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Subject: [WIP] 2013 Solitaire PnP Contest - Night Shift - Contest Ready! rss

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Victoria-Rene V.
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This is my entry for the contest, ta-da!
http://www.boardgamegeek.com/thread/1002891/2013-solitaire-p...


“L6 Bravo, come in, this is Sequoia Tango, do you read me?” The voice came through the little CB radio in the dashboard, tinny and somewhat nasally. With a start, Albert Gorm reached for the microphone with a scarred, liver spotted hand. He gripped it tightly and murmured something about interrupting his sleep before pressing the talk button.

“What the hell is it, Stanley? Did you wet yourself again?” Gorm's gravelly voice gave way to a little laugh.

“Very funny old man. See if you can't drag your geriatric ass down to the main gate, that FBI agent is back and she lost her keycard.” Stanley's sass was distorted by the soft tapping of the rain storm on the roof of the car and the vagaries of the old radio.

“Watch yer yap, I'll get there when I'm good and ready.” He said as he put the little microphone back on its hook. A twist of the key and Gorm's patrol car started back to life, crawling out of it's hiding spot in the alleyway behind one of the storage units that dotted the grounds. Headlights lazily crawl across the road as Gorm maneuvered the little car back on to the main road. The ache in his knee seemed to intensify with the rain, as it had ever since that doctor pulled a piece of shrapnel at least an inch long and half as thick out of it way back during the summer of love. He rubbed it absentmindedly as he peered through the windshield and its wipers, a shape in the sky caught his eye. A small black helicopter accompanied by the thrumming of its rotors passed by overhead. Gorm turned his attention back to the road in time to see a pale, lanky shape cross the road, into the darkness, barely outside the purview of his headlights.

“These coastal storms are a fat bitch... Oh, hey, Old Man... Watch yourself out there, got a weird feeling about tonight...”


Night Shift is a game in which you take the role of one of three characters attempting to get through the night in an out of the way storage facility nestled between the sea and a spooky wood. The chits shown are, likely, the final form. There are more to be seen, however! The section of map you see is still being worked on for maximum play space/printability. As per the rules, they are currently functional enough but require much smoothing out before public release.

The game is, in essence, a horror survival game: ammunition for your firearms is limited and your character is relatively squishy and your best bet tends to be to run. Each character presents their own challenges and advantages, having different equipment initially available but essentially the same goals. As of right now, the goal of the game is determined by rolling on a simple table to determine your objectives and then rolling for slight variations on those objectives. For example, a possible scenario is "Stop the Cult ritual in the woods at hex 0610" with success meaning a final dash to the heliport and failure resulting in a one sided fist fight with a Shoggoth. The mechanics that make this possible are based on a 2d6 table and a simple set of A.I. rules for the monsters: Deep Ones move towards you if within 'x' hexes of the shoreline, Cultists will not act until you enter the woods, etc.

The general pace of the game is set by what I am calling 'the Horror table' and it is named justly, imho. The table is a 2d6 table with 2 and 12 being occupied by something awful and something worse respectively. This table is rolled upon after ending movement and contains this such as "You hear rustling in the trash cans/bushes near you... +2 to next Horror Table roll." Can you imagine the tension? Your characters stats play some minor role in avoiding the looming threat of the Horror Table.

I don't want to give too much away before it's publicly playable, but what I have described is the essence of Night Shift.
-----
Finally completed! In my heart, I feel liked I botched something somewhere along the line. However, this has been a wonderful learning experience, and thusly, I dedicate this game to DW, for being the only person to tell me anything about my game.
Good hunting, kamerad!

FILES:
https://www.dropbox.com/s/8i5xcsk8kdrkmji/nightshift.pdf
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Initial Playtesting
Hello!

This looks quite interesting to me, so I am keeping an eye on it.

However, I have one big question: Will there be a b/w version of it for people like me with only b/w printing? The screenshot looks great in color, but I am worried about how things would work out in b/w.

Yours,
Deathworks
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Initial Playtesting
Deathworks wrote:
Hello!

