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Damnation: The Gothic Game, Revamp of the 90’s Classic Horror Game (for all the family?)

You walk alone down a dark corridor, footsteps muffled on an ancient red carpet. Candles burn in the gloom, their light muted by the cold and damp. You pause, as a familiar figure glides across an intersection – it was someone far worse than Dracula…

It was your friend.

The Gothic Game, a game of murderous mayhem for friends, is getting a revamp (pun intended) from the original game edition from 1992. Soon we will see Damnation: The Gothic Game!

What was the Gothic Game?

Originally dreamt up in 1966 by Nigel Andrews & Robert Wynne-Simmons, the Gothic game didn’t get an official release as a full board game until the early 90’s, when the game was published with full artwork board by Angela White. The game-play is described as a battle royale of player elimination.

The game took place in Dracula’s castle and involved fast paced action, with the last player standing as the winner. Much like a game of Cluedo, players travelled around the board using a maze of corridors and rooms, making discoveries and collecting items with which to kill others or defend themselves. Players could end up in the moat, stuck in the dungeon or in a bottomless pit of doom.

Each player started the game with 100 points of stamina, which were lost when another player attacked them, or they draw a card from a room they entered and set off traps or suffered supernatural events. If they were lucky, they’d find a weapon or armour of some sort.

To top it all off, Dracula could use an unfortunate player to roam the corridors of his castle draining others of blood and eliminating them from the game!

The Gothic Game had a great feel to it, from an age where the objective was to have fun with family and friends. It was easy to learn and fast to play, with scope to outwit your opponents or throw yourself into danger to not give them the satisfaction of killing you!

Even when Dracula assumed a player, that player had limited turns to kill and get back to his vault. The more Dracula killed the more time he got to roam and hunt, making a terrifying prospect a legitimate game tactic!

But all of this passed quite quickly, and the Gothic Game was lost to the annals of time. And that was it for decades – a limited edition board game that was popular, fast and fun.

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Until now…

We have been fortunate enough to play the old version of the game. But what about the upcoming revision by Black Letter Games (BLG)? BLG has assumed the rights of the game and plans on kick starting in late October (suitably, near Halloween).

I was even luckier, because Summoned Games invited me over to trial the revised version of the game, and I’ve got the chance to write up the review! There’s a chance to get your hands on the old version of the game, which I’ll give you the details for later on.

First though, let’s take a look at the new, darker and grittier Gothic Game, Damnation: The Gothic Game!

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What’s New?

First off, it’s a hell of a lot darker than it once was. Reading the top paragraph of the rule book makes it pretty clear:

“Damnation: The Gothic Game takes place on a plane of Hell where Count Dracula holds dominion. Here, a group of villains from the Victorian era find themselves damned for all eternity.”

It gets worse, as the introduction unfolds: each dusk the villains are both resurrected and cursed – cursed to have no memory of the day before, stuck in endless horror of stalking and stalked by one another, presumably for the terror and violence they caused in their lives.  Already this game sets the tone quite clearly: you’re not good people and you’re not getting out. It makes perfect sense for a board game where you pay the same game over and over again, and yet retains its charm!

The Artwork

You know we mentioned Dracula? Well the art for Damnation: The Gothic Game has been brought to life visually by two Romanian artists, that of Hue Teo and Anca Albu. We’re impressed with how much (un)life they’ve brought to the graphics and art of the game. We could go on and on about it, but you can see for yourself what they’ve managed, just read on!

Characters

Character cards did not exist in the original version of the game. It is a sign of game development over the years, as Gothic turns from board game for all the family to a game that is heaped in atmosphere. These nameless anti-heroes fit particular character archetypes from the Victorian era, adding layers to the dark and Gothic vibes.

We have the Gentleman – dashing, refined, but is this gentleman all that he seems? The dark Stranger from a foreign land, and the Mystic a traveller driven from her homeland who conceals a terrible power.

These are just a few of the six playable characters in the game so far. Frankly, these changes make the game more colourful and characterful (obviously), lending the game that extra personal dimension compared to the original which provided simple coloured, plastic meeple!

Characters have some special abilities and a wound tracker, and we’re told there may also be the introduction of a sanity tracker too – even more ways to die!

Extra Dice

Players would roll a dice and work out in what direction they want to move, but now there’s a special extra dice which can make the game harder or easier: roll a candle symbol and your character may move one space more or less, which can be the difference between falling into a trap or not.

Or roll the castle symbol and draw a card from the special Castle Deck… hoping to god you don’t uncover more horrors!

Or you could roll the dark circle, where you trigger the first trap you come across regardless of how far you could move past the trap space!

Card Decks

The new version of the game adds literal variety in the form of card decks. No, don’t get put off, this isn’t a deck building game. These new decks are used to create tense moments at the roll of a dice or provide solace as the night unfolds.

The obvious deck are those found in each room which are unique to that room. When a player enters the room they draw a card, which may be beneficial or utterly crushing. And be warned, these decks are not huge or countless, and cards drawn are placed back into the deck after use… it pays to keep your attention on the other players!

