Deadzone: When Do You Count VPs?

Have a look at the different ways to earn VPs on page 41.

When you Kill a target listed on your mission, or scamper off with an item for Scour, it’s pretty easy to see that you should count those VPs from that point on. After all, the item ain’t coming back and the dead guy isn’t getting any better. Infiltrate is the same, as is Intel. Survive is simple as it only adds up and can’t be lost either. The only ones that seem to raise any questions are Capture and Control. When do you count these?

These are pretty straightforward too, though they aren’t the same as the others for the simple reason that they can be lost as well as gained.

In real battles, at both a local and grand scale, objectives are won, lost and won again. This can happen in a game of DZ too. You can gain Control of an objective only to have the controlling model killed, or an enemy move up to contest it. With Capture and Control, you have the VPs as long as you fulfil the conditions for that goal. If you subsequently lose Control then you lose those VPs. Easy!

Think of it this way. You get back from the operation, covered in grime, blood and stinking of cordite. Your boss comes over to get a one sentence summary before the full debrief. If your mission was to Kill someone and you did so, then your boss is happy. If you were tasked with Controlling an objective and the battle ended with it in enemy hands do you think he’d be impressed? Not so much. Even if you did control it at one time, early on? That’s not his happy face. 

Or, to put it another way, unlike every other type of goal, Capture and Control have no memory. If you’re not doing it now then it never happened.

If the game ends by timing out, then just tot up your VPs at that moment, Capture and Control included. If, on the other hand, you want to claim a victory earlier, then you simply need to keep a running tally of how many you have at that moment. As you should be focussed on your mission anyway, what you need to do to win should all be pretty clear. Personally, I don’t worry about counting VPs till I’ve racked up a few (regardless of what kind of goal they’re from). At that point I take a moment (during my opponent’s turn) to work out what options I have for winning. What more do I need to do? Very often there are two or three different ways to win, though exactly what they are depends on which mission you have, what your strike team is composed of (or what’s left), and what you’re up against. Don’t forget that you can always abort a mission or simply go for wiping out the foe.

DZ-Zee-Scavengers_wipOn a separate, but related issue, what happens if a strike team’s last model moves off the board to Infiltrate or Scour? Does the enemy win (case 2 of claimed victories) or do the VPs for the moving model count?

There are a small number of other situations in which a single action can result in both players being able to claim a win simultaneously. In common with all fun things, most of these situations involve explosives.

My ruling on this is that the active player gets to claim a win first. He is, after all, the one causing whatever mayhem is happening, and I think it’s appropriate to reward his efforts. If he’s managed to scrape a win by moving off his last model then good for him. Mission accomplished.

This ruling also has the advantage of applying to any situation when simultaneous claims could be made, whatever the cause.

Posted in Deadzone, FAQ | 12 Comments

Heroes Of Normandie Army Boxes

Michael asked me yesterday how big these were, so here’s a pic. The DreadBall rulebook is lined up against the top left corner as a reference, so the HoN army boxes are slightly larger than that (all 3 army boxes are the same size).

HoN army box 2In numbers, the boxes are about 32cm x 22cm front, and about 7.5cm deep. They all come with a plastic inlay to sort stuff into once it’s burst from the frames.

HoN army box 1I’ll do a proper unboxing later, when I’ve played the core game a few times and can comment better on what the new pieces add to it.

Posted in Review | 6 Comments

Heroes Of Normandie: (Big) Unboxing

I was going to write something else today, but then the postman arrived with a large and rather heavy box. I’ve put the Deadzone box beside it for comparison as that’s one of the biggest game boxes I’ve got. It makes DZ look rather small and delicate…

HoN 1Anyway, the box turned out to be full of one of my Kickstarter purchases: Heroes of Normandie. There’s a few bits to follow later in the year. Mind you, this is more than enough to be getting on with for now.

HoN 2Out of the box it looks even more impressive. Here are the major elements:

HoN 3And here are the piles of extra counter sheets with variant units (and extra zombies). Yes, I may have got a tiny bit carried away.

HoN 4I haven’t started unwrapping anything yet as that was going to be even more distracting. It was fun having a quick skip through what had arrived though. Lovely art and an amusing style. I’m looking forward to getting a game organised.

Obviously, as it came in a box, it wasn’t long before there was a cat sitting in it. Mojo, in this case. So now it’s been officially accepted into the household.

HoN 5When I’ve digested what I’ve actually got I’ll do an unboxing of the various elements so you can see the rather nice quality of the components in more detail. It’s a little confusing as the way it’s presented isn’t quite what I was expecting. The KS evolved as it went along, and this packaging is presumably how it will go into trade. It does look nice though 🙂

Posted in Review | 11 Comments

Salute Spoils

Salute spoils

Back from Salute now, and what a show it was! The best show I’ve been to in ages, I think. Why? Several reasons. To start with there was a very upbeat and cheery atmosphere, both among the traders and the customers (not always the case). That’s always good. I also wangled a little more time between talking to people about the games I’ve done for Mantic to actually have a look about the show myself, and I acquired a small pile of swag (above) while doing so. I’ll do some unboxings and whatnot later.

