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Thursday, 11 January 2018

The Uranium Handoff - A Game of Two Parts

Two suitcases of enriched uranium have been stolen by an international criminal, Alexandria Lorne and are to be handed over to the buyer Joe "Boss" Cotton. Each suitcase contains 7Kg of enriched uranium, shielded by a steel pipe with a lead lining, dangerous stuff, but very profitable.

This is the industrial area downtown, there's not much happening on a Sunday morning at 6:00 am and that’s just how Alexandria and Boss Cotton want it.

Alex was the driving force behind an international gang of thieves, it was said that if you wanted it badly enough and had the money, she could ‘obtain’ it.
This wasn’t altogether true, she had turned down jobs in the past but not many, if the price was right she would steal it.

It was rumoured that a rich Russian Oligarch wanted Big Ben, not just the clock but the whole damn bell tower. She had been tempted although there were quite a few logistical problems that needed to be worked out. Unfortunately he came up short with the deposit, her fee was too high even for a Russian Billionaire, however depleted uranium, well that was no problem for the right price.

Joe Cotton was known far and wide as ‘Boss’ Cotton and he had the right money. He was a middleman with no morals and world wide contacts with some very insalubrious characters. If there was profit in it, little risk or hard work then he’s your man. He had a cash buyer paying 50% up front for the uranium, this was good business for him, what did he care how they would use it.

The Game then is simply a meet between these two gangs and an exchange of uranium for cash.

Unbeknown to the two principals there was an informer in one of the organisations and the security services have sent in a crack team of marines, led by Jethroe a freelance expert in these situations. I was taking the part of Jethroe with the object of stopping the handover, retaking the 2 suitcases of uranium carried by Alexandria's gang and arresting or stopping with appropriate force (shooting dead sounds about right) the criminals.

The rest of the characters were dice driven.

The Scenario Mechanics

The next section details the game encounter system, if you are in a hurry or not interested, skip to the next picture and the start of the game.

In this game I used encounter tokens spread randomly around the board, when one is ‘discovered’ I turn over a card from a standard deck of cards, this then relates to a specific Encounter, pretty standard stuff. In this game the encounter deck was 13 cards representing :-

Ace = Alexandria, if this is drawn before the Jennifer card, then all 5 gang members are together, if it is drawn after the Jennifer card then it is the remainder of the gang. There are 5 members of the gang including Alex and Jennifer.

2 = Jennifer Ryan – Alexandria’s 2nd in command she will have 1 or 2 henchmen with her if drawn before Alexandria, if the Ace has already been drawn this represents nothing.

3 = Joe ‘Boss’ Cotton and 2 henchmen.

4 = A stray dog, roll 1d6 and a result of 1,2,3 = dog ignores it's discoverer, 4,5 it barks and moves away, 6 it barks and stays with it's discoverer, continuing to bark.

5 = Jack Handsome an independent character.

6 = Chardonnet an independent good time girl on her way home after a night on the town.

7 = Charlene and 0,1,or 2 Gangsta’s looking to roll some passer by.

8 = A woman? In a Birka with a child.

9 = A TV Crew who will want to film any action.

10 = An aggressive dog roll 1d6 a result of 1,2,3 it barks and stays with it's discoverer, 4,5,6 attacks it's discoverer.

Jack, Queen and King = nothing.

The hand over is due to take place in the bar at the centre of the board, once the game starts all the encounter tokens will move randomly but not away from the table centre, the intention is that they will gravitate to the bar.

In addition there are 3 roving PEF’s, (Possible Enemy Forces)

There is an encounter rating for the area of 3, so when a PEF is revealed (sighted) I roll 1d6 and a roll of 3 or less means something is actually there, if roll is achieved then a 2nd roll 1d6, with the result as follows :-

1- 2 it is a group of Boss Cottons thugs between 2 to 4 of them.

3- 4 it is Tiny and Dan Barry, both part of the Marine squad, they had got separated from the main group.

5- 6 it is the Yakuza, between 1 and 6 of them who will try and take the Uranium from whoever has it at the time.

If shooting starts, the encounter rating is increased by 1 to 4 so a roll of 4 or less reveals a live PEF, each time a PEF is revealed not to be real, the encounter rating is increased by 1 so eventually one or more of them will be real.

The PEF’s move in a more coordinated manner towards the bar or the sound of gunfire.

Each turn, each group, encounter marker or PEF rolls for activation against a required score, and does not move without meeting it.