This looks quite interesting to me, so I am keeping an eye on it.

However, I have one big question: Will there be a b/w version of it for people like me with only b/w printing? The screenshot looks great in color, but I am worried about how things would work out in b/w.

Yours,
Deathworks

An excellent question, DW, thank you for asking it! I have been considering the printability of this game as a top concern and do plan on making a version that looks good in black and white. Admittedly, my first course of action will be to merely print out the color components in black and white (as I was planning on doing this for physical testing, anyhow) and seeing how that turned out... and if it is anything less than enjoyable, I will certainly dedicate some time to producing an attractive black and white alternative.

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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Initial Playtesting
As an update for any delightful individuals following this game, I should have ready for you a set of rules by tomorrow night.

This game is not dead! Woo~
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Initial Playtesting
Just a little late, never mind the circumstances...

http://www.scribd.com/doc/166017868/Night-Shift

There it is!
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready


Black and white pieces, something I rather like, but am uncertain if anyone else would.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
I like the (lack of) colors. The thick lines between the counters I do not like so much.

Of course anyone not happy about the white background can print on colored paper I guess. Might do that.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
One thing about the black+white counters might be that they are less functional, making it more difficult to see what counters are friendly/neutral/enemy.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
pelni wrote:
I like the (lack of) colors. The thick lines between the counters I do not like so much.

Of course anyone not happy about the white background can print on colored paper I guess. Might do that.
Perhaps for my next set of pieces, I will heed your advice more closely and try to design them with out borders. Still, it seems so strange to me, but I see the sense and utility in it.

pelni wrote:
One thing about the black+white counters might be that they are less functional, making it more difficult to see what counters are friendly/neutral/enemy.
I was rather counting on the fact that the solitaire structure would skew the ratio of friendly pieces to unfriendly pieces in such a way as to make them almost unmistakable.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready RULES ERRATA/UPDATES
Dungeoneer wrote:
Just a little late, never mind the circumstances...

http://www.scribd.com/doc/166017868/Night-Shift

There it is!

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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
Hello!

I am sorry for being kind of a spoilsport, but could you upload the rules in a second location that doesn't require signing up for downloading or printing (T_T)

Yours,
Deathworks
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Chris Hansen
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
Deathworks wrote:
Hello!

I am sorry for being kind of a spoilsport, but could you upload the rules in a second location that doesn't require signing up for downloading or printing (T_T)

Yours,
Deathworks
I agree. Please use a service like Dropbox or Google Drive where files can be publicly shared. Users shouldn't need to create an account with a hosting service to download files. Thanks.

Also, please include the link to the files in the first post.

I'm looking forward to the game!

Chris
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
chansen2794 wrote:
Deathworks wrote:
Hello!

I am sorry for being kind of a spoilsport, but could you upload the rules in a second location that doesn't require signing up for downloading or printing (T_T)

Yours,
Deathworks
I agree. Please use a service like Dropbox or Google Drive where files can be publicly shared. Users shouldn't need to create an account with a hosting service to download files. Thanks.

Also, please include the link to the files in the first post.

I'm looking forward to the game!

Chris

Sorry m8s, I hadn't thought much of it. Installing Dropbox now, will share link shortly.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
https://www.dropbox.com/s/8i5xcsk8kdrkmji/nightshift.pdf

Woo, second hosting!
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
Hello!

Here are my first impressions from trying a first play.

First of all, my printer hated the map. More specifically, the trees/shrubs don't really show. Fortunately, the cover value stands in quite nicely. While I appreciate the effort with the genuine b/w pieces, I opted for greyscale printing (okay, my bad for saying b/w while being open for greyscale).

Now turning to the manual.
I don't know how much you plan to change the layout of the manual, so I don't know how much information you need there. (^_^;; I also skipped the few typos I noticed as I assume that the text may change a bit anyhow.