New to the game are the Heirloom deck and the best deck in my opinion the Death Knell deck!

Heirlooms are provided to the players at random at the start of the game. They are given three, which are made up of trinkets and curiosities to help you win the game.

The Death Knell cards are randomly placed face down on the board. When a player is eliminated a random death-knell card is turned over by that player. In rare situations they may be saved, but likely it will hinder those players still alive, such as Hunters Moon; a curse that means players to the left cannot use protection cards to prevent incoming damage. Nice!

Finally, the Castle Deck, which as mentioned before only gets drawn from if you roll the necessary dice. These cards are random encounters, such as a ravenous wolf hound (which may or may not savage you or an opponent, if you play your cards right).

Once again, the new edition is adding many modern layers to the older Gothic Game, but in doing so it’s not taking away some of the charm. It felt nice to play the game, but the feeling was improved by the breadth and depth of these new decks.

Don’t get me wrong, the old game is full of charm, but by today’s standards it lacks that personal feeling of involvement. According to the Damnation: Gothic website, there are in total 130 unique cards, presumably portioned out into the many various rooms and play decks. Layered up like an onion – prepare for tears!

Game Board Revamp

Although the layout is similar, the artwork is vastly updated and improved. The addition of the cemetery adds a location outside of the castle itself, which carries with it risks and rewards of its own. Then there’s the Dark Tower, which can only be entered if you’ve claimed another’s soul (token)!

The board is littered with secret passageways, and trap points. What we found fun about the traps is that trap tokens are placed face down at random, so it’s unlikely you’ll have the same setup each time, unlike in the original. Step onto a trapdoor and find yourself drowning in the moat. Trigger a classic trap, the Pendulum, and lose half of your health. Or worse still, discover the Oubliette and end the game for yourself!

The artwork is second to none and instils the dark and seething dread that the game evokes so effortlessly: lonely narrow corridors and dark and mysterious rooms filled with thinly veiled threats all add to the atmosphere. This is a game for dark and windy winter nights.damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish anca albu hue teo

 

Fate Tokens & Character Talents

Characters now have some extra abilities with which to survive! Fate tokens are added to a character sheet, providing some universal one-off abilities. Each character has at least one unique ability. The extra layers provide a bit of variation to the game, which is never a bad thing!

Soul Tokens

Yup, not only can you kill each other with an array of weapons, you can steal their soul too… and use them in a certain place in the castle to unlock new cards, items and abilities… harvest them as much as you can, you’ll need them win! You can trade soul tokens for extra fate tokens, or as mentioned earlier, gain access to the Dark Tower.

Special Rooms

There’s a lot we could talk about here, so we’ll pick a couple to give you an idea of the mayhem and suffering you can inflict on your friends!

The first is our favourite – The Vault. This is the lair of Dracula. When a player enters the vault and Dracula is not already in play, they become the beast! This can be an entertaining venture for the players – Dracula has a limited number of turns to roam the corridors of the castle, hunting for the other players. If he passes over a character, he gains more blood and a little more time to keep hunting. If he gets back to the Vault in time, the player assumes their normal role, perhaps a little dizzy and unsure why their mouth is filled with the tang of blood!

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The Great Spiral Staircase. This bad boy is a slippery slope to death. If a player ends up in this room, they can only use their movement to travel down the staircase. At the bottom of the Great Spiral Staircase? Death, instant and inexorable! The only way to escape this room is by rolling a six on the dice, which you can then combine with your normal dice roll. You could be there a while!

“The Power of Adjacency Compels You!”

But why would you want to enter this room? Well kids, life isn’t always fair. A player can invoke the power of adjacency over players they pass in the castle corridors. This essentially allows them to decide the direction in which that player must move on their next turn… like a horrible pit of death!

Battle in the Darkness

When in possession of a weapon card, players may target each other to perform attacks, dealing damage to their victim. Of course, the target player can use items to defend themselves in the form of equipment or action cards. So be careful who you target – they may be more than they seem! 

Not all death comes from Dracula, traps and hidden rooms – the players are here to be the winner, the last player standing. Naturally, this will involve direct conflict with each other.

What we would like to see…

We played the prototype version of the game, but there are few things we’d like to see:

  • Reference cards, which may reduce the amount of rule book referencing.
  • More character choices, but in honesty, we’re just being greedy!
  • Sudden Death Mode for the final players (optional).
  • Someway of making doors more visible (a simple standee could add a bit more dimension!)
  • Some different ways to play or ways to win (which BLG say they may be looking into!)
  • Expansions: extra rooms to tag onto the board or replacement tiles for extra variation and playability!

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Final Overview

This game is fast paced, amusingly adversarial and filled with graphic, bloody fun. It can be quite a quick game to play, although we found towards the end with just two players left it can become a face-off (later we learned we had not played some things correctly, however). That said, there are hundreds of ways to die in Dracula’s hellish domain, and he is just one of them!

Overall, we think the game is set to receive a lot of interest over the next few months. It looks great, it feels great and as we mentioned several times already, there’s so many layers of interest to keep even the most jaded tastes interested.