The Marine fire teams start to move on turn 1 and everything else starts to move on turn 4, so potentially I had 3 turns to get into position and out of sight before anyone else moves. To make it more interesting I decided they would actually start 1d6 from turn 1 and each team would roll separately.

When shooting starts Alexandria will contact Jennifer by phone and the thieves will leave the area with the rest of the gang. They still have the product and can rearrange to sell it, but take no unnecessary risks, be smart.

When the shooting starts the Boss will forget about buying the uranium if it appears to be getting away from him and take it however he can. Greedy and stupid.

When shooting starts the PEF’s will move towards it or the uranium if that is known.

When shooting starts the Marines will do as I decide (or not) or as the dice roll.


My plan was to split my force into 2 teams, entering from the north, the 1st team of 3 men coming down the NE side taking cover from the wall by the road and then taking up a covering position by the cross roads where they can see the front of the bar and anyone approaching up the road from the SE.
The 2nd team of 2 men were to come fast down the road from the N and enter the Building through the back door and move to the front to observe the bar and see anyone approaching up the road from the SW. I thought both approaches would get my men into position fast with the maximum amount of cover. They would then have good angles of observation on the door to the bar, there was only the 1 door, no back entrance.

Here are a couple of shots to get the feel for the board.

Ok on with the game. Text relating to the pictures is below the pic, I know that is probably obvious to you but I get confused reading other peoples reports and keep scrolling back and forth before I get it. Probably old age and too much wine! Is it possible to have too much wine?

Turn 1 I rolled to see when my teams would arrive, Jethroes team got a 2 and Bryces team arrived on turn 4, bummer, same time as everyone else starts to activate, I'm not expecting to surprise anyone now.

Turn 2 Jethroes team moved along the hedge.

Turn 3 Ditto and took up firing position by the cross road.

Turn 4 Hopefully you can see Jethroes team on the top right of the picture by the cross road. At this point everyone else starts and I placed all the encounter counters, they are the green dots, and the very indistinct white rectangles are the PEF’s.

Note the encounter markers on the yellow van and in the building that the 2nd fire team are to occupy, looks like trouble straight away, hope it’s nothing too serious.

Jethroe could see 1 encounter marker and a Queen was the 1st card drawn – false alarm, nothing there.

Turn 4 the 2nd fire team have made their move down the road and are just about to enter the building. I resolved the encounter in the van, an Ace, that was Alexander and all her team. Bryce and Danielle the Marines both failed to see the guys in the van, some crack Marines they are.

This is how they were sat in the van, They all passed their Insight tests and would either fire or snapfire depending on the roll, I decided the 3 guys on the left could all fire and 1 from the right. With much shattering of glass they opened up on the Marines, Bryce was hit twice and Danielle once but all hits were fatal.

Two dead Marines.

Hells teeth, the jobs blown shouts Alex to her crew - lets get out of here.

Hells teeth the jobs blown shouts Jethroe (Me) - lets see what is happening.

Hells teeth the jobs blown shouts Joe Cotton – where is my uranium.

Turn 5
No Picture – Alex starts van. Jethroe takes stock of the situation, thinks what the gun shots might mean and twiddles his thumbs – he failed to activate.

Turn 6
Alex sets the van in motion, driving carefully, so as not to attract too much attention. The missing glass on one side of the van and lots of gunfire might have been a bit of a giveaway but hey ho.

Driving down the road south out of town she sees 1 PEF which turns out to be Boss Cottons thugs, 4 of them, also a number of encounter markers – Chardonett, with the long blonde hair, a lady in a birka with a child and across the road Charlene and Rufus the gangstas ( you can see Rufus and also Charlene's base) A nice tight shot by the cameraman, many more like this and he gets replaced.

Everyone takes an insight test as soon as they see each other, deciding what to do. Everyone except the thugs decided in view of the shooting that it would be better to be out of the way and so duck back off the road into the best cover they could find.

The thugs decided to stand their ground. At this point I thought that the thugs might recognise Alex and so rolled against their Intelligence factor, they needed low to pass and threw double 6, obviously this must mean they are going to do something stupid, draw their guns and open fire seemed stupid enough.

Alex also took the test and got carry on, so seeing them start to draw guns she accelerated straight at them, hummm good I thought I can test the ‘run them over’ rules.

This started a general firefight as the van came fast down the road.

