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	<title>The Gaming Outpost &#187; miniatures</title>
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		<title>Venus: Bauhaus Forces of War</title>
		<link>http://gamingoutpost.com/review/venus_bauhaus_forces_of_war/</link>
		<comments>http://gamingoutpost.com/review/venus_bauhaus_forces_of_war/#comments</comments>
		<pubDate>Mon, 01 Nov 1999 12:00:00 +0000</pubDate>
		<dc:creator>EDG</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[miniatures]]></category>
		<category><![CDATA[sci fi]]></category>
		<category><![CDATA[supplement]]></category>
		<category><![CDATA[Warzone]]></category>

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		<description><![CDATA[I have had little or no experience with the Warzone                 system prior to receiving several items for review. Now, I'm seriously rubbing                 my chin and contemplating making an investment in the system, as my wife                 despairs.]]></description>
			<content:encoded><![CDATA[<p><P>The many universes of the varied role playing games have led to<br />
proliferation of detailed supplements to provide the gamer with background<br />
information on the lands traversed by the player characters.  This need for<br />
source material quickly found an audience in the miniature figure wargames<br />
with each new rule set being published with supplemental material.  For a<br />
fantasy or science fiction wargame rules set centered in a world (or worlds)<br />
different from our own, these source books provide a means of enhancing the<br />
game by giving a colorful background and purpose for the battles fought on<br />
the table top.</p>
<p><P>I have had little or no experience with the Warzone system prior to<br />
receiving several items for review.  Now, I&#8217;m seriously rubbing my chin and<br />
contemplating making an investment in the system, as my wife despairs.  In<br />
truth, I have little patience with BSMSs (Big Shoulderpad Miniature<br />
Systems), but there&#8217;s a depth to the Warzone milieu that I find jaunty and<br />
stylish.  </p>
<p><P>Venus: Bauhaus Forces of War is the first supplement to the Warzone second<br />
edition rules.  As the title states, this supplement provides the details on<br />
the planet Venus in the Warzone universe and of the Corporation of Bauhaus,<br />
one of the five major corporations.  Venus is a terraformed, jungle planet<br />
cursed with a day of rotation longer than its yearly orbit around the Sun<br />
leading to a Venus day that is 117 Earth days long.  Bauhaus, whose roots<br />
harken to an imperial Germany, is the dominant corporation of Venus.<br />
Through this supplement, players will find a rich new world to fight over<br />
and detailed information on the armed forces of Bauhaus.</p>
<p><P>Okay, so what do you get for your hard-earned shekels?  The book contains<br />
nearly 100 pages of information.  After a brief introduction, the book gives<br />
30 pages of maps and short graphic vignettes, which introduce the six<br />
campaigns covered in the book.  These vignettes provide campaign maps and<br />
visual glimpses into the continual fighting on the jungle world.  Next come<br />
detailed sections on Venus, the Bauhaus Corporation, and the four ruling<br />
Duke Electors.  The six Venusian campaigns are outlined, allowing for combat<br />
between Bauhaus and any of the other four Corporations or the forces of the<br />
Dark Legion.  Several new rules for Warzone follow.  Among these are rules<br />
for night fighting, including concealment, tracer rounds and flares, and for<br />
the hazardous jungle, which can be as deadly as the enemy.  The final third<br />
of the book deals with the Bauhaus Armed forces, giving information on<br />
various troop types, special units, heroes, weapons, vehicles, and a<br />
thousand point army list for each of the four Duke Electors.  The book also<br />
includes two pages of punch out templates and counters for use with the new<br />
rules.  My only gripe with the book is the total lack of a table of contents<br />
or index, making it hard to quickly locate specific information.</p>
<p><P>The supplement is visually striking with illustrations or photographs of<br />
Warzone miniatures on every page.  The graphics portray the terrain of Venus<br />
and spark the imagination.  Photo vignettes of miniatures offer inspiration<br />
and ideas for jungle terrain for the game table. The visuals distinctly<br />
evoke the Target Games style.  In the army section, each troop type is<br />
illustrated at least once and those types with miniatures available have<br />
photos of the figures.  The different uniforms and camouflage patterns along<br />
with the differences in helmet types are clearly shown.</p>
<p><H2>The Verdict</H2></p>
<p><P>My overall impression is that Target has a winner.  The background material<br />
is rich and allows the reader to easily imagine the savage fighting in the<br />
dark jungles of Venus.  The Bauhaus troop types and army lists provide a<br />
variety of units, which can be tailored for fighting on any part of the<br />
planet and will forma basis for Bauhaus forces elsewhere in the solar<br />
system.  The supplement covers the subject and I await reading the next one<br />
on Mars and the forces of the Capitol Corporation.</p>
]]></content:encoded>
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		<item>
		<title>The Way of War</title>
		<link>http://gamingoutpost.com/review/the_way_of_war/</link>
		<comments>http://gamingoutpost.com/review/the_way_of_war/#comments</comments>
		<pubDate>Mon, 27 Sep 1999 12:00:00 +0000</pubDate>
		<dc:creator>EDG</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[miniatures]]></category>
		<category><![CDATA[The Way of War]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Essentially, The Way of War (TWIW) promotes itself as                 being a 'universal miniatures system' but upon playing it a bit with some                 generic figures I've come to the conclusion that this might be a grandiose                 statement.]]></description>
			<content:encoded><![CDATA[<p>Essentially, <STRONG>The Way of War</STRONG> (TWIW) promotes<br />
itself as being a &#8220;universal miniatures system&#8221; but upon playing it a bit with<br />
some generic figures I&#8217;ve come to the conclusion that this might be a grandiose<br />
statement.  TWIW is serviceable for small scale actions, say, of company<br />
level or lower.  In this framework, TWIW is perfect serviceable, albeit<br />
somewhat bland and very complicated for the level of conflict being<br />
simulated.  I&#8217;ve seen attempts at universal miniatures rules before, the<br />
most notable being <A href="http://www.piquet.com">Piquet</A>, which requires<br />
the purchase of historical modules to replicate any given period using the basic<br />
mechanics as an overlay.  TWIW dispenses with a modular approach and allows<br />
for truly polyglot concept; lasers fight swords, arrows fight giant<br />
robots.  In this respect, TWIW might be a victim of its setting.  The<br />
authors are obviously charmed with the idea of a gaming universe where,<br />
literally, ANYTHING can happen, and have written rules to that effect.  The<br />