There’s a lot going on in this game, but it’s not too heavy to take the fun out of playing. It is definitely a game for friends and family, although some of the concepts are a little more grown up.

We still have access to the prototype, so if you have any questions, drop us a comment down below, or find us on Twitter (@FerrisWrites) or our Facebook page.

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Want to Win a Copy of the one of the few remaining Original copies?

If you want to see some of the mayhem played out, you can check out Summoned Games on YouTube. They are offering an original copy of the game, from 1992 as a prize. To enter, you just need to subscribe, comment on the video and / or like their Facebook page. What’s more, it is open to anyone anywhere in the world – they’re willing to ship it anywhere in the world.

We’d like to thank Summoned Games for letting us take part in the early game, and of course, Blackletter Games, for creating an amazing revamp of the original Gothic Game, and having faith in letting us see, play and review the game before its release and kick start.

We’re reliably informed it will be available for pledges late in October, and be in the region of £40-£50 (though this is still to be confirmed).

That’s all from me, enjoy your weekend!

Ferris, CC

@FerrisWrites on Twitter

GM Section: Low Fantasy Gaming – A Return to the Old Days of Gritty Dungeons & Dragons?

Last week we took a look at Low Fantasy Gaming (LFG) by Pickpocket Press. Our focus then was aspects of the game most relevant to the players around the table. This week we’re going to look at the Games Master (GM) potions of the book, namely: exploration, traps, treasure, monsters and some of the extra content not always considered in fantasy roleplaying games.

There was some criticism on the title phrase of last week’s article, mainly that Betteridge’s Law of Headlines was true (in that, when a headline generally ends in a question mark, the answer is usually ‘no’). It was interesting to learn about something new (thank you reddit user) however, in part 2, I think Betteridge’s Law of Headlines will prove false this time: it is a damn sight grittier and a return to the old style of D&D!

I wanted to know why LFG was made, so I got in contact with Stephen Grodzicki at Pickpocket Press and asked that very question, here’s the answer:

“… it all stemmed from wanting to GM a Primeval Thule campaign with 5e. But the mechanics didn’t mesh with the setting. I wanted something gritty and dangerous, with magic that was rare, dark and unpredictable. Which is pretty much the opposite of 5e’s heroic, high magic system. And LFG was the result.”

I think they nailed it on the head. So, here comes the second part of the Low Fantasy Gaming review…

The GM Section

From the outset, we’ve seen LFG adjust many of the regular or common place rules, and completely get rid of others. So far most of this has been aimed at the character makeup and  their interactions within the game. Now though, we’ll take a look at some of the content aimed specifically at the games master, and check out some of the cool mechanics included in LFG!

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Exploration is often overlooked in modern adventures. The fact that exploration in 5th edition D&D is only mentioned in the DM guide as a form of travel, consisting of a few small random encounter tables, suggests that the element of exploration is now considered secondary to most tabletop role-play gamers. Indeed, we at CC have even written about how much more exploration should be part of a standard game. We feel that strongly about it.

So, how has LFG tackled exploration?

Pretty smoothly, it seems. While it’s not mind blowing in its approach, it certainly covers all the bases. Travel speed, weather effects, then broken down into divisions of overland, underground, voyage and even flight encounters are covered. Not all of these encounters are monsters or NPC interactions. LFG covers weather change, being off-course (i.e. lost!) and some tasty little role-play events.

Our favourite is the Inspiring Tale event, where the characters are having an uneventful travel day: one of the players may wish to regale the whole gaming group with a story or song of some sort. If most of the people at the gaming table are entertained, the GM may allow one of them to advance to their next level. It’s a pretty random occurrence, requiring a one in twenty dice roll, but it’s a wonderful learning and role-playing experience which has an in game effect. We feel this is a very encouraging element to any RPG and we’re glad it’s made it into the game! Not much on the gritty side, but certainly something you would expect in an early version of Dungeons & Dragons.

Finally, there’s a table of random encounters covering 20 aerial encounters, 100 city or settlement encounters, and sets of 20 encounters for deserts, jungles, forests & woodlands, mountains and hills, oceans lakes & rivers, plains & grasslands, roads and trails, snow and ice and swamps… pretty much LFG has got you covered wherever your adventure is taking you, and it looks pretty thorough!

And since monsters do not have associated experience points, any ‘level’ of monster could be encountered (in theory). Fear not though, this is simply another challenge for the players to overcome without battle. Maybe they really should let sleeping dragons lie?

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Hirelings are included in the game too. It’s a small section with tables to generate names, catchphrases and other personal identifying traits. There’s even some scope for pets as hirelings.

What’s new and different about LFG is that there’s a simple advancement table for hirelings. And its not simply going up in levels, instead they can advance, for example, in their ability to increase their attributes, learn a skill or gain advantage to moral checks. This keeps the distinction between player characters and NPCs and does not permit an allie as powerful as the players.

And my favorite but about hirelings… there’s a 2D6 point table dedicated entirely to payback if you mistreat your hirelings. It’s another great little story and role-play element to the game. These little touches really do add up.

