great stuff
JetGet
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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.
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.
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?