Shots were fired, guns jammed, gangstas jumped out of the way of the speeding van, the windscreen shattered, Alex kept herself and the van under control and nobody got hurt in the filming of this movie. Well apart from the forces of good - and I don't think they count.

A couple of other encounter markers were revealed as Alex sped past. An angry dog, he tried to bite the tyres but was too slow, and Joe Cotton himself emerged from the hut, top left in the picture. He was apoplectic, first at his men for shooting at the uranium and I suppose Alex, and then at Alex because she didn't stop, just kept on driving.

Still on turn 6, another PEF was revealed to be a gang of Yakuzas, they saw Jethroe (the one without a beret), still behind the wall and opened fire first, Jethroes team duck down out of sight. Real tough cookies these Marines are turning out to be.

Turn 7
No picture but Alex and the van drove off the board headed south, followed quickly by ‘Boss’ Cotton and his men. The Yakuza realizing the prize was gone also pulled out, and eventually the marines popped their heads up and there was nobody there.

It all went wrong from the beginning, I got soundly whooped by a set of pre determined random encounters but at least the uranium didn't get passed over so there may be another chance for Jethroe to redeem the situation, I hope the informant stays safe.

Most of my games are run solo, I never have any disagreements with my opponent over rule interpretation, the objectives, how long we game for and if  I’ve had a good time so has my opponent. I use 2 Hour Wargames – Chain Reaction Free Rules, I have modified them to suit me and I think they give a brilliant solo game. The reaction test system they use means that the unexpected happens a lot, if you come under fire your little lead men will often hide, may run away or could surprise you and return fire.

Characters have a Reputation score and most tests involve rolling d6 under this score to achieve a positive result. I have extended this to include other character aspects, the obvious being shooting, fighting, intelligence, bravery, strength, constitution etc the only characteristic that I use that I think is unusual is Affinity.
This basically is a score of 1 – 6 and so if the character wants to do a bad deed they have to roll over this score and if they wish to do a good deed they have to roll under it. I started an All Things Zombie campaign recently and my hero (Captain H - Me) had a knife. On meeting his 1st Zombie, I rolled on his affinity to see if he would draw a knife on someone who might just be a drunk, his affinity score was 5 a good guy and I threw a 4 and so of course he did not draw the knife, the Zombie promptly killed and ate him on turn 3 of my campaign, an example of the unexpected and in this case very disappointing things that can happen.

If there's anybody out there please let me know and if you are still here - Thanks for reading.

Thursday, 4 January 2018

The Adventures of Becky - The Red Jade Budha

Rebecca Beaumont (Becky) born 1944 is the only daughter of Charles Beaumont the archaeologist and Countess Juliana Elena Alverez. Her parents divorced when she was 6, but remained friends and her father kept in contact, he would write long rambling letters with unusual post marks and returned home at irregular intervals, always with fascinating tales of strange far away lands, and people with customs far different from her own country.

The divorce had a dramatic effect on her, at school she was shy and introverted but as she matured in her teens she met and became inseparable friends with Gabrielle Ross and Roxanne Ju and they were known to the staff as the Wild Bunch, their escapades became legend. They were fortunate in that both Roxanne and Gabrielle's parents were very wealthy indeed and contributed to the schools New Wing and The Countess Alverez was a life long friend of the Headmistress, otherwise their time at school would have been shorter.

Notwithstanding this she grew up with a love of history and culture and so it was no surprise that when the time came she followed in her father’s footsteps and worked hard to get a 1st in Oriental History and intends to become an Archaeologist in her own right.

Charles Beaumont born 1910 died 1963? was/is an archaeologist of some renown in the 1930’s before the war. He then served with distinction in the Middle East, working with Army Intelligence in the countries that he knew well from his time digging up old bones as he liked to call his work.

Married in 1943 to Countess Juliana Elena Alverez they had one daughter - Becky who was the apple of his eye. After the war he went back to the bone digging business, spending many months away from home. Naturally his marriage suffered and his wife divorced him in 1950 when Becky was young, he kept in contact with both of them and was a somewhat elusive and mysterious figure to Becky, who worshipped him with a passion.

In the late 50’s he spent a lot of time in Asia, fascinated with the Cults that had existed there, and some say still do. He worked in North West China sometimes called the Back of Beyond but his real love was South East Asia. The strange thing is that when he disappeared in 1963 no one had any idea even which area of Asia he was in, let alone which country and he hasn't been heard of since. It's generally assumed that he's dead however not everyone believes that is the case.