I don’t think we have ever used hirelings in a game of D&D since second edition, because since third edition they always just seemed like faceless add-ons rather than an opportunity to develop and become entertaining and useful.

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Disease is pretty grim, and covers everything from Oozy Eye to Flesh Grubs. And we’re not talking about some minor afflictions that last a few hours or are passed on for a day or two. Some of these effects can last for months if they don’t get cured. Oozy Eye for example can affect one or both eyes and last for 1 to 4 months, suffering perception loss. For a game of low magic, diseases for player characters can really make a lasting impact on the gaming sessions.

Purge the Accursed is a 3rd level spell which removes a curse or disease from the target of the spell… but not right away, no, it could take up to 3 or 4 days. Otherwise, you need to find an apothecary who is familiar with the disease to cure it. Side-line adventure ideas should be boundless. And yes, pretty gritty even for early D&D editions.

As for Madness effects, well I am a great fan of madness effects in tabletop RPGs. There are 20 possible madness traits, described from the first person perspective, such as: “I keep my dear friends ear with me always. As long as I have it, I know he can still hear me.”

Messed up. Quite cool.

These madness traits can vary in severity and intensity, with another small table to help define how serious the affliction is. It could be a day or two, or last for years and there’s no direct cure: a character has to pass up or down the intensity rather than just negate the effects. Much like in real life, and this suitably gritty!

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Mass Battles, have a very good narrative feel without the need to roll thousands of dice.

This is something to be excited about. In most mass battle mechanics there’s a clunky or crunchy aspect which seems to either miss the personal role-play aspect or goes completely the other way to create a purely story driven battle. LFG manages to combine both in their mass battle chapter.

Mass battles then are broken down into two broad sets of rules; the party spotlight, where the characters are driving the story, and unit combat which details the battle field, managing, manoeuvring, fighting and moral of troops. LFG make it clear that these rules can be used separately or they can be  combined.

In the party spotlight, it is the player characters’ exploits that are defined. This is achieved by the GM throwing critical events at one or more of the characters. Critical events include a variety of situations, each with a description and resolution followed by a player character impact and a unit impact. This can only really be explained by an example:

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Hold the Line: In this example the characters are aware that the enemy is about to break through an allied line during the intense fighting. The resolution is simple: stay in the fight for 2D6 rounds, facing cumulative 1D3 enemies each turn. The impact of this is that if the players do not succeed a friendly unit is utterly overrun and destroyed. One less friendly unit to worry about!

Now this doesn’t sound too insane for a traditional game of Dungeons & Dragons where the warrior classes are capable of smiting down a good number of enemies in a single action, even helping the less martial characters in a close shave. But in LFG, it’s much easier to get laid low. There’s one extra facet of the mass battles which ties in nicely here; sudden twists!

Sudden twists occur when the players roll a 1 or 20, with a further roll to consult the sudden twist table. The table includes positive and negative effects, such as hirelings or allies being knocked unconscious (dead weight) or the opportunity to engage an enemy champion or officer with a successful dexterity check. An element of heroic actions, or the ill-fated meeting in the melee against a terrible foe. The GM gets to decide…

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Unit combat works almost like a nicely polished mini-game. It could easily be employed with miniatures or tokens to represent different units on the battlefield. There’s a simple turn order, starting with ranged attacks, followed by movement, melee attacks and then a resolution setup for victory points. I’ve seen corporate gaming facilities create worse systems than this.

Each method of attack is simply a roll of two dice, with some modifiers to the roll for exceptional circumstances (such as units in heavy woodlands) along with more serious options, such as resource attrition. Consulting the table determines a units effectiveness on the battlefield that turn. What I like about this is that it’s not a direct amount of damage, it’s narrative effects created with mechanical elements. Check out the table for ranged combat for units in mass battles as an example.

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There are unit attributes and stats for the main types of units found on battlefields such as cavalry, heavy infantry and the like. There’s also an Ogre warband and a dragon for when the battle needs an extra injection of adrenaline.

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To top it all off, the characters may reach the final encounter: the final confrontation of generals or villains. It may happen early, by chance or it could happen after days of gruelling slaughter. As it says in the text, it is the battles ultimate encounter. This is a nice little touch because it creates a sense of actual achievement rather than the GM plotting or narrating the story. By giving the GM the option to fall back on chance (well, in part at least) it can give the players a real sense of taking part in the battle.

All in all, the feeling the mass battle mechanics generate is one of energetic, nay, frantic encounters in what could potentially be a very flat large scale combat session. Some GM’s do not need help with this sort of thing, but the content is usually not included in source books, or a game system may rely on third party homebrew mechanics. LFG though get it right on the pages, no doubt inspiring newer gamers and offering veteran gamers some interesting ideas or adaptations..