setting of TWIW actually promotes such lopsided encounters as giant intelligent<br />
bugs fighting cybernetic knights, fighting insane clowns, fighting Napoleonic<br />
Legions&#8230; The setting promotes a real &#8220;Oh Gee Whiz&#8221; attitude on behalf of the<br />
players, as well as a healthy suspension of disbelief.<br />
<P>And such a setting. Combine a healthy main course of Philip Jose Farmer&#8217;s<br />
<B>RIVERWORLD</B> with Jerry Pournelle&#8217;s <B>JANNISSARIES</B>, throw in a soupcon<br />
of Fortschen&#8217;s<B> THE LOST REGIMENT</B> and Turtledove&#8217;s<B> VIDESSOS</B> series,<br />
and you might have an inkling of where this game takes place. Essentially the<br />
setting takes place along a giant highway, called &#8220;The Way.&#8221; The Way is<br />
sometimes described as being a mud track, sometimes a superhighway. The setting<br />
changes with the groups encountered along the way. The Way is more or less a<br />
giant rift between different universes and times, where small groups of people<br />
wander in from time to time. These are the &#8220;armies&#8221; (though that might be an<br />
over-exaggerated term for what is, essentially, company level elements). These<br />
small groups of people form settlements on either side of the Way, which has<br />
arable lands on either side for roughly 1000 miles or so. There&#8217;s a convenient<br />
impassable mountain range up North and an equally convenient trackless ocean<br />
down South.  What you end up with (and this is what the designers intended,<br />
I&#8217;m sure) is a setting where ANYbody could fight ANYbody. In the basic rulebook,<br />
the following races are described:<br />
<UL><br />
  <LI>The 312th Armored infantry: a futuristic African infantry unit.<br />
  <LI>The Anthropod order: a gang of intelligent insects.<br />
  <LI>The Aztecs<br />
  <LI>The Church of Personality: a weird group of characters that &#8220;channel&#8221;<br />
  famous dead celebrities, such as Marilyn Monroe, Richard Nixon, and, of<br />
  course, Elvis.<br />
  <LI>The Circus of Terror: A travelling circus of crime and savage violence,<br />
  presided over by the villainous Kount Klown and the Ringmaster (The Cabal&#8217;s<br />
  first miniatures release is of the Circus of Terror).<br />
  <LI>The Crawling: Creatures of Myth, Magic and Horror fiction, everything from<br />
  the Wolfman, to Centaurs, to Count Dracula.<br />
  <LI>Demons of Springfield: A warped vision of 1950s America, with Demons<br />
  instead of humans.<br />
  <LI>The Grangers: Cybernetic Cowboys riding robot horses.<br />
  <LI>Homelanders: A multi-tribal Indian homeland.<br />
  <LI>The Horde: Descendants of the various hordes that overrun Rome in the Dark<br />
  Ages.<br />
  <LI>The House of War: Descendants of Arab Desert Warrirors<br />
  <LI>Knights of Wodenburg: Teutonic Knights subtly altered by crude cybernetic<br />
  enhancements <SMALL><SMALL>(</SMALL></SMALL>parenthetical<SMALL><SMALL> note:<br />
  the illustration of one of the knights shows a character with a cyber-shovel<br />
  grafted on in place of an arm.  Ever wonder how these guys with weapons<br />
  instead of arms take care of&#8230; er&#8230; <EM>basic hygiene<br />
  requirements</EM>?  They still <EM>ea</EM>t, don&#8217;t they?)</SMALL></SMALL> </p>
<p>  <LI>The Logical Revolution: a race of robots and androids that have made a<br />
  proselytizing religion out of pure logic.<br />
  <LI>Monotremes: Intelligent, upright platypuses&#8230; or is it platypi?<br />
  <LI>Nueva Roma: The Roman Empire reborn&#8230; sort of.<br />
  <LI>Quebec Guard: A loose amalgam of Napoleon&#8217;s Grande Armee (remnants), Dutch<br />
  Traders, and Iriquois Indians.<br />
  <LI>Terrapins: Warlike giant turtle pirates?  Gotta throw that in too.<br />
  <LI>Tiger&#8217;s Paw: Samurai and Ashigaru.<br />
  <LI>Verdun Victors: Apparently, a large chunk of a Franco-American force<br />
  lifted from the Trenches during WWI.<br />
  <LI>Wastelanders: This universe&#8217;s barbarians&#8230; they dwell on the rims of<br />
  habitable civilization. </LI></UL><br />
<P><B>How it Plays</B><br />
<P>SLOWLY!  Having about 200+ painted cowboys and a big stinkin&#8217; lot of<br />
classic horror creatures painted up, I attempted to have a small scale skirmish<br />
with a design-my-own army of cowboys vs. The Crawling (described above).<br />
Even using the Quick Rules (pages 6-7), I was in for a slog.  I tried<br />
creating a small force of mounted cowboys led by a model called Zeke, the Trail<br />
Boss.  I ran into snags creating their weapons (six shooters and rifles),<br />
as described by the create a weapon rules. First of all, you need to plug data<br />
into this equation:<br />
<P>(Range in inches/3)(4*Damage<br />
+8*Attack)<BR>________________________________<BR><br />
(Actions/2)<br />
<P>to create a new weapon type.  The design approach was NOT to create a<br />
series of archetypes from which you can extrapolate your weapons (as I often do<br />
with GURPS), but to have the algorithms available for the player to create his<br />
own.  That&#8217;s definitely a &#8220;universal&#8221; approach but not one that I have<br />
patience for.  If I need a calculator to figure out a game, I start to<br />
glaze, big time.  Each figure (model) needs individual stats for the game<br />
to work.  These are:<BR><br />
<TABLE border=1 cellPadding=2><br />
  <TBODY><br />
  <TR><br />
    <TD><B>Initiative</B></TD><br />
    <TD>The Model&#8217;s Reaction Rating</TD></TR><br />
  <TR><br />
    <TD><B>Movement</B></TD><br />
    <TD>Range of Movement, in inches</TD></TR><br />
  <TR><br />
    <TD><B>Personal</B></TD><br />
    <TD>Personal Combat Rating</TD></TR><br />
  <TR><br />
    <TD><B>Range</B></TD><br />
    <TD>Ranged Combat Value</TD></TR><br />
  <TR><br />
    <TD><B>Speed</B></TD><br />
    <TD>Number of ACTIONS</TD></TR><br />
  <TR><br />
    <TD><B>Defense</B></TD><br />
    <TD>Defensive Rating</TD></TR><br />
  <TR><br />
    <TD><B>Damage</B></TD><br />
    <TD>Damage this Model can Inflict</TD></TR><br />
  <TR><br />
    <TD><B>Soldiery</B></TD><br />
    <TD>A &#8220;Quality&#8221; Rating</TD></TR><br />
  <TR><br />
    <TD><B>Unnatural</B></TD><br />
    <TD>All-inclusive term for Magickal Stuff</TD></TR></TBODY></TABLE><br />
<P>Keep in mind that units can be <I>individual characters</I> or <I>units</I>.<br />
 Characters equate to single man leaders or special troops.  Units<br />
equate to <U>Squads</U>.   See why I think the term &#8220;Army&#8221; might be a tad<br />
excessive?<br />
<P><I>Weapons</I> also have their own stats:<br />
<TABLE border=1 cellPadding=2><br />
  <TBODY><br />
  <TR><br />
    <TD><B>Range</B></TD><br />
    <TD>Range of the weapon</TD></TR><br />
  <TR><br />
    <TD><B>Damage</B></TD><br />
    <TD>How much damage it does</TD></TR><br />
  <TR><br />
    <TD><B>Actions</B></TD><br />
    <TD>How many actions it takes to wield it</TD></TR><br />
  <TR><br />
    <TD><B>Attack</B></TD><br />
    <TD>Attack Modifiers</TD></TR></TBODY></TABLE><br />
<P>Every stat has a point cost, which goes up the more proficient you would like<br />
a model to be.  I couldn&#8217;t find a table or information anywhere about<br />
relative size of battles crossindexed to point cost budgets, which would have<br />
