Knockman wrote:Are you able yet to provide any snippets on the rules themselves - dice & other bits required, turn sequencing, etc., etc.,? Absolutely understand if you're locked in on an Osprey agreement that prevents you - just keen to see what's involved and how it will play, and then North Star will benefit from some pre-ordering.
Hi Knockman et al.,
The tie-in with Northstar was arranged by Osprey and you cannot imagine the self-control I have exhibited in the last few months as first pictures of the greens, then the figures and finally figures painted by Kevin Dallimore turned up in my e-mail. Charles and I have been sitting there slack-jawed with amazement as this has just ...happened! We also had the book artwork from Osprey coming in as well, I'm just surprised that I haven't had a cardiac event...
As for the rules, here are some snippets my fellow forgers:
1. You'll only ever need a single D10.
2. Skirmish rules involving forces of 4-15 figures -ish.
3. A full-featured points system so not only can you create companies from the rules, but also figures, equipment, talents and mystical powers of your own invention
4. Northstar are initially releasing balanced forces for four of the ten companies. I understand that another company, Scotland Yard (feat. the Consulting Detective and the Good Doctor) is accessible through their rewards scheme for pre-ordering.
5. The other five companies include two from the USA, one from France, one from Germany and another British one (my favourite). If you saw Ripper Street last Sunday you may be able to guess that last one
6. Play is on a 3' or 4' square area, i.e. dining room table.
7. There are some unique terrain rules. Terrain plays a part like in no other game. It can obstruct movement or line of sight, it can be active and pose dangers to people moving through or by it and lastly it can react to gunfire, flames and explosives.
8. The turn has four phases: Initiative, Movement, Shooting and Fighting - no surprise there.
9. If you combine the standard scenarios, with the various listed scenario complicators and the featured landscapes you have nearly nine hundred unique games to play.
Fancy racing across Khartoum as a rolling barrage nips at your heels hoping that you can get your company on the last river boat across the Nile while two other companies do the same? Or perhaps having a gun battle with dangerous anarchists across a busy shunting yard, in a London pea-soup fog? If a stray bullet doesn't get you a shunting engine might... Going hand to hand between the gas bags of an airborne Dirigible against Prussian Todtruppen? The rules cover all of this.
Play is quick with games lasting between half-an-hour and two hours, so two to three games in an evening is perfectly possible. There are numerous named heroes, but you can develop your won very easily. The game is balanced so no hero can suceed without his loyal henchmen.
Charles and I are now preparing a mass of extra material to release from a dedicated blog/website in support of the rules. And by a mass, I mean a mass. When we first brainstormed the rules we had over a hundred companies in our list, there's only ten in the rules.
All of this in just 64 pages...
Is that enough to whet your appetite?