a change of pace that can be picked up when you have 30 to 45 minutes to burn.
Here's a quick example of how the game works. Click the pics for easy reading.

Here's the track expanded to cover the whole race track for use with Larger Than Life, Mission St. Mary, 5150 or any of our other RPG Lite games.
Quarters - Coming soon.

Tuesday, 25 July 2017

Fortunes Won and Lost AAR Part 6 - Morning Patrol Redux

Part 4

After the disastrous Morning Patrol, Sir Winston - just Winston back then - joined the Italian and French mercenaries on another Patrol Mission. Unknown to them, the Hill Tribesmen were heading south on a Raid. 

But that was the past. Watch for Part 7, coming soon!

Coming soon - Weird War Zed

Project Hölle auf Erden

It’s late in the war and things are not going well for Germany. Hitler has seen the reports, the increasing casualties, the displeasure at home, and always the gains being made by the Allies.

In desperation he has turned to Herr Doktor. Once a ludicrous idea has now become, in Der Fuehrer’s mind, his last hope to turn the tide and achieve victory.

What is Project Hölle auf Erden? Simply put, it is the reanimation of the dead and more. Not the undead that would randomly wreak havoc on the world, but a controlled force led by the minions of Der Fuehrer. However; exactly how much control is debatable and yet to be seen.

And we’re not even talking about the Werewolves…

Wednesday, 19 July 2017

Fortunes Won and Lost AAR Part 5 - Back Alleys

Part 3 

Meanwhile, outside the Dancing Frog...

 Sara Jane and Arizona Bob leave the Dancing Frog and are confronted by the three Italian soldiers. Time for a Fistfight. Everyone rolls 2d6 to determine the order of action. One Italian scores a 9 and will go first - everyone else scores an 8!

 The Italian goes first and moves into contact with AZ. Each guy rolls 2d6 versus Rep - AZ passes 2d6 and the soldier 1d6. AZ had a chance to KO his opponent, but only succeeds in landing a few punches that drops the soldier's Rep down by 1 point. The fight goes on...

 Bam, bam , bam! AZ passes 2d6 more than the soldier and down he goes. As the first fight is over, the rest of the guys roll off to see who goes next. Sara wins and will go next. She figures AZ has it covered so chooses to pass!

 The next active guy is AZ and he moves into contact with a soldier. Each rolls 2d6 and both pass the same number of d6. This means they both take 1 drop in Rep. The it happens  again!

 AZ takes out the soldier, but the 2 Rep points lost remain with him until ALL fights are over. The last Italian charges and the fight begins. Back in forth it goes with the Italian scoring damage on AZ, who rallies ...

takes down the soldier. AZ is now at Rep 2 for fist fighting, but lucky for him there's no one left to fight. His Rep returns to 5.

"Bravo, AZ!", Jefferson Davis says. "I had your back buddy."
AZ wipes the blood from his mouth and replies "Yeah, I could tell. And Sarah..."
Sarah Jane smiles and cuts him off. "I knew you could do it, Bob, I mean AZ. Let's go back inside and I'll let you buy me a drink! "
As Sarah walks over to Jefferson's lady friend, Jefferson asks - "Where's Sir Winston?"

Here's a Quick and Easy, one  page, set of Fist Fight rules.