been useful.  I&#8217;d like to have a pretty good idea of just what 500 build<br />
pts. would buy me vs. 1000.<br />
<P>Due to my confusion and a need to get something done, I bailed on creating<br />
cowboys and just called them &#8220;Cyber Cowboys&#8221; and used the stats from the<br />
Grangers, above.  Works for me.  I could (roughly) figure out the<br />
character creation process but didn&#8217;t have the time or desire to do it.<br />
<P> The Game turn sequence was (in my opinion) reasonable enough:<br />
<P>Army Initiative: Roll 1D10 to see which side goes first per turn.<br />
<P>Movement: Move Forces, Init Roll winner first (half of his guys), Init Roll<br />
Loser next (half of his guys), then the Winner again, then the Loser, until<br />
everyone who can (or is desired to) has moved this turn.<br />
<P>Personal Combat: Any models within 1&#8243; of each other on opposing sides may<br />
attack.  Init roll winner first.<br />
<P>Range Combat: Any distant combat (guns, arrows, throwing rocks, etc.) takes<br />
place in this segment.<br />
<P>Unusual Combat: Aka &#8220;unnatural&#8221; combat&#8230; the weird things like magick spells<br />
get thrown here.<br />
<P>Soldiery: Basically, a morale and cohesion check.<br />
<P>The main concepts of TWOW conflict are relatively simple: combine the<br />
relative statistic (personal or range) + 1d10 + and modfiers, and compare it to<br />
the target defense attribute + 1d10 + any applicable modifiers.  If the<br />
Attack is higher, the attacker wins.  If the Defense is higher, the defense<br />
wins.  There&#8217;s a ton of chrome, of course, but that&#8217;s essentially it. </p>
<p><P>In my sample game, the Cyber Cowboys dismembered the Crawling in nothing<br />
flat.<br />
<P><B>Concluding</B><br />
<P>My impressions are a little negative.  There&#8217;s a good tactical game in<br />
here somewhere, but it&#8217;s so laden down with exceptions to the rules, special<br />
circumstances and most important, POOR RULES EDITING.  I had a tremendously<br />
hard time figuring this game out.  It&#8217;s not as if the rules I needed<br />
weren&#8217;t in the text, it&#8217;s just that aren&#8217;t presented in a very coherent manner.<br />
 A really decent index will help this game tremendously, as well as some<br />
decent rules summary charts in the center of the book presented as handouts.<br />
 I genuinely like the notion and setting of TWOW, it&#8217;s just that I don&#8217;t<br />
think the Cabil really thought this one through sufficiently to have the forces<br />
presented to be even remotely balanced&#8211; and the designers seem to place a great<br />
deal of importance to the notion of balacing forces against each other for a<br />
fair fight .  Given, the <I>world</I> isn&#8217;t balanced and is never fair,<br />
it&#8217;s not so unlikely that a low tech group would fight a higher tech group (see<br />
ZULU if you want a historical example) &#8212; you just shouldn&#8217;t expect anything but<br />
a foregone conclusion.   The designer spend so much time trying to create<br />
an artificial medium between high and low tech armies that it gets tedious.<br />
 Such is the problem with &#8220;universal&#8221; rules&#8230; you have to be<br />
<I>universal</I> with them.   I sincerely hope the Cabil considers doing a<br />
second edition, or at least starting a giant FAQ file to clarify this mess. </p>
<p><H2>The Verdict</H2></p>
<p><P>Slow, Poorly Edited but containing some interesting chrome and a half decent<br />
combat system.  NOT recommended for large scale enagemeents. </p>
<p><P>A line of miniatures has been released with TWOW; they will be reviewed next<br />
week.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Swords Against Sorcery Project</title>
		<link>http://gamingoutpost.com/article/the_swords_against_sorcery_project/</link>
		<comments>http://gamingoutpost.com/article/the_swords_against_sorcery_project/#comments</comments>
		<pubDate>Thu, 23 Sep 1999 12:00:00 +0000</pubDate>
		<dc:creator>Lost to the Ages</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Mike Mearls]]></category>
		<category><![CDATA[miniatures]]></category>
		<category><![CDATA[Swords Against Sorcery]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Contrary to what the title suggests, this has nothing to do with jiggly camera work or spooky witches. The Swords Against Sorcery project is an attempt to create a simple set of miniatures rules that you can play when you don't have enough time for a full blown game of Warhammer or Chronopia.]]></description>
			<content:encoded><![CDATA[<p><P><br />
Contrary to what the title suggests, this has nothing to do with jiggly<br />
camera work or spooky witches. The Swords Against Sorcery project is an<br />
attempt to create a simple set of miniatures rules that you can play when<br />
you don&#8217;t have enough time for a full blown game of <I>Warhammer</I> or<br />
<I>Chronopia</I>. It is also meant as an alternative for those of use who do<br />
not buy miniatures produced by either of the two big players in the fantasy<br />
miniatures market. I don&#8217;t like dwarves with heads bigger than their chests,<br />
nor do I like swords bulky enough to pass for vaguely sharp iron clubs.<br />
<P><br />
More importantly, though, I&#8217;d like this to become OUR baby. I&#8217;d love to get<br />
feedback, ideas, criticism, whatever from the on line miniatures community.<br />
I want people to take these rules and bend, fold, and mutilate them to their<br />
hearts&#8217; content. The system presented here is completely freeware. Contact<br />
me at <A HREF="mailto:mearls@gamingoutpost.com">mearls@gamingoutpost.com</A><br />
if you have any cool ideas or conversions for this system. This is a<br />
prototype version of the rules, so there&#8217;s plenty of bugs to exterminate<br />
here folks!<br />
<P><br />
So have at it! If your idea of miniatures gaming is all about tooling around<br />
with toy soldiers rather than wading through archaic rules and wrangling<br />
over the newest and coolest army list, you&#8217;ve come to the right place.<br />
<P><br />
  <center><br />
   <font size="5"><b>Swords Against Sorcery</b></font></center></p>
<p>Why <b>Another</b> Miniatures Game? </p>
<p>I think this is an important question for any designer who is sitting<br />
down to work out a new game. There are plenty of games out there already,<br />
many supported by miniature lines and a steady stream of supplements.<br />
Unfortunately, none of them meet my needs. I like to collect miniatures<br />
scattershot, based more on how much I like the figure than on how well the<br />
figure fits into a predesigned army list. I also like games that play fast.<br />
I don&#8217;t want to spend eight hours playing out a single battle.</p>
<p>So, let&#8217;s look at what I want out of these rules: </p>
<ul>
<p><LI>Small numbers of figures per side. This is faster to set up and requires<br />
a far smaller cash investment.<br />
<LI>Movement based on squares, like a chessboard. This helps cut down on set<br />
up time and simplifies the rules.<br />
<LI>Non-standard units. With such a varied collection, I can&#8217;t build units<br />
of models that look the same.<br />
<LI>Fast playing. I want a miniatures game that takes less than an hour from<br />
set-up to finish.