Roxanne and Gabrielle a pair of hellions from wealthy families, they have been close friend from before the dawn of time. Well quite a while, and they befriended Becky when she needed friends.

They enjoyed all the benefits of a classical education at a top class girls school, the martial arts class, the pistol and small bore rifle range and self defence for young ladies. They excelled in all these extra curricular activities, probably at the expense of the more academic ones.

Countess Juliana Elena Alverez is a well known socialite in all the capitals of Europe, there are innumerable rumours about her and some of them are even true. She is a Spanish National although she can't return to her homeland because of her strong opposition to the Nationalist cause. Lived and worked in London during the war, there doesn't seem to be much information as to what she was doing at that time, and when questioned on the subject she is strangely reticent.

Well that's the 1st part of the back story, I have been inspired by Frank with his movie style games and story line to resurrect this one of my own. If you read the Pulp section of LAF you may have caught the start of this a few years ago. I have a rough story line drafted out covering about 10 scenes, episodes or games and it was intended to be like a living movie. So the scene opens and has a script, but once the acting starts it takes on a life of it's own and the Director (me) can only hang on and go with the flow. Of course if the scene ends differently to how the script writer had it spelled out then that calls for a rewrite of the next scene, until hopefully the last scene takes place as envisioned.
That is of course if the budget holds out. This is very much 'B' Movie territory.

I have tried a similar idea before and unfortunately half the cast got killed or injured in the 2nd scene and that put an end to it, the script writer resigned.

The locations director has been out doing what Locations Directors do and these are the 1st few he has picked out.

 The Market Town of Penrith in the North of England.

 Roxanne's house near to Inverness, Scotland.

A close up of the house.

The centre of Inverness on a Saturday night. OK I know it's a little livelier than this.

Near Selkirk in Reiver country Scottish/English borderlands. Yes it is as quiet as this.

Oxfordshire countryside near the city of the dreaming spires.

On the day that she graduated she was given a big hug from her tutor Mr H Bell and immediately after he handed over a letter addressed to her and with a sad expression in his eyes told her it came from her father.

My Dearest Becky

When you receive this letter you will have gained your Degree in Archaeology and my old friend and your Tutor Hieronymus Bell will have judged the time is right for you to undertake this, your first expedition. I am only sorry that I am not there to help you but that’s the breaks you get.
You will need to travel to Penrith – Cumbria, in the north of England, I left my notes and other information with a colleague George W Phelpps and he will pass them on to you, when you give him the pass word and convince him who you are, the word is “love”.

Be careful Penrith is a wild town, at least it was the last time I was there, sheep rustling, jay walking and even after hours drinking. There is also a possibility that Count Jaques Spaark, may also be interested in the item you are to look for, you may remember me talking about him. Don’t ever trust or turn your back on him, it could be the last thing you do, he is a mean and ornery son of a bitch. However I do not see how he would make the connections to be able to get to George, or indeed be able to make the connection that you will go after the artefact in the first place.

I realise I have not told you about the Red Jade Buddha. 

Red Jade only comes from Yangchow Province in western China and the cult of the Red Jade Buddha supposedly died out in the mid 18C when the area was invaded by the European powers. Opium was their main money making enterprise but the English took control of the trade and put them out of business, they suppressed the cult until it was assumed they had finally died out.

When I was in Tibet in the late 30’s I came across the Red Jade Cult – now a criminal gang or Tong as they are called, they had in their possession the Red Jade Buddha, a 12” high statue that is reputed to have special powers, no one now knows much about it but I believe these powers are real and so does Count Jaques. It is important that you do not let the Count recover the Buddha, you must be there first and get it back to Hieronymus Bell, he will know what to do with it. Do not tell him what you are going after, he will insist on coming and at his age will only get himself in to trouble and probably you along with him.

I strongly suggest you enlist the help of your friends Roxanne and Gabrielle, they were always able to get you out of tight spots when you were all in school, you know I don’t approve of them but when the devil calls you need to be able respond in kind and those girls are the ones to do it.

Hieronymus has my twin 1911 Colts they are a good gun in a fight and never let me down, he will pass them on to you now I have no need of them, don’t forget it is illegal to carry them in England but as Mr Colt said they are a great leveller in a fight. 

It is a dangerous journey I am asking you to undertake, it has to be done and I have the utmost confidence in you.