Still, I suggest strongly adding a section telling the players what material is needed and how the material provided should be prepared, probably directly after the paragraph stating the general nature of the game (Night Shift is a game ... we call a game.). Especially mentioning what dice are needed to play (2 8-sided of different colours, 2 six-sided, I think) is important in my opinion. You may also consider mentioning which things are to be kept track of on a piece of paper (from what I have seen, that's ammunition (per weapon), hits taken by the character and by the vehicle, turn number, inventory).

The character descriptions, as well as the flavour text at the beginning, are nice and work well with the game, although I personally found the "M-files" to be anti-atmospheric - the pun and reference do not evoke immersion in a tale of survival and horror, but rather made me step out and look at things (rather critically) from the outside.

I strongly recommend that you put the starting hexes at the bottom next to the stats and also put them into bold face. Currently, they are easy to miss when trying to remember, so a bonus to their visibility seems a good idea.

You give two starting hexes for Gorm without giving instructions how to pick one. It is also not clear whether he has the patrol car on either of these hexes, or whether it is only available if he starts at 0805.

The ammunition rules raise a few questions:
- I am not a big weapon specialist, so I have to assume that cartridge and round both refer to a single shot of a weapon.
- Since the game also gives the ammunition value for the characters' handguns, the possibility of completely running out of ammunition is hinted at. Can a character still attack with a reduced power value in melee (any foes, or only cultists?), or is attacking impossible until new ammunition or a new weapon is found?

When using a vehicle's guard value, in case the attack still hits, who takes the hit - the vehicle or the character?

I picked scenario 1 for my first play. Following the rules, I placed the ritual marker, the two cult leader pieces, one cultist on the map. Then I added 6 foes following the normal setup rules, right?

When the ritual is completed and the horror piece is placed, which pieces are consumed - those adjacent to the ritual tile or those adjacent to the horror piece? And if on hex 701, who appears, Dagon or Hydra?

The line Once removed, all terrors gain "Moves one hex towards player and attacks if possible. is rather cryptic. I assume that you mean that once the ritual is removed (regardless of whether destroyed or completed). But the part about the moving and attacking still leaves me confused. Does that mean all enemies get one free extra turn? Or are cultists forced to leave covered ground in order to get to you (if applicable, of course)?

Now reaching the movement rules:
Can a character on foot enter water tiles?

Can a character move onto a tile occupied by a terror? Can a terror move onto a tile occupied by another terror?

What happens if a character is one hex away from the car and wants to use it? Can she move one hex on foot and then move half the range of the car? Or does she have to end her turn on the car and then use it the next turn? And if the latter, is she inside the car for searching results during the first round?

What happens if a car gets destroyed while a character is riding it?

Are the cars bound to the roads or can they move on any tile? And if not road bound, can they enter woods tiles and/or water tiles?

The helicopter rules at first left me a bit confused. I am assuming that the storm raging that night increases in ferocity, meaning that the helicopter becomes nearly uncontrollable starting at turn 3. Given that the helicopter gets effectively removed from the choice of movement items (or am I mistaken), once KURO ropes to the ground, I don't see the reason for stating At any point during its movement - doesn't roping kind of end its move by removing the helicopter (or placing it in the escape square for the mission)?

As for fighting - can ranged attacks go through tiles with enemies? So, could I shoot at a cultist who stands behind the cult leader?

The search table, as well as the horror table use bold face for key words. While it is nice, it is confusing when you put silence in bold face, even though it does not refer to a game mechanism, unlike the explanations about increasing/decreasing dice rolls, ammunition or medkits.

I recommend that you start the bold face for entry 9 in the search table at the recover and also add a verb to the medkit (maybe gain one medkit).

When explaining the horror table, you do not state explicitly what the term Things refers to. I assume that you mean Shoggoth, Dagon, and Hydra, but I think that should be clarified.


==============

The many questions I have make it a bit difficult for me to evaluate the game yet. The game is definitely not easy, as far as I can tell. As for replayability, that needs further testing.

I hope these questions help you in your developing the game.

Yours,
Deathworks
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
Deathworks wrote:
Hello!

Here are my first impressions from trying a first play.

Firstly, thank you so much for taking the time to write out such a thought out impression! It means the world to me.