  </ul>
<p>Ideally, you could get a quick game in while waiting for the rest of<br />
your gaming group to show up. Just grab some of the figures from the<br />
communal pile of monsters and have at it! </p>
<p><b>A Note</b> </p>
<p>Part of this project grew out of the Plain English Roleplaying (PERP)<br />
system I&#8217;m working on. The die mechanics there are very simple, but I&#8217;ve<br />
been toying with a system I call the Binary Engine for some time. The<br />
initial seed for this idea came from Greg Stolze, who mentioned a few ideas<br />
he had for systems on the Unknown Armies RPG mailing list. The seed planted<br />
by Greg has grown into a complete system that I&#8217;ve been tinkering with for<br />
quite some time. </p>
<p>  <center></p>
<p><font size="5"><b>Prototype Rules</b></font> </p>
<h3>I. <b>Movement and Initiative</b></h3>
<p>  </center></p>
<p><b>Who Goes First </b></p>
<p>One player flips a coin, the other calls it in the air. The winner gets<br />
to decide who goes first. </p>
<p><b>Activation</b> </p>
<p>The player who went first chooses one figure, moves it, and makes an<br />
attack (if applicable). Once that player is done, the other player selects<br />
one of his figures, moves it, attacks with it, and so on. If one side is<br />
vastly outnumbered, the side with more figures should activate more than one<br />
at a time in order to ensure that whoever went second is the last one to<br />
move any figures. In general, try to divide up activation so that the side<br />
with more figures is moving roughly the same number per activation. </p>
<p><b>Movement</b> </p>
<p>One movement point lets a model move one square in any direction.<br />
There&#8217;s no movement point cost for turning, and in this version of the rules<br />
there&#8217;s no rules for facing. Let&#8217;s just assume that our fighters are smart<br />
enough to check six once in while and leave it at that. (For now, at least.<br />
When I add rules for assassins and thieves this will change.) </p>
<p>  <center></p>
<table>
<tr>
<td>
      <center><br />
       <b>Model Size</b></center>
     </td>
<td>
      <center><br />
       <b>Movement Points</b></center>
     </td>
</tr>
<tr>
<td>Small (Dwarf, gnome, kobold)</td>
<td>
      <center><br />
       1</center>
     </td>
</tr>
<tr>
<td>Medium (Human, orc, elf)</td>
<td>
      <center><br />
       2</center>
     </td>
</tr>
<tr>
<td>Big (Ogre, troll, golem)</td>
<td>
      <center><br />
       3</center>
     </td>
</tr>
<tr>
<td>Bigger Than Big (Giant, dinosaur)</td>
<td>
      <center><br />
       4</center>
     </td>
</tr>
<tr>
<td>Pretty Dang Big (Titan, dragon)</td>
<td>
      <center><br />
       5</center>
     </td>
</tr>
</table>
<p>&nbsp;</p>
<h3>II. <b>Combat</b> </h3>
<p>  </center></p>
<div align="left">
<p>The core difference between <I>Swords Against Sorcery</I> and other<br />
miniatures games is how the dice are used. Most games require you to roll a<br />
die and beat a target number. <I>Swords Against Sorcery</I> steals some<br />
ideas from poker while seeking to cut down on all the stats needed to<br />
describe a figure. I&#8217;ve also ladled in a generous dose of the Shadowfist<br />
card game. It&#8217;s also important to note that the die mechanics described here<br />
are the proto-mechanics for Plain English Roleplaying&#8217;s next edition. But<br />
before we can roll the dice, let&#8217;s look at the stats we&#8217;ll use to represent<br />
a figure. Strike that. Let&#8217;s look at the stat that we&#8217;ll use to represent a<br />
figure: training. (I told you this game was going to be simple.) Training<br />
covers how well a figure fights. </p>
</p></div>
<p>  <center></p>
<table>
<tr>
<td>
      <center><br />
       <b>Training Level</b></center>
     </td>
</tr>
<tr>
<td>1: Untrained rabble</td>
</tr>
<tr>
<td>2: Average soldier</td>
</tr>
<tr>
<td>3: Veteran</td>
</tr>
<tr>
<td>4: Elite soldier</td>
</tr>
<tr>
<td>8: Hero</td>
</tr>
</table>
<p>  </center></p>
<p><b>Attacking </b></p>
<p>A model may attack any model in an adjacent square, including models in<br />
adjacent diagonal squares. </p>
<p><b>Rolling the Dice</b> </p>
<p>You&#8217;ll need three different types of dice in <I>Swords Against<br />
Sorcery</I>: six, eight, and ten sided. Six siders represent an attack.<br />
Eight siders represent the model&#8217;s parrying and dodging. Ten siders<br />
represent the model&#8217;s speed. When you roll a die, an even number is a<br />
success. An odd number counts for nothing. </p>
<p><b>Your Hand </b></p>
<p>When it comes time to attack another figure, you&#8217;ll have to choose<br />
which dice you want to use: attack, defense, or speed, and in which<br />
proportion. Will you use all of your dice in an attack and go for the quick<br />
kill? Will you turtle up and wait for help to arrive? Or maybe you&#8217;ll go for<br />
speed and get in a quick strike to disrupt his attack? If you have a<br />
training of 5, you could use 3 attack dice, 1 defense die, and 1 speed die.<br />
Or, you could use 4 defense dice and 1 attack die. You can use any<br />
combination of dice, as long as the total for all three types is equal to or<br />
less than your training. Keeping your dice hidden from your opponent, choose<br />
the type you want to use on this attack. Once both players have chosen, both<br />
roll at the same time. I&#8217;d suggest rolling in separate boxes (the kind that<br />
GW use to package their plastic figures work well) so your dice don&#8217;t get<br />
mixed up. (If they do get mixed up, remember Mearls&#8217; First Rule: The even<br />
ones are mine.) Tally up the successes for each die type and resolve the<br />
attacks. First, compare how many speed dice came up even. The figure that<br />
has more speed successes strikes first. If it kills the opposing figure with<br />
its attack, discard that figure&#8217;s hand. If the target survives, the target<br />
player must discard a number of dice from his hand equal to the damage<br />
sustained. Note that speed dice (they&#8217;re useless now since you lost the<br />
speed contest anyway) and dice that came up odd (these are, surprisingly<br />
enough, useless no matter what) may be discarded to meet this requirement.<br />
If the speed dice come up tied, all damage is simultaneous. Yes, it is<br />
possible for two figures to kill each other in the same round. If no one<br />
uses speed dice or no one rolls any even numbers on the speed dice, it is a<br />
tie. If one player uses speed dice but gets no successes while the other did<br />
not use any speed dice, it is still a tie. In this case, both models have 0<br />
speed dice successes. </p>
<p><b>Resolving Damage</b> </p>
<p>Each defensive success removes one attack success. Once defense dice<br />
have been accounted for, the attacking player hits if he has any attack dice<br />
left. Count up the remaining attack dice, add in any factors for strength or<br />
magic weapons, and deal that much damage to the target. Damage is subtracted<br />
from the model&#8217;s training. When training hits zero, the model is eliminated.
</p>
<p><b>Ganging Up</b> </p>
<p>Combat isn&#8217;t always a one on one affair. If two or more miniatures<br />
decide to gang up on a lone figure, the figures that gang up determine their<br />
hand by adding up their training scores. So, if two figures with a training<br />
of two each attack a single figure with a training of six, the two figures<br />
make a combined attack with a training of four. When resolving damage in<br />
this situation, the figure that is outnumbered gets to decide how to<br />
allocate any damage it deals out. In the above example, if the lone figure<br />
did two points of damage it could deal both points to one of its opponents<br />
or one point to each of them. </p>
<p><b>Fleeing Combat </b></p>
<p>Sometimes, a model is so badly outclassed that running away is its best<br />
option. In this case, the model may only use half of its training dice in<br />
speed dice for that combat round. If it survives, it may make a normal move<br />
out of combat. A model that has already moved may do this only if it has not<br />