Traps. Blimey, I’m just going to give an example here. There are tables to generate random traps or to give you a good idea of how traps may operate in an adventure, but nothing is as grim as the example below:

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The Harpoon Crusher is horrific:

  • A room covered in tiles, which, if the wrong tile is stepped on triggers a series of harpoons to strike out. Now, here’s the fun bit: there are a series of rolls to judge just how unfortunate the character is – Dex save to avoid 2D6 damage, Dex save to avoid being knocked prone, a luck save will determine if your armour is snagged by the barbed harpoon or if its a body part that is snagged. We’re not done yet though!
  • The harpoons, which are attached to chains, will then hoist the character into the air, retracting at the rate of 1D6 feet per round (while other harpoons are primed and ready to fire again that round). The rate of lifting increases by 1D6 feet per round, as it gains momentum.
  • Panels surrounding the harpoon that struck the player open, and large grinders whirr to life. At 25 feet the character is dragged into the grinders and dies horribly in a spray of gore and crunching bone, forever dead and losing all of their gear too.
  • Sure, you can try to save them by breaking the chain, but it’s bloody difficult, or you could pull your friend to safety but they’ll suffer more damage and likely fall onto another panel if you haven’t triggered another harpoon yourself!
  • Helpfully, there are methods of resolving the traps (which won’t be mentioned here in case you want to find out for yourself and there’s also suggested variants should the GM wants to make the trap easier to overcome, or indeed harder!

This is just one example, others include: the Flesheater Tank (made me shiver), Snare & Roast or the Whirlpool of Reduction (yikes!).

Treasure is broken down into some nice and easy to manage tables. The most helpful I found is the table of carry loot, which is used for the treasure lining the pockets of monsters or NPCs. It’s a D100 table so there’s quite a bit of variety. There are tables for lair treasure, trinkets & curios, valuables and potions.

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For magical items there’s a nice mechanic which may be familiar to some veteran gamers: obvious properties and discreet properties. This is a nice touch to the game and provides a bit of mystery for the players, such as “Why am I never surprised by an ambush, is it the weapon I’m carrying or the trinket I found?”

These simple but cool tables certainly bring out the questions and the sense of mystery lost in mainstream D&D games. It’s all too easy to become familiar with the same list of iconic magical items throughout the various editions of D&D, and although some of these are similar in LFG, they certainly will raise and prompt questions around the gaming table.

Monsters

From the lowliest goblin to the mightiest dragon, you’re f****d…

There’s a good variety of monsters from the lowliest goblins to the mighty dragons.

Some monsters receive the cause injuries ability, which, rather than just knocking off hit points produce lingering effects that can range from impressive scars to internal bleeding. They really do bring the game of death to life!

Off-turn attacks means player characters must consider that monsters are not always out of the game if they’ve already taken their turn. It adds a new dimension to the turn sequence and requires more tactical thinking from the players. This ability means characters cannot simply pile in if the monster has taken its turn, so it’s always going to be capable of dealing damage throughout the turn. The mental imagery of this violence is quite visceral, and combined with the added level of destruction really highlights the danger level.

Magic resistance works as a percentage, making them better or worse than the characters resistances. Quite good as it harks back to older versions old D&D but also provides more variation for creatures resistant to magic, eg, a minor resistance (10%) or a major resistance (90%).

Boss monsters are improved monsters from the typical monster type. They almost always have off-turn attacks, have greater hit points and cannot be instantly killed by major exploits from the players. They also gain re-rolls and can cause injuries on a roll of 19-20. The designer’s thoughts on this is that boss monsters should be capable of taking on the player characters by themselves.

There’s also scope for Custom & Improv Monsters as a way of creating your own monsters or perhaps making existing monsters harder or easier encounters for your player characters.

There are mainly classic monsters, such as Medusa, Merrow and the Minotaur to Wraiths and Wyverns, along with regular animals and example NPC humans, elves and dwarves. Added to these are more unique monsters to the LFG such as the Slop Gorger, as slug like monster who is surprisingly fast overland and the Urgot, remnants of cursed humanoids bloodlines

Conclusions

How does it feel?

Harder, grittier and dangerous. Excited just reading through the pages. Very much nostalgic feel to it from first viewing of the AD&D in the 90’s – my character can die so easily!

From the outset, everything is geared towards choices. The GM decides on how hard the game is going to be by selecting what options to take. And there are plenty of options for the GM to choose from (or ignore).

Is it gritty? YES.

Would I play LFG or run it as a game? (thanks for the suggestion, reddit user!)

Yes, but I think as a player I personally would get more out of it. The excitement of losing a character permanently and knowing that it could happen at any moment really gets the juices flowing. The effort of creating a character, their persona and motivations means they become more than just a literary device – will my character live to see their dreams come true? Better be careful!

As a GM, I think the game runs very smoothly. Just reading through the book makes it very clear that Pickpocket Press has put time and effort into writing something that makes sense and keeps to the style of a very dangerous adventure game. Nothing is in there without considering the impact on the speed and flow of the game. The optional rules, or indeed the ability to remove rules from the game without the whole thing breaking down is a selling point for GM’s who may like to plan a game with out too much focus on mechanics and more on story also really helps.

Value for Money

20 dollars gets you the watermarked PDF, 45 gets you the colour softback book. Current at the time of writing, you can get the deluxe version of the book for 60 dollars (down from $80). I’m a collector of RPG books, so for me the discounted Kickstarter pledge was great, and the book looks tasty and fragrant. It feels good in the hands and the pages are a nice thick feel too. That said, you could grab a couple of the $20 PDFs and have enough content for the gaming table.