Your ever loving Father


Wednesday, 27 December 2017

Bikers Breakout

Well here goes, my first game post, a game involving Zombies, Bikers, Cops and Militiamen using 2 Hour Wargame Rules, Chain Reaction and a bit of ATZ as well.

I have had an awful lot of trouble posting this, probably because I wrote it in Word and Blogger does not like Words format, I may have overcome this problem. I will have to wait and see. Any advice gratefully received.
As I said in the preamble post I am intending to keep a record of games and this one goes back 5 years, however I have just written it up from notes and pics taken at the time, so you could argue that it is a current report. :-)
It's a simple game with a simple scenario written by a simple man, I enjoyed it then and just as much with this write up, and this is what I was hoping to achieve creating the blog, although posting difficulties nearly ensured the very 1st post was the last. :-(
I had a very witty opening section to the post but that got lost in the fiasco of trying to post, so you have to put up with this boring one. One thing to note is that text refers to the picture above it, hopefully that would have been clear when you read the report.

The local militia had heard that Vincent “Black” Lightening and his biker babe Angie were in the bar in a seedy part of town. They are isolated from the rest of their gang and would be a soft target, well as it turned out - not so very soft.

Captain Andy Donovan's orders were to bring the Bikers in alive, but he thought dead would be better, and safer.
The Cops
Captain Andy Donovan (Known as Big Andy behind his back), with Hans Ludenstein and Enrico  Diaz were the 1st on the scene and due to a lucky dice for PEF, James and Willhelm came to reinforce them.
The Bikers
Vincent and Angie pictured here with the bar behind them. They had chosen a bad place to drink, not because of the clientele, or the danger of salmonella or being bitten by a rat. No the real danger was that the bar has no back exit and no windows except at the front by the door.
The beer was good but the location was bad.
The front of the bar. The lights are on and someone is home.
Overview of the board.

The bar is between the forklift truck and the white car, the cops have the front of the bar covered. You can just see Hans hiding behind the tyres to the left of the bar, Captain Donovan is behind the blue truck and Enrico behind the green truck.

The militia did not know that Vincent and Angies bikes were in the corrugated shed behind Hans, but it probably wouldn’t have made any difference to their plan.

Turn 1
The militia are in place, Captain Donovan shouts for Vincent and Angie to throw out their guns and come out with their hands in the air.
Knowing that there is only 1 exit and he has it covered  - well only an idiot or a mad man would try and make a run for it.
Turn 2
Here you can see “Mad man” Vincent and his girl Angie in the bar, they will be known in future as V & A, like the museum but not quite as sophisticated.
Well Vincent fails his Brains test and passes his guts test, and shouting “you ain’t gonna take me alive copper” he fasts moves out into the street running for the bikes, Angie with guts factor of 5 had no problem following him, she also had as few brains as Vincent and so didn’t try to stop him.

This was a very dumb thing to do - partly because they didn’t know where the militia were placed, and partly because they also failed their fast move test and so didn’t get very far, they were plumb in the firing line of all three Militiamen.
However fortune favours the dumb and brave sometimes and they beat the militia to the draw (insight test), and as they were both reasonable shots and because they were lucky with their firing dice and etc, etc
Angie hit Big Andy Donovan and he went down Out Of the Fight (OOF) and Vincent hit Hans and also put him OOF. 2 and zero, looking good so far. Enrico by the green truck passed the leader down test but didn’t fire. The saying that attack is the best form of defence is proving true here.
One of the zombies is moving towards Enrico and behind it the card counter represents a PEF (Possible Enemy Force), this turns out to be the other 2 militia. In this scenario the PEF’s were not all bad things.
Turn 2
V & A fast move to the corrugated shed and make it to the door.

Turn 2
PEF resolved and the 2 militia move forward behind the zombie, Enrico sandwiched between the 2 zeds turns to his left and calmly guns down the zombie in the blue blood stained suit, not bad for a rookie. Of course if he had missed then the shot may have hit his comrades who were behind the zombie. You can see why he is a rookie.