already used all of its movement points this turn. </p>
<p>That&#8217;s the basics for melee combat. Missile combat is a little<br />
different. We&#8217;ll talk about that under the next section: traits. </p>
<p>  <center></p>
<h3>III. <b>Traits</b> </h3>
<p>  </center></p>
<p>Traits help differentiate model types. They are a set of rules that<br />
give you a lot more options in creating figures without adding too much<br />
complexity. Traits include things like bravery, strength, toughness, and<br />
armor. Here are the most common trait types: </p>
<p><b>Toughness</b> </p>
<p>Toughness lets a figure take some punishment without affecting its<br />
ability to fight. Toughness is marked like this: Toughness (N) where N is<br />
some number. When a figure with toughness gets hit, subtract any damage it<br />
takes from its Toughness first. When Toughness hits zero, begin subtracting<br />
damage from Training. Example: An ogre with Training (5) and Toughness (4)<br />
gets hit on round one for 2 points. Its Training is still (5) and its<br />
Toughness is now (2). If the ogre got hit for 4 more points in the next<br />
round, its Toughness would drop to (0) and its training would fall to (3).<br />
The toughness would absorb 2 points before dropping to zero. The remaining<br />
two points would come out of the ogre&#8217;s training. </p>
<p><b>Armor</b> </p>
<p>Armor is anything that prevents damage, like chainmail or a dragon&#8217;s<br />
scales. Armor is rated with a number like toughness, and is marked like<br />
this: Armor (N) where N is a number. Armor subtracts from the damage done by<br />
each attack that hits a figure. Armor does not go down, unless a magic spell<br />
or something nasty destroys it. Example: Sir Edwin is wearing chainmail,<br />
which gives him Armor (1). He&#8217;s also a real tough dude, so he has toughness<br />
(2). He gets hit by five orcs, each of whom does 1 point of damage. Since<br />
Edwin&#8217;s Armor works on each attack separately, each orc does no damage (1 -<br />
1 is 0, QED). Now, if the orcs all did 2 points of damage, we&#8217;d subtract 1<br />
from each hit, leaving us with 5 points of damage to allocate. Edwin&#8217;s<br />
toughness absorbs 2 of those points, leaving 3 to subtract from Edwin&#8217;s<br />
Training. Edwin is learning the hard way that 5:1 odds aren&#8217;t very good even<br />
for a hero, no matter what the legends he&#8217;s heard say. </p>
<p><b>Missile Weapon</b> </p>
<p>This trait indicates that the model has a bow, sling, spear, or<br />
something else that lacks the up close and personal touch of a sword or axe.<br />
This trait&#8217;s rating indicates how many dice the model rolls to make a<br />
missile attack. Missile attacks work only like attack dice. You roll the<br />
dice, count up the successes, and deal that much damage to the target. The<br />
target has the option of spending training dice for defense, but if it gets<br />
attacked later on in the round dice spent to defend against missile attacks<br />
can&#8217;t be used in melee. You also can&#8217;t make a missile attack and a melee<br />
attack in the same round. If you fire your bow and then some slob charges<br />
you, you don&#8217;t get to use ANY dice to counter the attack. Better hope you<br />
wore that platemail. </p>
<p><b>Strength</b> </p>
<p>If a model has a strength rating, it does extra damage when it hits in<br />
melee. A strength (2) model would add 2 to any damage it does in melee. You<br />
have to hit first, so you can only add in this extra damage after your<br />
opponent has accounted for his defense dice. If you have no attack dice left<br />
over, you didn&#8217;t connect with your attack and don&#8217;t get to add your strength<br />
bonus. </p>
<p><b>Guts</b> </p>
<p>A figure with guts is a terrible foe indeed. Stab him, hack him, shoot<br />
him, as long as he can stand he&#8217;s coming at you with a vengeance. Figures<br />
with guts ignore training penalties from damage. They still die when they&#8217;ve<br />
taken enough damage to reduce their training to 0, but they always get to<br />
roll their full training in combat no matter how much damage they&#8217;ve soaked<br />
up. Think of berserkers and you have a very clear picture of what kind of<br />
model would have guts. </p>
<p><b>Bravery</b> </p>
<p>This will come into play when the morale rules are worked out. Other<br />
morale-related traits include terrifying and inspiring. </p>
<p><b>Negative Traits</b> </p>
<p>It is possible for especially pathetic creatures to have a trait below<br />
zero. A halfling or a weakling mage might have a negative strength, for<br />
example. </p>
<p>  <center></p>
<h3>IV. <b>Equipment</b> </h3>
<p>  </center></p>
<p><b>Armor</b> </p>
<p>Armor gives models the (surprise!) Armor trait. Chainmail gives Armor<br />
(1), platemail gives Armor (2). Leather impresses the wenches but not much<br />
else. </p>
<p><b>Weapons</b> </p>
<p>Most weapons, such as axes, swords, and maces, all have the same effect<br />
in <I>Swords Against Sorcery</I>. A figure&#8217;s training rating assumes it has<br />
a one handed weapon. A model armed with only a dagger or its bare hands does<br />
-1 damage. A model armed with a two handed weapon does +1 damage. This bonus<br />
(or penalty) acts just like the strength trait. </p>
<p><b>Shields</b> </p>
<p>Shields give you an extra defense die in combat. So a model with a<br />
shield and Training of three chooses three dice to roll, adds in an extra<br />
defense die, and rolls its hand. </p>
<p><b>Missile Weapons</b> </p>
<p>Missile weapons work just like melee weapons: they affect the amount of<br />
damage an archer does. A light weapon such as a sling or a dart does -1<br />
damage. Self bows, spears, and throwing axes do normal damage. Long bows and<br />
crossbows do +1 damage. </p>
<p>  <center></p>
<h3>V. <b>Sample Scenario</b></h3>
<p>  </center></p>
<p><b>The Greedy Dudes vs. the Vaguely Defined Menace </b></p>
<p>If you&#8217;re like me, you hate it when a scenario calls for a very<br />
particular sort of miniature, usual one that no one within 100 miles of you<br />
has ever seen, much less painted. This scenario is meant to be very open<br />
ended and usable with only seven miniatures. </p>
<p><b>What You Need</b> </p>
<ul>
<li>A chessboard (you can get one out of any $5 set at your local drug<br />
store) </p>
<li>Four terrain markers (coins work well. Regular miniature gaming<br />
terrain works, too, just make sure each piece isn&#8217;t larger than a square on<br />
your chessboard. Since this scenario is set indoors, you&#8217;ll want to use<br />
columns or furniture rather than trees!) </p>
<li>Five door markers (Anything that doesn&#8217;t look like a terrain marker<br />
works well here too.) </p>
<li>Three miniatures for the Vaguely Defined Menace (orcs work well here)
<li>Five miniatures for the Greedy Dudes (adventurer types work well<br />
here)
  </ul>
<p><b>The Story So Far </b></p>
<p>In a fit of larcenous greed, the Greedy Dudes have broken into the<br />
Local Ruler&#8217;s treasure vault and are stuffing their pockets with gold.<br />
Unfortunately, the Dudes&#8217; coin gathering activities have been interrupted by<br />
the sudden appearance of the treasure room&#8217;s guards: the Vaguely Defined<br />
Menace. The Dudes want to get out of the room with some treasure, while the<br />
Menace wants to take down the dudes before they can scamper away. </p>
<p><b>The Forces</b> </p>
<hr />
<p>The Dudes (4) </p>
<p>Typical moneygrubbers, they could be adventurers, thieves, or desperate<br />
televangelists. </p>
<p>Training: 3<br />
  Size: Medium</p>
<hr />
<p>The Menace (3) </p>
<p>Big and mean, the Menace could be ogres, trolls, or the Oakland<br />
Raiders&#8217; starting linebackers. </p>
<p>Training: 4<br />
  Size: Large<br />
  Toughness: 1 </p>
<hr />
<p><b>Special Rule </b></p>
<p>On any turn, a Dude may opt to fill his pockets with money rather than<br />
move or attack. A Dude cannot spend training dice on any turn spent<br />
gathering money. Mark down each time a dude stuffs his pockets with cash.