As it stands, I plan to change the manual and make a number of changes to syntax and adding some vital information I probably ought to have included in the first place.

I would have included the necessary materials section, but indeed, I had forgotten at the last moment. I had intended to instruct the use of scratch paper and the like, I had even considered making a little player card to place found equipment and to have check boxes for things like ammunition and medkits. Is this desirable? Is scratch paper fine?

You know, I had thought the 'M-files' were just the right amount of levity, but I can see how it might detract from the whole. I'll definitely rearrange somethings, and group the starting hexes with the stats. As far as Gorm is concerned, I had meant to for it to be a players choice as to where he starts, and he always starts with the car.

Ammunition:
Indeed, the possibility of running out of ammunition is real (if unlikely, unfortunately) and I had thought to put the emphasis on the idea that you don't want to fist fight small mobs of crazed gun-wielding
Cultists or hulking fish terror Deep Ones, and that it would not be very effective.
However, the option could be there... Hm... Perhaps, the addition of Melee weapons?
As you can see those, the idea did not materialize in the rules.
Let's try this, then:
When any character is out of ammunition, it is assumed they have some manner of pocket knife. POW rating becomes 2 and range becomes one hex.
As an aside, does "one hex" mean the same as "adjacent" in terms of range. It does to me, but this game is now my second effort for the public and large, and I am still developing a proper lexicon for public rules writing. My ultimate goal is to have all my rules "read as written" in a way that is sensical.

When using the vehicles GUARD value, the vehicle takes the hit.

That is indeed the correct setup for scenario 1.

Everything adjacent to the horror piece is destroyed. In effect, this includes things that were adjacent to the ritual. Mind you, as a solo game, the general bent is against you, so player decisions should be made towards your favor and preference. Also, Dagon and Hydra have identical stats, so they are effectively interchangeable to your preference.

Hm, I see your confusion there and feel it myself. In retrospect, the A.I. language needs a bit of cleaning up.
Deathworks wrote:
The line Once removed, all terrors gain "Moves one hex towards player and attacks if possible. is rather cryptic. I assume that you mean that once the ritual is removed (regardless of whether destroyed or completed). But the part about the moving and attacking still leaves me confused. Does that mean all enemies get one free extra turn? Or are cultists forced to leave covered ground in order to get to you (if applicable, of course)?
You are correct in your assumption. The bit about moving and attacking is intended to make Cultists and Deep Ones otherwise ignore their movement restrictions: Cultist leave cover, Deep Ones leave the shore, etc.

Movement:
I don't recall if this made it into the current rules but:
Cars can only move on hexes with roads on them. The PT car and FBI car are not intended for off-roading and would promptly become mired in the mud and rain.

A character on foot can not enter water tiles, save for the ones that have little shorelines in hex row 03.

One tile, one piece. Player pieces can not move through or otherwise occupy tiles containing terrors.
Ooh, you know what sounds excellent though, try this:
A car can attempt to over run a terror on the road so long as it's movement allotment puts it in a road hex behind the target. The attack is rolled against the terror at the end of the cars movement, POW is equal to the number of hexes moved to reach the target plus one (+1). IF the attack is successful, the car takes a hit.

The player can use the car normally if it's in an adjacent hex.

Deathworks wrote:
The helicopter rules at first left me a bit confused. I am assuming that the storm raging that night increases in ferocity, meaning that the helicopter becomes nearly uncontrollable starting at turn 3. Given that the helicopter gets effectively removed from the choice of movement items (or am I mistaken), once KURO ropes to the ground, I don't see the reason for stating At any point during its movement - doesn't roping kind of end its move by removing the helicopter (or placing it in the escape square for the mission)?

Sorry about that. You are very correct in your assumptions. I wrote that line largely to avoid the idea that there was a minimum movement required to rope down. You are right however, it does end the movement for the helicopter.

Deathworks' wrote:
As for fighting - can ranged attacks go through tiles with enemies? So, could I shoot at a cultist who stands behind the cult leader?