Turn 3
More zeds generated by shooting and the 1st one reaches Captain Donovan who is not dead but just OOF. However when the zombie starts to feed he becomes dead. The other 2 Militiamen attack the lone zed behind Enrico and fail miserably, they only managed to achieve a draw, this is some tough Zed.
V & A look at the door and realize they are going to have to turn the handle to get inside. (they are inactive)
Turn 4
V & A enter the shed, see 2 zombies and kill them, the bikes are virtual ones, I don’t have any and so used my imagination, this is a game with lead men so I obviously have a good imagination. Vincent is out of ammo.
If anyone knows who makes 28mm bike please let me know I would appreciate it. Cheers.
Enrico the rookie decides James and Willhelm can manage the zombie between them and chases after V & A
He was wrong, wus James gets beaten to the floor before Willhelm kills the zombie.
Turn 5
I made a mistake it was wus Willhelm who was OOF, wus James was not a wus and beat the zed and then turn 5 beat the next one. Sorry I will try and keep it together a bit better in the future.

Turn 5 still
Another zed entered the shed and Angie killed it, Vincent forgot to load his shotgun, well I forgot to test for him to load it and so decided in the excitement he had forgotten. It’s the blame culture we live in, it can’t be my fault so it has to be a little lead figures fault. It works for me J

James Lamour shot a zed but threw double 1 so I decided his shotgun had jammed irreparably.
Turn 6
Only militia active, Enrico bursts into the shed snap fires at Vincent and misses, Vincent ducks back but Angie returns fire and kills Enrico.
A black skull counter indicates the figure is Obviously Dead (OD) and a red skull indicates it is Out of the Fight (OOF) but you’ve worked that out by now I expect.

Turn 7
V & A climb on their virtual bikes and wheel them outside, where V is attacked by a zombie, he has forgotten to load his shotgun for a 2nd time, so can’t fire but as he’s an ace fighter I’m not worried.
It’s a long story but in my game rules zombies have a brawl factor of 1 and Vincent’s is 5 so he should win easily.
Brawling in these rules is done by rolling a number of D6 that are equivalent to your Brawl factor. So Vincent rolls 5D6 and the zed rolls 1D6. You pass dice by rolling 1, 2 or 3 and fail with 4,5,6, it’s a bit counter intuitive but for those of us who always roll poor dice it’s good.
If you pass a dice and your opponent does not then you win. If you both pass dice then you only re-roll the pass dice for the next round, and if you pass and your opponent does not then you win.
I have 3 rounds of combat per game turn, so if after 3 rounds both opponents still have passed dice then the fight continues afresh next turn.
Ed explains this much more clearly in the 2 Hour Rulebooks than I have – sorry, but hopefully you get the gist.
1st round Vincent rolls 5D he fails 3D and passes 2D, the zombie passes his 1D, so next round Vincent rolls 2D and fails 1D and passes 1D but the zed also passes his 1D. This is what makes these combat rules exciting. Vincent is now down to the 1D and so is the zombie, the final round and Vincent passes his 1D but the zombie finally fails his dice roll and is killed. VERY CLOSE. Maybe he will remember to load his shotgun next time.
Turn 8
James Lamour runs forward and takes a shot at V & A as they ride past, however I had forgotten to get him to pick up Willhelm’s shotgun and as his own was jammed he just swore a bit, then a bit more when he realized he was the only human still alive, surrounded by zeds and with a broken shotgun. I knew I should have joined the navy, he thinks.
Turn 9
James jumps the wall and picks up Hans Ludenstein’s shotgun.
V & A disappear off the board having made their getaway, the legend of this escape grows with each telling.
Turn 10
James shoots 1 of the attacking zeds and kills 2 others in melee, he has a quite low Brawl factor of 3 so was very lucky.

However as they say it’s better to be lucky than dead!! Well I think that’s how the saying goes.

Turn 11
James kills the remaining zed in melee, picks up Hans and goes home. His legend does not grow, there is an enquiry into why 5 top militia let Vincent and Angie escape and also had 3 of their own men eaten by zombies. It did not reflect well in his record which was probably a little unfair, however running round with a broken gun almost certainly let V & A escape and also nearly got himself killed.
Group shot of the Zombies for the Undead Herald, the weekly paper read by all zombies who still have eyes.
A fast, furious and fun game, one that I thoroughly enjoyed. Forgetting to reload Vincent’s shotgun TWICE added drama and then when I realized Militiaman James Lamour was running round with a jammed shotgun as well it just added the icing on the cake.
I like to try and bring unpredictability into my solo games by design, but it is even better when it happens spontaneously like this.
I would be pleased to hear what you thought about the game and any suggestions you have to improve either the scenario or my write up.
If there's anybody out there let me know – thanks for reading – Cheers.