</p>
<p><b>Set Up</b> </p>
<p>The Dudes and Menace each set up on the edge row of opposite sides of<br />
the board. The Dudes figures are placed on the board, then the Menace. The<br />
Menace player then places each door marker on a space on the two unoccupied<br />
sides of the board. The Dudes player places the four terrain markers after<br />
the Menace has placed the doors. The terrain can go anywhere on the board<br />
but no piece may be placed adjacent to any other, including diagonally<br />
adjacent. The terrain is impassable for all models. It costs one MP to move<br />
on to a door marker. A figure that moves on to a door marker immediately<br />
escapes. </p>
<p><b>Scenario Objectives</b> </p>
<p>The Dudes get one point for each dude that escapes the room. Also, the<br />
Dudes get another point for every turn spent gathering money by a model that<br />
escaped. </p>
<p>The Menace gets two points for each Dude eliminated in combat. </p>
<p><b>The End?</b> </p>
<p>Nope, these are just the prototype rules. We have morale and magic<br />
rules coming down the pipeline, plus our first army lists. I&#8217;d like it if<br />
people could give me a little feedback on what&#8217;s here so far. Particularly,<br />
I&#8217;m interested in how much people like the die mechanic. In our next<br />
installment, I&#8217;ll come up with two army lists: Good Guys (elves, dwarves,<br />
humans, and heroes) and Bad Guys (orcs, trolls, dragons, and villains). Send<br />
mail to <a href="mailto:mearls@gamingoutpost.com">Mike Mearls</a> with<br />
questions and comments. </p>
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		<title>Notes on Reviewing Miniature Figures</title>
		<link>http://gamingoutpost.com/article/notes_on_reviewing_miniature_figures/</link>
		<comments>http://gamingoutpost.com/article/notes_on_reviewing_miniature_figures/#comments</comments>
		<pubDate>Fri, 10 Sep 1999 12:00:00 +0000</pubDate>
		<dc:creator>Lost to the Ages</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[miniatures]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[Walter O'Hara]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Hi, all. Walter O'Hara here, the GO miniatures reviewer. I've just received my first shipment of minis to review for the GO site. As I was unpacking the box, I realized that there is such a wide variance in the size, heft, and quality of miniatures that would I need to establish an body of metrics for judging miniatures by.]]></description>
			<content:encoded><![CDATA[<p><P>Hi, all.&nbsp; Walter O&#8217;Hara here, the GO miniatures reviewer.&nbsp; I&#8217;ve<br />
just received my first shipment of minis to review for the GO site.&nbsp; As I<br />
was unpacking the box, I realized that there is such a wide variance in the<br />
size, heft, and quality of miniatures that would I need to establish an<br />
<STRONG>body of metrics</STRONG> for judging miniatures by.&nbsp; Hopefully<br />
you&#8217;re so awed by my casual use of the word &#8220;metrics&#8221; that you won&#8217;t realize<br />
this is just a fancy-schmancy term for a &#8220;yardstick.&#8221; &nbsp; Can you tell I&#8217;m a<br />
consultant in real life?</P><br />
<P>The first rule of doing anything well is to see if there&#8217;s somebody who<br />
thought of it first.&nbsp; Fortunately, in this instance there was.&nbsp; Mr.<br />
Toby Barrett, philosopher, gentleman, sculptor, ACW Naval Enthusiast (<EM>and,<br />
important to this article frequent contributor to the Courier Magazine</EM>) is<br />
the head of the one-man band operation known as Thoroughbred Miniatures.&nbsp;<br />
If you haven&#8217;t seen Thoroughbred ACW Minis, <A href="http://www.msn.fullfeed.com/~tl2/Thor.html">visit the website</A>, they<br />
are a treat. &nbsp; Toby often wrote for the miniature wargame magazine COURIER<br />
in the past, frequently expressing confusion and frustration with the incredible<br />
scale variance between two figures that purport to be cast in the same<br />
scale.&nbsp; So, at editor Dick Bryant&#8217;s suggestion, Toby developed what&#8217;s<br />
commonly referred to as the <STRONG>Barrett Measurement Scale<br />
(BMS)</STRONG>.&nbsp; Toby&#8217;s scale is quote widely in the hobby press, even if<br />
his initial goals in creating it were more modest than what has developed<br />
later.</P><br />
<BLOCKQUOTE><br />
  <P>The BMS measures a figure from the bottom of the foot to the eyes. The<br />
  stand itself is omitted in the measurement, however, an over thick stand<br />
  should be noted in any review. The eye level was chosen simply because it was<br />
  impossible to establish the top of the head of figures due to the fact that so<br />
  many different caps, helmets, and headdresses were being wore thus obscuring<br />
  the top of the head. This measurement (in millimeters) can best be derived by<br />
  choosing a figure standing reasonably tall and straight versus bending over. A<br />
  second &#8211; and more abstract &#8211; value is assigned to the figures heft; light &#8211; L,<br />
  medium &#8211; M, or heavy &#8211; H, and only describes how thin or chunky the figure<br />
  appears. (These codes basically match what is used today in describing a man&#8217;s<br />
  build, light, medium or heavy.) Thus, a 26H rating means the figure is 26<br />
  millimeters in height from bottom of the foot to the level of the eyeballs,<br />
  and is relatively a thick casting when compared to most figures&#8230;&#8230;. 19L<br />
  means 19 millimeters and a light or thin casting&#8230;..and so on. The heftiness<br />
  rating is more arbitrarily derived. (<SMALL><SMALL>Toby&#8217;s words, from a recent<br />
  email)&nbsp; </SMALL></SMALL></P></BLOCKQUOTE><br />
<P>We will adopt the BMS as a method of reviewing miniatures (hopefully)<br />
somewhat objectively.&nbsp; To recap, the data elements we capture for reviews<br />
are:</P><br />
<P><STRONG>Height (BMS)</STRONG>: A numeric value derived from measuring the<br />
figure with a ruler <EM>(a number)</EM><BR><STRONG>Heft (BMS):</STRONG> An<br />
subjective value that the reviewer assigns meaning how &#8220;chunky&#8221; the figure is<br />
<EM>(L,M or H)</EM><BR><STRONG>Thick Stands (Y/N)</STRONG>? Does the figure come<br />
with a thick stand, thus affecting its overall height measure? <EM>(Y or<br />
N)</EM></P><br />
<P>To this lot I will also add a few of my own:</P><br />
<P><STRONG>Quality:</STRONG> Defined as the physical quality of the casting&#8230;<br />
any flashing that needs cleaning? Did the piece arrive intact?&nbsp; Anything<br />
missing? <EM>(1-5 on where 5 means &#8220;Best&#8221;)</EM></P><br />
<P><STRONG>Proportion</STRONG>: Is the figure proportioned correctly?&nbsp; Are<br />
all body parts in scale with each other?&nbsp; <EM>(1-5 on where 5 means<br />
&#8220;Totally in Proportion&#8221;, 1 means &#8220;Disjointed and Wacky&#8221;)</EM></P><br />
<P><STRONG>Line:</STRONG> Is this miniature part of a supported series?&nbsp;<br />
Will there be more of them?&nbsp; <EM>(narrative answer)</EM></P><br />
<P><STRONG>Sculpting:</STRONG> Is the figure animated correctly, based upon the<br />
description of what the figure is supposed to be doing?&nbsp; Is the sculpture<br />
crude, or detailed?&nbsp; Does the artist convey what the designer&#8217;s intent?<br />
<EM>(narrative answer)</EM></P><br />
<P><STRONG>Painting:</STRONG> Any difficulties painting?&nbsp; Are there<br />
painting resources included with the minis (or available separately?)<br />
<EM>(narrative answer)</EM></P><br />
<P>That&#8217;s that.&nbsp; Hopefully the adoption of an objective set of metrics will<br />
make miniatures easier to review, not harder!</p>
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		<title>Diskwars</title>
		<link>http://gamingoutpost.com/review/diskwars/</link>
		<comments>http://gamingoutpost.com/review/diskwars/#comments</comments>
		<pubDate>Tue, 24 Aug 1999 12:00:00 +0000</pubDate>
		<dc:creator>EDG</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Diskwars]]></category>
		<category><![CDATA[Fantasy Flight]]></category>
		<category><![CDATA[miniatures]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[So I was pretty impressed that Fantasy Flight, the                 company that released Twilight Imperium and its many high priced add-on                 sets, has now released a series of very reasonably priced, pseudo-miniature                 style wargames called DISKWARS.]]></description>
			<content:encoded><![CDATA[<p><P>I have a yen for for fantasy era tactical war games in the same vein as the ones that SPI released oh-so-many years ago (Lord of the Rings, Swords and Sorcery, et. al.).  As long as the universe is logical and consistent, fantasy makes a great subject for conflict simulation gaming (read: &#8220;Wargames&#8221;).  So I was pretty impressed that Fantasy Flight, the company that released Twilight Imperium and its many high priced add-on sets, has now released a series of very reasonably priced, pseudo-miniature style wargames called DISKWARS.<br />