These brief jaunts away from the stand did underline quite how much there was to see at the show. There were at least two people I had arranged to say hi to, but couldn’t actually find on the day. Several stands like SmartMax and Studio McVey I saw only at a distance and would happily have browsed in detail. Some of the aisles I didn’t even go down at all (probably why I didn’t find everyone I was after), and the entries to the painting competition were so popular that all I could see was the crowd around the cases. I never even looked at the demo games. Lots and lots to see and do.

That’s not a complaint though, it’s just rambling aloud. If anything, I’m reminding myself that if I’m ever there and not working on a stand I need to give myself the whole day to really do it justice. I can’t think of another 1-day UK show that’s true for.

 

Posted in Events | 7 Comments

Down At Salute

salute2014webbannerThis saturday is one of the biggest events in the UK gaming calendar: Salute. This is a big one-day show down in London, and this year I’ll be attending with the Mantic crew once again.

For many of you this will be way too far to travel, and for others you’ll already have all your arrangements in place. Either way, I’m not really trying to pimp the show as such (though it is a great place to see what’s going on in the world of toy soldiers) – just thought I’d say that I’ll be there and if you fancy a chat about games you now know where to find me on the day 🙂

If you can’t attend, there is usually quite a lot of coverage on various blogs. Last year Beasts of War did a bunch of shows from the event, and it wouldn’t surprise me if they did so again. It’s also a time when companies tend to release something new and shiny, which is also nice. One day I’ll get to go when I’m not on a stand and will actually have a chance to properly explore the hall (and spend some money). It’s way too big to properly recce in a short break.

See you there!

Posted in Events | 5 Comments

Gamer Bling

Of the many gaming items I’ve acquired of late, perhaps the oddest is some new dice. No, not the D10s I ordered from Chessex, I’m talking about a pair of perfectly ordinary D6s I was given as a present. Well, when I say ordinary, I mean 24K gold plated reproduction 1st century Roman dice, so perhaps not entirely run-of-the-mill.

Gold diceNow I’ve got them, I’m not quite sure what to do with them. Those of you that know your dice history will remember that Roman dice are rarely (if ever) entirely accurate cubes. Instead they are often endearingly wonky, as are these. That may rule out using them in anger, so to speak, though I don’t expect that most of my regular opponents would object to them representing heroes, and so on. I’ve no idea whether their wonkiness is a help or a hindrance.

Does anyone else have any ostentatious gamer bling?

Posted in Random Thoughts | 9 Comments

Nexus Psi Book

Nexus Psi shinySaw this book for the first time yesterday, when someone gave me a copy to sign for a customer. I’ve no idea if it’s any good or not, but it’s certainly shiny as you can see 😉

Posted in Deadzone | 17 Comments

Mantic Radio Podcast

Recorded with the chaps just before the Kickstarter ended.

Posted in DreadBall - The Futuristic Sports Game | 5 Comments

Silence

Apologies for last week’s silence. I’ve not been very well 😦

There’s a lot to catch up with, and I’ll be replying to your comments and suchlike as soon as I can.

Posted in Random Thoughts | 5 Comments

Xtreme Team-Building Part 3

I’ve looked at some of the background and some of the challenges for the team-building system in DBX. Now I want to go through the rules as they currently stand.

 

One-Off games

In a one-off game you have a choice. The simplest and quickest approach is to use the team I’ve made up for you already. Every team will have a balanced 100mc list that shows off the main focus of that Sponsor/Team and is like a main arena DB team – you just pick up and play.

Alternatively, you can use the full team-building rules (below) to create a team from scratch. Just pick a Sponsor and go from there.

Of course, you can also take a hybrid approach, by using one of the 100mc teams in the book as a starting point. Take away anything that doesn’t suit you and spend the “refunded” money on something else. This intermediate approach allows you to quickly tailor a team that’s almost what you’re after, or which you simply want to experiment with by tweaking slightly.

 

Full Team-Building Overview

A team is built around a Sponsor. By comparing the Groups that the chosen Sponsor and a player have on their stat line, you can see what that player type costs to hire. Sponsors then spend their budget of cash and Favours to hire players, buy Coaching Dice, cards and any other extras they want. Some of their money can be saved to bet with.

In a league, Sponsors (not players) gain experience, influence, power and generally get better at what they do. This improves the overall team because a Sponsor gets access to better players in the process. In effect the team does the same thing as normal when it goes through a league – a veteran team has better players than a new one – it’s just not necessarily the same individuals in the team that have improved.

