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JetGet

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A member registered Jan 30, 2017 · View creator page →

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great stuff

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such a generous compliment. Thank you so much. I also really like that idea. our hope is that you can print one copy for each player for ease of reference. 

You think you'd ever make an updated version? 

Seconding this, it's hard to judge since I don't "get" it. 

great call! Small typo. Guess it doesn't change things, but looks sloppy. 

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wow.

Neat stuff! How did you go about implementing subtractive design on this one? :) 

Love the photos! :) 

--a diagram would have been helpful to understand placement. Y

--Interesting game! Just movement is cool. Very minimal. 

--20+3 guard models is a lot of models! But it does make sense. 

--Overall, this is pretty interesting! Might have to play it. 

The sun darkens. Vampires grow fat on the blood of elders. The Sabbat and the Camarilla clash in the cradles of civilization. Ancients from before the Flood rise, and they call childer to their side.

 Fights spill from boardrooms to streets as vitae spills to the earth. Now is the time of monsters.

 Who will end as masters? Who will be blood for the ticks?

Vampire: Gehenna Wars is a short tabletop wargame for short skirmishes between coteries. It uses four miniatures, minimal terrain and table space, and is designed to facilitate elegant lightning-fast brawls between opposing coteries. 


Several design iterations removed complicated rules on initiative, range, combat, and building one's own coterie. The only thing that remains is initiative; to strike lightning-fast and win. 

I liked reading this, but I would definitely have wanted to see more leaning into the theme of being in someone's mind. Aside from the idea of using lots of different terrain, I didn't see very much. 

Ah, so sorta like the classic One Page Kill Team campaign mode 

I didn't fully understand this one, but it was cool. 

I found the overall writing a little confusing, but I liked what I saw. :) 

Do you envision this as representing lots of little fights, or one big one? 

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You've made Star Wars Rebellion out of an astonishingly large pile of dice.  You gave me a huge grin reading that. :)

That said - could you tell me a bit about the 'redesigning failure' element of this game? I'm intrigued, a lot of it just seemed like "failure but it takes longer" 

Seems cool! Are there any other powers you had to cut to fit on that d6 table?

thanks for sharing your designers notes! :)

I like your take on very very hot mechs. This version rules

An extremely interesting theme! I'm not totally sure if I get your interpretation of redesigning failure, but the P̶o̶k̶e̶m̶o̶n̶ mon theme is really fun! 

Love the mood board, reminds me of "Little WarCry" :)

Could you tell me a bit more about your thoughts on Redesigning Failure? I didn't see a lot of that on a cursory glance. 

I appreciate the gameplay pics :) 

A bit dense, I had some trouble following the flow of the game. 

 I loved how some weapons got better as they took damage! 

love to grind a rail, very cool man

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love a cowboy game :) 

you ever hear of a game called Hunt Showdown? 

great thumbnail 

Truly, nothing could make me happier than to hear that :) 

hey there! Yes it’s hard to avoid Malifaux comparisons with a deck of cards. Not at all a bad thing :)


Glad you thought things went well! We aimed for speed. 

The drawing cards IS mandatory. Wish we had more space! It’s to make sure you’re assigning cards if at all possible, keep players from just using one model, and provide plentiful cards for abilities. 

They only move 8 because we felt that 13 was too far! Subjective though. 

Thank you so much, that means a lot to me! We put a lot of work and testing into this one 😃

Having played lots of the other One Page games, I liked how a lot of units didn't have many stats to worry about, just a Quality number. It was fun to do something similar for this. Buying things like extra HP or abilities, sure, but not things like "weapon skill". Instead, it's always a choice as to when a unit acts and how well they do. 

Puppeteer + Desecration is probably bad! The only upside is that only one hunter can take it, and you can keep killing that hunter over and over and over. If I'd had another pass, it would have been smart to have something else there. 

There's both a lot of Malifaux and also not that much. Lots of games have the "take one or two actions" mechanic, from D&D to Dust 1947 to Imperial Assault, and Malifaux is one of them. It's easy and convenient. 

Malifaux's resolution mechanic is similar but with a lot more variance. You don't assign cards. Instead, in Malifaux, anytime you take an action, you just flip the top card of your deck face-up instead of attempting to roll dice, and then you can choose to spend cards from your hand. 

In Bone Orchard you just spend cards directly from your hand. So yeah, a bit faster. 

There were thougths about more color abilities, but as the deadline was closing in and we'd played around with the core a bunch, we didn't really have time to have a lot more abilities. Red and black and more suit-based abilities would have been excellent, with the exception that it kind of sucks to need a suit/card that only shows up 25% or 50% of the time. 

Didn't see your comment at the time, thanks. Very cool, the WarCry spending system is very good and seems versatile 

Very cool!

How did you implement multi-purpose design? :) 

That's OK, I can't give you five stars but I appreciate the thought that went into it 

I'd love to know a little bit more about how you implemented dual purpose design : ) 

Is this the first 6mm scale wargame I've seen a OPR for? That's cool. Same with the deployment of tiles over measuring is cool. Convenient, too,  for small sizes.

I'm not 100% what the dual purpose design is; is that the idea that different actions give you momentum tokens that you spend for unique effects?