<P>To begin with, this isn&#8217;t a collectible, though you should find yourself doing some trading and swapping of &#8220;disks.&#8221;  You purchase ARMIES of the various fantasy races and genres  (Undead, Dwarves, Elves, Dragonkin, Desert Dwellers, etc.).  These are shipped in small boxes with about five-six countersheets called &#8220;flats.&#8221;  About 3 of these flats are of the same theme as the box cover, the rest appear to be randomly inserted.  The counters are circular (hence the title of the game series), and very nicely illustrated. You are expected to play the army in one box against the army in another, though there will probably be some shifting of units between boxes. Armies have alignments, good, evil and neutral.  The rules state that no good units can fight in evil armies and vice versa (neutrals can fight in both).  I found good units packed with evil armies and vice versa, so I had to do some swapping.<br />
<P>Disks are one huge LAND disk (which functions as your &#8220;home base&#8221;.. where your reinforcements appear, where you send armies to to capture, etc.). There are small SPELL disks and a SPELL BOOK marker (to hide what spells you use).  There are TROOP/CREATURE disks of various sizes (theme troops and unique troop/creatures tend to be larger than the generic army troops).   There are also some generic (square) game play markers that come in every pack for mechanisms like activation and hits.<br />
<P>Each disk has a buy cost, a movement rating, an Attack Value, a Defense Value, and a Toughness Value (hit points, essentially).  Each unit also has a Unit Cost for unit purchasing.  You are budgeted so much Unit Cost points per scenario.. generally, a 40 pt. army will make for a short game, a 50 pt. army a medium game, and a 100+ pt. army will make for a very long game indeed.<br />
<P>The Play Sequence goes like this:<br />
<P><B>1) Reinforcement</B><br />
<P>You maintain a reinforcement pile (a stack of disks, with only the top unit showing).  Bring new units, up to however many is dictated by scenario rules.<br />
<P><B>2) Activation</B><br />
<P>This is where the action is.  In the activation round, a unit can Move, Activate a Special Ability or Cast a Spell.<br />
<P>Moving is odd.  You flip the disk, end over end, towards the scenario objective.  Each flip is a &#8220;movement point.&#8221;<br />
<P>Special Abilities are varied.. anything from flying to spell casting.<br />
<P>Casting Spells is pretty straightforward.  You have spells that are of a certain level, and spellcasting units that can cast spells of a certain level.  You have to purchase spells within your Unit Construction budget, so you never have enough of them.<br />
<P><B>3) Missile Segment</B><br />
<P>Missiles are the oddest aspect of this rules system.  You have to have a missile firing unit within range of a target.  Then you put arrow counters (rated for the same rating as the firing unit) on top of an UNUSED DISK. Raise the disk six inches above the target unit and tip it over.  Any arrow counters that land on the target disk cause a hit!<br />
<P><B>4) Combat Segment</B><br />
<P>Combat is very rock-scissors in the Diskwars system.  One unit&#8217;s stronger, or it isn&#8217;t.  If two enemy units meet during the movement phase of activation, they get into combat.  If one unit is strong then another, the weaker one gets killed.<br />
<P><B>5) Remove Counters</B><br />
<P>Pretty much what it says.<br />
<P>There are a lot of things I like about Diskwars.  The price is nice at $9.95. The art is glitzy, about on the level as some Magic The Gathering art.  I love the tactical miniatures feel to the game&#8230; you don&#8217;t use a map, you just use your kitchen table top.  I&#8217;ve played several games now, and am still trying to find the perfect combination for attack.  There is a nice balance to the units that I have purchased already.  On the downside, I don&#8217;t sense a lot of variation in this game.  The special abilities aren&#8217;t that great.  There appear to be all of 77 flats printed so far.  That doesn&#8217;t add up to a lot of variation in the units, when you consider that there are 7 or 8 major armies out.  Expansion sets are called for. The spells are okay, kind of ho hum in my opinion.  Standard fantasy fodder.<br />
<P>What really burns me is the combat system.  A simple larger strength rating kills the weaker unit?  Don&#8217;t we get modifiers?  How about a CRT?  The missile fire is&#8230; well, gimmicky at best.  It&#8217;s just a little too silly. The game plays very, very fast as a result and there doesn&#8217;t appear to be a real secret to winning&#8230; the big units kick the little unit&#8217;s butt, and that&#8217;s that.<br />
<H2>The Verdict</H2><br />
<P>However, I think there&#8217;s a lot of room to tinker with this system.  It could be really great if they release expansions and variant combat rules&#8230; so I give this a (qualified)<br />
<P>THUMBS UP!</p>
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		<title>Mastermaze</title>
		<link>http://gamingoutpost.com/article/mastermaze/</link>
		<comments>http://gamingoutpost.com/article/mastermaze/#comments</comments>
		<pubDate>Fri, 30 Apr 1999 12:00:00 +0000</pubDate>
		<dc:creator>Lost to the Ages</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[accessories]]></category>
		<category><![CDATA[Jorune]]></category>
		<category><![CDATA[Mastermaze]]></category>
		<category><![CDATA[miniatures]]></category>

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		<description><![CDATA[Though I am still mortal and have not been completely                 transformed by its arrival, I will freely admit that MasterMaze is a deeply                 impressive piece of work.]]></description>
			<content:encoded><![CDATA[<p><P>I buy a lot of gaming material from Uncle Jed&#8217;s Game Shed, which I can<br />
highly recommend as a great place to find trully obscure games.  Recently I<br />
was eating a pizza with Jed himself, and I challenged him to get me a bundle<br />
of Jorune supplements.</p>
<p><P>Jed said, &#8220;No problem.  Furthermore, I&#8217;m going to mail you<br />
this&#8230;this&#8230;beautiful thing.  Just wait.&#8221;</p>
<p><P>I asked what it was, but with an evil gleam he simply assured me that my<br />
life as it now stands would be torn asunder by the force of this strange<br />
present.</p>
<p><P>Flash forward a few days: a gigantic UPS box arrives.  Inside I find<br />
long-lost Jorune supplements and the subject of this review: MasterMaze.<br />
Though I am still mortal and have not been completely transformed by its<br />
arrival, I will freely admit that MasterMaze is a deeply impressive piece of<br />
work.</p>
<p><P>I don&#8217;t often directly quote copy in a review, but here&#8217;s an accurate<br />
description of just what this 60 piece set does:</p>
<blockquote><p>&#8220;MasterMaze&#8217;s pieces lock together with easily removable bow-tie closures so<br />
you can keep your dungeon together for long periods, or change it as you<br />
play. Each MasterMaze piece is carefully crafted of durable resin and<br />
completely hand painted. The swinging doors included with every set are<br />
crafted of hand painted metal. MasterMaze pieces feature a felt bottom to<br />
protect your tabletop, and they come in a custom-cut styrofoam container for<br />
easy storage and safe transport. The Room Set gives you incredible<br />
flexibility at an affordable price, while the Room &#038; Passage Set adds<br />
versatile passage pieces to greatly expand your dungeon creations.&#8221;</BLOCKQUOTE></p>
<p><P>So they are hand-painted, felt-bottomed, beautifully crafted dungeon<br />
corridors.  They are sturdy, well-packaged and portable.  If you have ever<br />
enjoyed using minatures in your RPGs, this product will make the dungeon<br />
crawling experience leap up off the tabletop.</p>
<p><P>Finally, there&#8217;s the price: at $60 for the complete set, these things are a<br />
steal.  Include the discounts of 20% or so at Uncle Jed&#8217;s, and this is a<br />
miniatures accessory you can&#8217;t afford to be without. If you want to see the<br />
corridor just before your opponent gets knocked into the wall, or judge<br />
bowshot angles on the fly, or need a gorgeous backdrop for your miniatures,<br />
this is an affordable and well-crafted accessory.</p>
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		<title>The Rules With No Name</title>
		<link>http://gamingoutpost.com/review/the_rules_with_no_name/</link>
		<comments>http://gamingoutpost.com/review/the_rules_with_no_name/#comments</comments>
		<pubDate>Mon, 12 Apr 1999 12:00:00 +0000</pubDate>
		<dc:creator>Lost to the Ages</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[miniatures]]></category>
		<category><![CDATA[skirmish]]></category>
		<category><![CDATA[The Foundry]]></category>
