Smokin’

Answering some questions on the BGG forums this morning I noticed that Deadzone had just snuck onto their Hotness list (on the left). Then I noticed that there is a separate list for people and companies, and it seems that I’m blessed with Hotness too. Looked in the mirror and had a good old laugh about that one 😀

Silliness aside, this is great news and is always a buzz to see. Thanks to everyone for making this so popular.

Now I must get back to playing the thing and writing it all up in my bestest neat handwriting 😉

Posted in Deadzone | 3 Comments

Deadzone Plague Stage 1 Eye Candy

Plague-lord-fin-009

Here’s a close up of one of the signature models of the range – the Stage 1A Plague. Rémy Tremblay’s blog shows him off in great detail with loads of pictures. Surf on over for the full horror!

Posted in Deadzone | 4 Comments

Deadzone Kickstarter Rules FAQ

deadzone-logo-blackLast update 27th April 2013

This page deals with all the rules questions that you might have about the Deadzone Kickstarter rules. When the full rules have been published and the game released in its final form I will replace this with a living FAQ for that.

Please read the questions and answers below to see if your query has already been answered. If not, feel free to ask in the comments section at the bottom of the page.

If you have any questions on the game rules, or if you see a post on a forum somewhere that does, then please direct them here so that I can deal with them all in a single document. That way questions get answered consistently and everyone gets the benefit 🙂

FAQ

The following are dealt with in 3 steps rather than the more common 2. As well as a Question (Q) and an Answer (A) I’ve included a Discussion (D) section  so that I can talk around the topic as needed. This might explain why a rule is as it is, the history of its development or the tactical implications among other things. The intention is to give you a better insight and understanding into the decisions behind the rules as well as the rules themselves.

Q: When will the rules be made public?

A: We’re aiming to put an Alpha version of the rules onto the Kickstarter by the end of next week (5th May).

D: I’m playtesting all weekend in-between writing up corrections, then it needs a day or two in layout to make it pretty and get the sample cards organised. The aim is to get a condensed version that will allow you to see the core rules and let us know what you think. It will contain examples of the different elements, but not all instances.

Q: What’s an Alpha?

A: An early version of the rules.

D: Rules normally progress through 4 main stages with smaller increments within them. The first is Proposal/Concept, then Alpha, then Beta and finally Release versions. I could call this a Beta (that’s what people normally call things that get released to the public regardless of their state), but realistically there are a number of things which still need to be addressed before we get there in my eyes.

Firstly, what is done? Well the core concepts and processes have been developed and the game works as something you can play – it’s just not been refined enough yet for me to be entirely happy. What has yet to be finished is the details and balancing of the many weapons, troop types, faction specific cards and so on. I’ve got roughs for most of these, they just aren’t all balanced yet. You can help with that.

Then there’s the Kickstarter. To a large extent you guys have the control of how much goes in the final Deadzone rulebook. I’ve proposed a raft of stuff to Ronnie, and he’s tipped a stack more ideas into the mix, but whether we can get them all done or not depends on how well the KS does. It all takes time and time is money. If we get the funding then well be adding more factions, “locals”, extended campaign rules and loads more as well as all the extra models, terrain sprues and suchlike you’d expect from a successful Kickstarter campaign. This means that I can’t really call the rules a proper Beat because I don’t even know what’s going to be in the final version yet! 

So the Alpha will show you the kind of game Deadzone is and you can easily see where it’s going. If you’re interested you can even chip in and offer suggestions. Always happy to listen to good ideas 🙂

 Q: Will the rules include… ?

A: Maybe.

D: The final contents of the rules (and the game in general) depends on the success of the Kickstarter. See my discussion above.

Q: Can I play without the board?

A: yes, with a few house rules.

D: If you really don’t like the idea of a board you could easily adapt the rules to a plain table. You need rules for movement, ranges and scatter and all can be derived from the grid measurements (movement and ranges) or borrowed from other games (scatter). 

However, I personally see no real benefits and two distinct problems with doing this. Using a tape measure instead of the gridded board guarantees a slower game and also offers more opportunities for disagreements. I chose to use the board to make a slicker, faster and less fractious game as I like all those features. 

To keep things tidy, comments and questions will be deleted from this page once they have been addressed in the FAQ.

Posted in Deadzone | 111 Comments

1000 Backers For Deadzone

deadzone-logo-whiteOver a thousand backers for Deadzone in under 5 hours. It’s a runaway freight train, going downhill with the wind behind it – and we haven’t even got to the really good stuff yet!

Posted in Deadzone | 15 Comments

Deadzone Funded in 33 Minutes!

Enforcer render

Well that was a very pleasant surprise!

Deadzone went live this afternoon and hit its funding target of $50K in just 33 minutes!

Standing in the office, watching the numbers tick up, was mesmerising. We had a little sweepstake among the staff for how much the total would be on monday morning at 9am and it’s already past my guess and heading fast for more than the top one.

And it’s only been live for two hours.

Wow.

Thanks guys. This is going to be awesome.