That is all for LFG.

If you’ve enjoyed reading about Low Fantasy Gaming, or you have some interesting ideas yourself, please drop us a comment!

Alternatively you can find me @FerrisWrites for Twitter,

Or through our Facebook Page!

Interested in how to become a great games master or dungeon master? Take a look here and here!

Maybe you want to learn more about how exploration could work in your role-play games? Check out our article here.

Ferris, CC 😉

Low Fantasy Gaming RPG – A Return to the Old Days of Gritty Dungeons & Dragons?

Part One

Like the dodgy dealer in the side-street, I’m wearing a long coat, stuffed, you believe, with all the content of some knock-off role-playing games. But when I speak, the words are not what you’re expecting…

“Wanna play some high risk D&D, do ya?”

This is Low Fantasy Gaming, and if it was a drug, it would be up there with the class A’s.

Pickpocket Press (Stephen Grodzicki and co.) successfully completed and shipped their kickstarter for Low Fantasy Gaming. For the primary backers, that meant that some of us received a link to make use of a discounted print version using DriveThruRPG. As a backer, I decided to get the hardback deluxe version and take a look!

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In this article, part 1 of 2, I’m going to look at the character creation and aspects of the game that relate mostly to the payers. Part 2 will focus on the GM section and go into detail on the various game elements introduced to widen the scope of the game and bring it to life!

Read on…

Why did I back LFG?

Mainstream Dungeons & Dragons, to some, has lost its danger element. It seems too easy to safely succeed. Clearly some of this is down to the GM’s style, but the game system itself feels designed to permit “winning.” The general feeling is that players are expected to win, with the rare exceptional circumstances. This is a huge area for debate, which won’t get covered here but it outlines why I wanted to see what LFG had to offer.

So, LFG takes D&D away from the safety of a kids animated TV show and throws it into a bloody meat grinder operated by Stephen King and the reanimated corpse of Howard Lovecraft. Frankly, no one is safe… which makes the game feel far more exciting. The tension is going to build easily when players realise their fighter is not the steaming tank of hit points, but rather a human with human weaknesses!

So what is Low Fantasy Gaming? What’s the book and its content like and how does it feel? Is it just a grittier version of Dungeons & Dragons fifth edition or is it something else? We’ve got you covered, so read on for more!

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A Note on OSR & OGL

Low Fantasy Gaming seems to be part of the old school revival (OSR) of role-play games. This revival focuses on less about keeping in line with the rules and more about full immersion into fantasy. The point of any exercise was to test the players themselves, encouraging them to test their ingenuity and creativity.

According to Wikipedia the OSR was only made possible by Wizards of the Coast introducing the Open Game Licence (OGL) way back in 2000. The OGL allowed for unofficial creative content that was in line with the traditional Dungeons & Dragons game content. The explosion of home brew rules and adventures from third parties exploded in the early 2000 because of this and is attributed to much of the long life of 3 and 3.5 editions of Dungeons and Dragons.

Low Fantasy Gaming is definetly part of the OSR, and it’s content is 99% OGL.

General Overview

Low Fantasy Gaming (LFG) is a primary source book, made up of a players handbook, a games masters guide and a monstrous manual all rolled into one. It is fully compatible with D20 system material RPG’s and with a bit of work compatible with content from Wizards of the Coast material such as Dungeons & Dragons. Saying that, why would you want to? This game is perfectly standalone and seems to have itself balanced out!

LFG is set in its own “quasi-realistic world” in which magic and monsters are present, but are not as common place as in your typical fantasy world setting. In its default setting, LFG is a game where player-characters are human and one of the 9 classes. Those classes are much less magically inclined but are still greatly inspiring.

The deluxe edition of LFG is 286 pages (from contents page to the end of the index) and covers everything from character creation, equipment, spells and magic, how to play the game and then onto the GM specific chapters, such as monsters, how to prepare adventures, traps, treasures and a whole host of other cool mechanics and ideas.

It is everything you need in one book. You just need paper, pencils and dice!

It may not be for everyone however, as the game is very much swords and a bit of sorcery, rather than the high fantasy heroics of its mainstream counterpart.

If you’re not a fan of tables you may struggle a little too. Although it’s not reliant on tables (the GM can, after all choose to ignore them), they do add a strong element to the game, particularly  if the GM likes to add a bit of chaos to the table!

The artwork is second to none too. The quality and variety of styles could be found in any professional quality gaming book. I would happily rank it right up there with Wizards of the Coast. You can find examples of the artwork throughout this article!

So what’s in the book?

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Character Creation

The first obvious change to the standard is that character attributes, those numbers which determine how strong, wise or fast your character is, have been altered. Whereas a score of 14 in an attribute would provide a bonus to a dice roll of +2, it now only provides a bonus of +1. The maximum score for an attribute for humans is set at 18, not 20. So we see a reduction of ability score bonuses and their maximum.