The search table, as well as the horror table use bold face for key words. While it is nice, it is confusing when you put silence in bold face, even though it does not refer to a game mechanism, unlike the explanations about increasing/decreasing dice rolls, ammunition or medkits.

I recommend that you start the bold face for entry 9 in the search table at the recover and also add a verb to the medkit (maybe gain one medkit).

When explaining the horror table, you do not state explicitly what the term Things refers to. I assume that you mean Shoggoth, Dagon, and Hydra, but I think that should be clarified.
Ranged attacks can indeed go through enemies.

I will definitely be reformatting a lot of tables and information as per your suggestions.

Things refers specifically to monsters noted as Terror+ (Things from Beyond [perhaps a name change is in order?] and Elder Deep Ones.)


Please, let me know if you have any further thoughts, I will be resorting the manual and anything else over the next few days.

RULES UPDATE/ERRATA BELOW


As a quick update to the stuff above...
Deep Ones attack as soon as they are adjacent. (most monsters attack if possible, if not they move. If attacking becomes possible after they move, they attack.)
Ties go to the Player.
The range on the Helicopter's mini guns is two hexes.
Panzerfaust has a range of one hex.
Cult leader placement is done before regular setup during the Ritual scenario, if coordinates are rolled that over lap with the cult leaders or the ritual, ignore and reroll.
In the Ritual scenario, if the Ritual piece is destroyed before the big monster appears, any results of 2 and 12 will produce Terror+ monsters instead of the big one.
You can not acquire any items or Search while in the helicopter.
KURO acts normally when she fast ropes in, being allowed to move and then act. The helicopter does not participate in the Act phase, if it drops off KURO.
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
The entry deadline for the 2013 Solitaire Print and Play Contest is Midnight (MST) October 5th. Will this game be complete by that time? If not, the game will be removed from the entry list but will be eligible to be entered in next year's contest.

Thanks! I hope to see more about this game soon!
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Re: [WIP] 2013 Solitaire PnP Contest - Night Shift - Components Ready
I am doing final edits at the moment of this posting. Well, not precisely at this moment, as I'm typing this, but you understand.
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Hi, please make sure the first post is edited with links to all of the files. Thanks! I'm looking forward to playing this one. (My apologies for not getting to it before now.)
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chansen2794 wrote:
Hi, please make sure the first post is edited with links to all of the files. Thanks! I'm looking forward to playing this one. (My apologies for not getting to it before now.)

I was confused for a minute about the files, then I realized that a youtube video was the link up there. D'oh. Must've gotten mixed up on the old clip board over the course of the night, haha, will be changed momentarily.
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Dungeoneer wrote:
chansen2794 wrote:
Hi, please make sure the first post is edited with links to all of the files. Thanks! I'm looking forward to playing this one. (My apologies for not getting to it before now.)

I was confused for a minute about the files, then I realized that a youtube video was the link up there. D'oh. Must've gotten mixed up on the old clip board over the course of the night, haha, will be changed momentarily.

I thought that was a joke. Good thing it was nothing worse in your clipboard.
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pelni wrote:
Dungeoneer wrote:
chansen2794 wrote:
Hi, please make sure the first post is edited with links to all of the files. Thanks! I'm looking forward to playing this one. (My apologies for not getting to it before now.)

I was confused for a minute about the files, then I realized that a youtube video was the link up there. D'oh. Must've gotten mixed up on the old clip board over the course of the night, haha, will be changed momentarily.

I thought that was a joke. Good thing it was nothing worse in your clipboard.

Right? Hahaha, little blessings are the best things in life, I think.
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just won 150 for playtesting this game, among others. Thanks Deathworks for all your help playtesting contest games. I know people have appreciated it.
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A public congratulations on your geek gold gain! All alliteration aside, I'm glad my game won you something! Let's just hope it does the same for me, ha ha ha.


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A hundred thousand thanks for everything!

Edit: Yes, I did just learn to tag users, why do you ask...?
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In the rules, you mention both magazines and cartridges for ammunition. Am I correct in assuming that both have 6 bullets each?
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