Posted in Deadzone | 26 Comments

Live Deadzone

Today at 1.30pm UK time.

 

Posted in Deadzone | 13 Comments

DzC Building Scale As Requested

DzC building scale 2To give folk an idea of scale I’ve taken a couple of shots with oddments that were lying about. I’ve not got any Battletech or Heavy Gear mechs so these will have to do. A few people tell me that they thought it would look good with those ranges, so I know it’s a consideration.

Stunt models include some GW Epic land raiders (of 2 vintages), an old rhino, a 40K Space Marine and a 15/18mm AB british Napoleonic line infantryman.

The DzC building is wonky because I’ve not stuck it together yet – it’s just folded into place. The shot below is more of a normal angle to view these things from.

DzC building scale 1

Hope that helps.

Posted in Dropzone Commander, Review, Terrain | 5 Comments

The French Connection

You may remember me mentioning a package I had coming from La Belle France the other day. Well, it’s been here a while, but what with Salute, Deadzone and whatnot I’d not really looked at it. Anyway, I gave myself a moment to admire the contents and thought I’d show you what it was. I’ll come back to the copies of Ravage another time. For the moment I’d like to focus on…

Alkemy goodies

…Alkemy.

What? Never heard of it? Well I can’t say I’m terribly surprised. It appeared, shone all too briefly and then sank again below the waves. Kraken Editions was a fitting name for a company that seemed to be swallowed up by sea monsters. However, I was rather fond of it, and being the stubborn and somewhat perverse chap I sometimes am I’ve been collecting all the bits they produced for the game. Above you see the French edition of the main rules (the English version was done and released as a pdf, but never printed), together with two of the boxes I’d missed and a mass of little grey resin figures. You see, even though Kraken have died, Alkemy lives on after a fashion.

Studio 38 now own the license and have continued to produce miniatures for it as a sort of collectors and painters range. They have always been very high quality, and though not all masterworks there were certainly some among the range that deserve that description. Studio 38’s range has allowed me to grab all of the show-only resins that Kraken made as well as a host of new models, some of which I understand to have been sculpted before Kraken died, and others since. I’ve also gone from 2 factions to all 4 as I see no reason to bound my silliness with any attempt at restraint. Anyway, I’m most of the way there now.

I’ll eventually get round to covering the game and reviewing the models individually or as small sets. Either way they deserve some close attention as there are some gorgeous, inventive and unusual models in those ranges.

Posted in Alkemy | 25 Comments

Would Longer Be More Satisfying?

Salute, of course.

Every year at Salute, people ask why it’s only a one-day show and not the whole weekend. It’s one of those age-old questions that seems to have no answer. This year the mutterings seemed to be particularly strident, and over the last few days I’ve heard this question from many gamers and quite a few traders too. So, I’ve been thinking; would it actually be an improvement, and is it possible anyway?

Firstly, is it possible? Whilst I don’t know the exact sums involved, I do know that it’s not going to be cheap to run the event for another day. However, the traders and customers already manage to cover those costs for one and a half days (including friday set up time), so it doesn’t sound too implausible. In fact, the actual cost is immaterial. What really matters is whether enough gamers would go (back) on the sunday and spend their pennies with the traders to make the traders want to invest their pennies in being there in the first place. I think they would.

The reason why I would be fairly confident is mainly down to the size of the thing, but also to the fact that not everyone can get there on saturday. Being open another day accesses a group of potential gamers who otherwise could not go or think it too far for a one day event. On exactly that theme it might also encourage more continental gamers to make the trip as it would be more of an occasion.

Salute hallTo go back to the size of the event, it is so big that most attendees don’t manage to see everything in one day. People tend to go with some particular companies, games or events in mind and focus on them. I suspect that the smaller and less well known traders in particular suffer for this reason because they are less likely to be something you’re going to see specifically, and more likely to be that hidden gem, suddenly discovered. If the event was open for two days then visitors would be able to see what they came for and still have time explore the rest of the demo games and stands at their leisure. At present, if you take part in a participation game or two you’ll almost certainly not see half the hall.

I’ll be the first to admit that this is conjecture based on scuttlebutt and cogitation rather than hard facts, so if anyone has some actual evidence either way I’d be intrigued to hear it. I’ve spoken to some of you offline on this topic and haven’t wanted to put words into your mouths, but feel free to comment as always.

At the end of the day the Warlords run a great event and it’s down to them to organise it as they see fit. I just think that their very success at this argues for an extra day so that we can appreciate the fruits of all their hard work.

Posted in Events | 8 Comments

Warning – Deadzone Approaching!

I’m going to hold off major discussions of this for a while, despite the urge to write screeds. The Kickstarter is live this Friday, at 1.30pm Blighty time to be precise, so you’ll hear all you want soon enough.

You can potter over to deadzonethegame.com to watch the thing count down and also see a very brief teaser if you like. Make sure you don’t go to deadzone.com though, because that just redirects you to a travel agency.

Strange, but true.

 

 

Posted in Deadzone | 14 Comments