 

Fresh Every Time

Players are listed as a type in the same way as you’re used to if you’ve played DB: Human Striker, Forge Father Jack, etc. In background terms a Sponsor is not very likely to have the same individual of a particular type in his team every time, though he might consistently field a Human Striker, etc. The casualty rate is too high for the vast majority of individual players to survive more than two or three matches before they are maimed or killed. A few, rare players do live long enough to significantly improve, and these are listed as a separate type: veteran Human Striker, for example.

You could, in theory, track individual player experience in the same way as DB, but this is a great deal more work and fiddle for very little benefit. As I said, they die off awful quickly. To keep the system clean, I’m ignoring these few, lucky players in terms of tracking, and sticking with the idea of a new team every time. If you like you can imagine that a veteran player is the same individual who survived last time. It won’t make any difference in rules terms.

Of course, having a team that is (in our fictional reality) comprised of different individuals each time doesn’t mean that you have to buy new models for every game. Not at all. As your Sponsor will have only slightly improved resources from one game to another you’re likely to recruit a team that includes a great many of the same types of players even if all the individuals are different. These can be represented with the same models as you used before.

 

Groups

Each Sponsor and player type have a number of Groups listed on their stat line. These are the people they associate with on a regular basis: the types of people they know and trust.  The more overlap between Sponsor and player, the more they have heard of each other and can trust that they are who they say. This is reflected in the cost to hire that player.

In the core DBX box, this process is simplified as we only have a small set of Sponsors and players to cross reference. This allows us to provide a list for each Sponsor with the price that each player comes at (obviously before any experience is gained by the Sponsor). There is, therefore, just a big shopping list to pick from and is very simple to use.

In the full version, when we have dozens of Sponsors and lots more player types, this is simply not practical to list in this format. At least, not in print. Instead, each player lists three prices he charges depending on whether the Sponsor who is looking to hire him is vaguelly familiar, a friend or a stranger.

The baseline price is familiar, meaning that there is one Group in common between Sponsor and player. He’s heard of him or seen him round the DBX circuit. He’s reasonably sure he’s not a police informant or DGB stool-pigeon.

Friends get special rates: “mate’s rates” as you might say. This is when there are at least 2 Groups in common, so both Sponsor and player move in the same circles and know the same people. Even if the Sponsor is a nutter, the player will know about it. There are no unpleasant surprises.

If the Sponsor and player have no Groups in common then they are strangers. In the illegal world of DreadBall Xtreme this is dangerous territory. Strangers could be undercover police, DGB informers or simply unbalanced psychos who’ll skin you alive rather than pay you for your skills. This is where Favours often come in as a way of persuading players who don’t know you that you’re worth trusting. Whatever the case, if a player will play for you they’re likely to want a great deal of cash as well.

This interaction between Sponsor and player types makes the pool of players that a single Sponsor could use very big, and gives a gamer as much freedom as possible (if they want it). However, Sponsors don’t all see this pool in the same way and a player that might be cheap for one could be expensive for another. This combination gives each Sponsor different choices and allows for their character and style to come out. This system also includes a way of making these players cheaper and easier to access over time which gives Sponsors (and teams) room to grow and develop – clearly an important feature in a league.

 

Favours

Sponsors start off with a very limited number of Favours they can do. This means that their starting team will be focussed on those that they share Groups with so that they can get cheaper players. In a league Sponsors will grow in power and influence and this gives them greater ability to do Favours for players who they might not otherwise be able to convince to play. This means that a team will grow and evolve over time, replacing familiar player types with more experienced versions or completely different races who do similar things. However, there will never be enough Favours to get everything you want, and the core players you started with will always be your cheapest option.

 

Extras

Just like normal DB there are extra bits and pieces you can get for your team. These include Coaching Dice, two types of card and more. In addition you can bet before the game, hoping for a jackpot to add to your base takings for the match.

So far in playtesting I have been using a flat fee for each of these. However, my intention is to tag them with Groups in the same way as players. This will allow me to have some Sponsors that are financially more savvy than others, and is another way to differentiate between and characterise them. As this uses exactly the same rules as hiring players it’s also a great way to add more depth without having to learn any more rules.

 

MVPs

The only difference between MVPs and normal players in DBX is that they’re named individuals. This means that a single team can’t have more than one of them, though the number of impostors and wannabes that float about the DBX circuit mean that both teams could field someone who claims to be the same person. Obviously one of them is lying, but that in-built grudge match only adds to the fun.

 

Round-Up

There are a number of additional tweaks and wrinkles that could easily be added to this system. Currently I’m resisting the temptation to expand on this core because it is, in some ways, already a bit more involved than the normal DB process (though I think it’s much more interesting). Nor do I feel that we really need any more. This allows for quite a depth of variation between individual players and Sponsors as well as a process by which Sponsors can gain experience and develop over time. That pretty much ticks all the boxes 😉

Posted in DreadBall - The Futuristic Sports Game | 12 Comments