		<category><![CDATA[The Rules With No Name]]></category>
		<category><![CDATA[western]]></category>

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		<description><![CDATA[Now, I imagine that the gaming audience out there today must look at "historical" subjects with glazed eyes and coated tongue. After all, we've all read those depressing studies that indicate the average high school student couldn't tell you who Abraham Lincoln was, doesn't know who fought in WW2, etc., etc., yadda yadda yadda.]]></description>
			<content:encoded><![CDATA[<p><P>Ah, free&#8230;  Free.  As in &#8220;Don&#8217;t cost ya nuttin&#8217; pal&#8221;, or  &#8220;can&#8217;t beat the price&#8230;&#8221; FREE.   Can a better word be?  Maybe the great poets thought so, but they didn&#8217;t mention it.  So this bit of doggerel, unearthed in the family <strike>rat hole</strike> er, archives, will have to do:</p>
<p><center><br />
<P>With such great joy we all acclaime<BR><br />
The notion of &#8220;Freedom&#8217;s&#8221; name.<BR><br />
To enjoy inspiration, Heaven-sente;<BR><br />
And best of all, pay not a  cente.<BR><br />
Such freedom can, of course, entrap;<BR><br />
When contemplating a FREE dose of clappe.<br />
<P align="right"><font size="-2">- Dr. Roger Ratte Chirugeon to HRH Elizabeth, 1600-1601</font><br />
</center></p>
<p><P>Maybe you can pick up on the fact that I like free stuff.  I&#8217;m the guy who goes to trade shows with shopping bags, or stands in line at Costco to get a free dinner from the ladies who hand out the samples.  Or goes through the Hare Krishna pitch on the Mall on the Fourth of July to get a free lunch.  Twice (that vegetarian faire is pretty light, after all, and they made a mean fudge).   You might see me with an ice bucket, packing my cooler just for the living heck of it at some hotel some time&#8230; hey, I paid for it, right?  My co-workers call me the Minister of Free Stuff.</p>
<p><P>The web explosion is a boom time for guys like me.  The number of totally FREE game designs out there is staggering, and getting higher every day.  Let&#8217;s face it; not every sure-fire, drop-dead hit is going to get published by a commercial game publisher.  Faced with losing the time and creativity investment, many altruistic individuals are putting their labors of love on the &#8216;Net, available for anyone to download (usually in PDF format, but not always).  Most games are turkeys, but some are real treasures. Such a game is THE RULES WITH NO NAME, a skirmish miniatures rules set that is set in the Wild Wild West&#8211; the American West that is.  Now, I imagine that the gaming audience out there today must look at &#8220;historical&#8221; subjects with glazed eyes and coated tongue.  After all, we&#8217;ve all read those depressing studies that indicate the average high school student couldn&#8217;t tell you who Abraham Lincoln was, doesn&#8217;t know who fought in WW2, etc., etc., yadda yadda yadda.  These are all probably true for all I know&#8211; I&#8217;m no authority on education.  What I DO know is that a significant number of gamers appreciate a milieu that offers a TON of action, a little violence (a little?) and can be resolved with relative non-complex rules.  How else do you explain the predominance of Games Workshop with the early teen to young adult demographic?  Okay, the multimillion dollar marketing budget helps&#8230; you don&#8217;t have to be obvious.  THE RULES WITH NO NAME  (TRWNN) Wild West Skirmish Rules delivers in the action, violence, and lack-of-complexity categories in spades&#8230;. And it won&#8217;t cost ya one red nickel, pilgrim.<br />
<P>TRWNN is set in the American West, but not precisely our historical frontier.  It&#8217;s clear to me that Bryan Ansell, the rules designer (president of the Foundry, a miniatures company that, oddly enough, makes some great cowboy figures), has seen a movie Western at some point in his life.  Ansell&#8217;s approach is simple and highly interactive:  1 figure (casting) represents 1 real individual.  The time scale and ground scale are somewhat unimportant, I&#8217;ve played this game with 15mm, 25mm, and 54mm (even Lego figures).  What are important are the activation rules and the combat tables.  Each GM prepares a FATE DECK in advance of a game; this is a deck of FATE CARDS.  Any cards will do; the backs of old business cards are particularly good for this purpose or you could use the Fate Deck Online that I created (see below).   Some method of associating the card with a figure on the table must be devised (a roster, or writing on the cards, etc.)  Each fate card is turned over, once a turn, and GM calls out who has the action card.  The figure associated with the card can do one of several actions:</p>
<ul>
<li><b>Pass</b><BR>Do nothing (except turn to face any direction)</li>
<li><b>Move</b><BR>Throw three dice, this is the maximum distance in inches that he can move, he may set off in any direction at the beginning of his move, but must move in a straight line, making no further turns. He must end his turn facing the direction he has moved.</li>
<li><b>Move &#038; Fire</b><BR>Works just as above, except only two movement dice are thrown, and the character must fire at the end of his movement if an enemy is within his arc of fire.</li>
<li><b>Fire</b><BR>turn to face any direction then fire.</li>
<li><b>Aim</b><BR>the character aims at an opponent. He states who his target is, and turns to face him.</li>
<li><b>Reload</b><BR>the character reloads one of his guns, after suffering an out of ammo result.</li>
<li><b>Recover</b><BR>characters who are wounded or duck back must use a turn recovering before they can make any other action. Any number of wounds and duck backs can be recovered from simultaneously in one action.</li>
<li><b>Get up</b><BR>Characters who are knocked down by a bullet or in a fight must get up before they can make any other action other than recovering.</li>
<li><b>Duck back</b><BR>a character may voluntarily duck back, so that he can no longer see or be seen. He must recover before he can then make any other action.</li>
<li><b>Fix gun</b><BR>Attempts to unjam his weapon</li>
<li><b>Challenge</b><BR>Call one or more of his enemies out to a duel in the open.</li>
<li><b>Fast draw</b><BR>Go for his gun, often in a duel or backshooting situation.</li>
</ul>
<p><P>Everything in TRWNN is a variation of this list above.  Combat is extremely simple; you: 1) Measure the distance (&#8220;gun to nose&#8221;); 2) Look the shot up on the Range tables to get a base number, then modify that number based on a lot of variables&#8211; the rank of the firer, movement, wound status etc. 3) Roll a number of dice equal to the adjusted number.  Any SIX result is a hit; Any ONEs more than sixes means the firing weapon is unloaded, two ones over a six means the gun is jammed; three ones (optional) means the shot is fumbled.  Damage is a simple Location versus Effect table; most damage is accrued by number of wounds but some results are immediately deadly.  Head shots, for example. There is a nice chrome level to this game, I&#8217;ve added to it myself on occasion.  Some of the funner aspects of the game are the Ranking of the figure itself (Citizen, Gunman, Shootist and the notorious Legend of the West), Skills, and all sorts of other fun stuff that Ansell (and some volunteer tinkerers) have added on over time&#8211; the skills and ranks, in particular, make for a semi-RPG experience.    See the Net.Sources at the end of this review for some interesting TRWNN material.</p>
<p><P>In conclusion, TRWNN is fast-paced, energetic, funny and not too serious.  Best of all, it doesn&#8217;t require an expensive infrastructure of hard-bound rules manuals, expensive minatures, and/or some governing ordinance that states what is kosher to play with and what isn&#8217;t.  You can definitely use ANY Deadlands miniature on TRWNN, or something in the 25-30mm line or roughly the same size.  There is a wealth of miniatures in various sizes to use to play with, however they are not really necessary.  You can get started with a cheap bag of 54mm plastic cowboys and indians from just about any reputable dollar store, using shoeboxes for buildings&#8230; I did, and it was a blast.  If you have some old Lego sets laying around, Lego makes a great cowboy and indians line that is just fine for this purpose.  Be inventive, you don&#8217;t have to spend every dime you make to have a good time at the gaming table.</p>
<p><P><b>NET.SOURCES: THE RULES WITH NO NAME</b><br />
<P><a href="http://www.icenter.net/~gisby/noname.htm">The Rules</a><BR><br />
<a href="http://www.icenter.net/~gisby/">The Foundry&#8217;s Page</a><BR><br />
<a href="http://underworld.fortunecity.com/descent/738/wwest.htm">Additional Material</a> done by yours truly (a fairly accurate source of miniatures, too)<BR><br />
<a href="http://members.tripod.com/~mrnizz/trwnnalb.htm">Some Games in Action</a> (3 Pages)<BR></p>
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