However, we also see the introduction of several more attributes. In “regular” D&D we have six attributes; 3 physical (strength, dexterity & constitution) and 3 mental (intelligence, wisdom and charisma). In LFG there’s a split of the wisdom attribute into Perception and Willpower and they’ve also introduced Luck as an attribute. Luck as an attribute isn’t new to role-playing games (we even have it in our own Pulp RPG beta system).

So, perception covers your characters physical wisdom, sight, hearing and observations, whereas Willpower is described as self confidence and mental fortitude. I suspect that these will either mean you must spread out your strong attribute scores or have to pick between one or the other. It does however mean you’ll likely be “OK” for at least one of them!

The Luck attribute is interesting. It is broken down into two primary functions; luck saves and luck checks. A luck save deals with direct attacks and reflects your characters adventuring expertise to avoid hazards.

The luck check is way more interesting. You can use luck checks to perform unusual actions which are situational, defined by LFG as “Major Exploits.” These are essentially like ‘get out of jail free’ cards but a bit more fun. For example, you can use your luck checks to escape from dangerous or ill-fated battles. This may seem like a role-play cop-out but the players need to explain how they will execute this tactical withdraw and there’s no guarantee it will work!

So as you can imagine, a game with this sort of narrative-enabling mechanic is going to have moments where the players decide it’s time to bug-out. The expectations are great, because in every game I’ve ever run for players, retreat never seems to be an option considered. It is a lesson that has cost them dearly, but I suspect a quick lesson for LFG gamers.

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Races are not limited to humans, but there is very little in the way of advantages per se. Dwarves for example gain advantage on rolls associated with resisting poison and magic of all kinds (which is quite a strong benefit but a low intensity mechanic). They have some benefits in low light conditions, but are just as blind in total darkness as humans.

In opposition to this, each race gains a less desirable trait, such as gold lust and highly honorific for dwarves – they must undertake willpower checks to resist opportunities for riches (making them reckless prospectors) and similarly, a willpower if they perceive themselves to be slighted. Don’t forget, there is no single Wisdom attribute, so be prepared to pull the dwarf out of the furnace trap!

Gone are the attribute score improvements and randomly assigned bonus skills and abilities. At most, a race other than human will receive advantage rolls of some sort, but that is all. The disadvantages may seem meekly role-play ones, but they will no doubt get the characters in trouble… and in a system like this, trouble can mean death.

Character classes are a lot less magically inclined and much more martial. This does not rule out characters with magical abilities. In the place of wizards, sorcerers, warlocks, clerics and priests we have the Cultist and the Magic User. Appropriate names in modern society? Probably.

Classes include: the artificer, barbarian, bard, cultist, fighter, magic user, monk, ranger and the rogue. Some of these may seem like magically themed classes, but they are not so obviously brimming with magical powers.

fantasy D&D dungeons and dragons Low fantasy gaming RPG gritty

Hit Points act much the same way as they do in other 5th Edition games but have undergone some changes: class hit-dice are half the potential maximum hit points for a higher minimum (for example, 1D5)… and since you’re only reaching level 12, you’re not due to get many more, especially when you realise that towards the upper levels, your characters bonus hit points are capped by class.

So far many of the changes are aimed at reducing numbers. In a strange way they also seem to be streamlining the game system. Compared to Dungeons & Dragons, we already begin to feel that the game is closer to a real life experience with believable heroes, compared to a heroic world with unrealistic and death defying mundanity. There’s less messing about too, which I like.

What about character Advancement and variety?

So where does the character variety and customisation appear from? They would be the Unique Features. Unique features (UF) are gained as characters advance in levels. There are 37 unique features to choose from but unlike Feats in Dungeons & Dragons, many of the UFs are tiered. This gives many more options to customise a character, where a player can dedicate their efforts into a single UF or spread out in a variety, becoming adaptable. Here’s “Iron Grit” as an example (edited so as to avoid spoilers!):

  1. Increase your hit point maximum by x per level.
  2. Whenever you suffer a critical hit, you can perform an attribute check (X) to turn it into a normal hit instead.
  3. Gain advantage (re-roll 2 dice and choose the best result) on all Dead or Mostly dead checks.

Interestingly, there are no tables of experience points to advance your character through levels 1-12. Instead, the games master is meant to decide with the players when they think they’ve earned it. This brings the game to both the players and GM: involving both sides pulls the cohesion of the game together and breaks down some of the barriers over the table. It also cuts out the farming of experience points in a desperate race to gain levels.

It worth noting too that monsters do not earn characters experience points for slaying them. This introduces the status quo element to LFG. Go to Dragontop Mountain, expect dragons. Fully grown dragons!

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The Magic System is both dangerously mysterious, and oft unpredictable!

Despite being low fantasy, there are some surprising little tricks in the magic mechanics f LFG. Firstly, anyone can “sense magic” with an appropriate Intelligence or Perception check. That’s quite cool, it means that any character can get a foreboding sense or eerie feeling about something – very flavourful!

On the down side for spellcasters, if you take damage before your turn, you simply can’t cast a spell. Quite limiting but in tune with the low fantasy setting – casting spells requires a lot of concentration, so rather than pump a stat or skill to overcome this, the option is simply taken away. Good or bad, I’m not too sure. I like the flavour, but others may see it as a little too constrictive.

Casting a spell is great though! In LFG sorcery is inherently dark and dangerous. So rather than just casting a limited number of spells per day, an extra dice roll (a D20) is required. On the roll of a 1, something bad happens when the spell is triggered (and the spell is always cast). There’s a lovely table of 100 effects for this!

And it gets better. Every time a spell is cast, the chance of rolling a dangerous effect increases by one. So if you cast 5 spells, on a D20 roll of 1-5 a dangerous effect applies. This only resets after a dangerous effect triggers or the character survives to the end of the adventure… the END OF THE ADVENTURE.

So yes… a cumulative 5% chance of things going wrong!

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Negative effects can include having ones lips fused together for upto 24 hours, aberrant terrors, demons or undead appearing nearby for several minutes or a limb turning into a giant tentacle for several days! Preserve your spells or go nuts for a touch of chaosivity!

Cultists (the divine casters if you like) don’t get away easily either. If you do not follow the tenets of your faith, or displease your god in some way, you can lose Favour. There’s a whole set of rules similar to sorcery which can hinder and play with the mind of your player character. The essence is as above; it’s all about flavour and enhancing the roleplay and excitement of the game.

So far, there are 120 spells in LFG each of which follow an easy to read and execute format. The spell names are colourful but termed in a way which makes them easy to identify. The descriptions also contain a lot of variety or variations. What I really like is that the GM often has control over how some of them work in the form of “The GM may allow a perception check to identify if something is wrong.” Essentially, it cuts out those players who are rules lawyers (that is, those who stick to the word of the rules and does not like any sort of variation or GM flavour to permit a smooth game). Empowering the GM or players in equal yet different ways. Good skills LFG!

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In Battle your character is not just a sack of hit points encased in a numbered armour class in need of being reduced. No, it’s far worse than that!

The warning signs come on pretty early – when a character is reduced to half of their maximum hit points they incur penalties as they slowly get beaten to death. Just when they thought they could lie down and wait for help, the end may be sooner than they expected.

A character that is reduced to 0 hit points is out of the fight. To add some tension, no one around the gaming table knows if they are truly dead or mostly dead (those are the actual terms used in LFG) until, and I quote “… someone turns the body over for a closer look (rummaging through pockets optional).”

No dice rolling to pass three fifty/fifty saves, no sudden burst of hit points in a ranged heal. Just quiet, excruciating death-tension.

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Let’s assume your character survives the ordeal, you’re still not out trouble: there’s a table for injuries and setbacks. Now, I loved the old Warhammer Fantasy Roleplaying injury system, with its visceral and character building effects, but it’s very crunchy and can slow down the game, reducing the tension as the GM begins rolling on several tables and calculating just how messed up a character gets. LFG gives a simple table of 17 effects, each of which can only be dealt with in a certain way… sometimes with very particular spells to help you out.

So far this RPG system feels wonderfully gritty, with a real measure of danger that goes beyond the GM simply killing of their player characters or fudging dice.

That’s the end of part 1 of our review of Low Fantasy Gaming.

Next week we’ll be looking in depth at the GM side of the game, review the cool mechanics and content, such as mass battles and the scary monsters that lurk within it’s pages!

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You can find Pickpocket Press on twitter with @LowFantasyGamin or their website. With thanks to Stephen Grodzicki (author of Low Fantasy Gaming) for being a top bloke, and generally making us here at CC really happy with a cool RPG system, and a fancy book (we’re so happy we backed it!).

You can find me @FerrisWrites for Twitter,

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Interested in how to become a great games master or dungeon master? Take a look here and here!

Maybe you want to learn more about how exploration could work in your role-play games? Check out our article here.

Apocalypse, Warhammer 40,000 – First Impressions

Ever wanted to recreate the crazy and intense battes of the art of Warhammer 40,000 Universe on your tabletop and still be playable? Well, we’re told Warhammer 40,000: Apocalypse is the game that can help you do just that… assuming you have enough miniatures of course!

Recently Warhammer 40,000: Apocalypse was released and with it a tonne of new hype and excitement that we expect from the community of the world’s best marketed distributor of fantasy & science fiction wargaming miniatures, Games Workshop.

In this article we’re going to take a look at Warhammer 40,000: Apocalypse to see what all the hype is about and what the actual gameplay is like. We’ll address some questions regarding its accessibility to players and outline how hard or easy it is to play. Finally, we’ll look at the costs involved and whether the game is worth the effort and financial commitment to regular players.

warhammer 40,000 apocalypse tabletop war game Games Workshop

History

It turns out that Apocalypse isn’t a new thing at all; way back toward the end of fourth edition of Warhammer 40K (circa 2007) Apocalypse was first released. It was then updated a year later and then again in 2013. I was busy during much for this time, and totally missed anything to do with it!

What is Warhammer 40,000: Apocalypse?

It’s pretty simple if you’re familiar with tabletop wargaming, but if you’re not, here’s the low-down:

Apocalypse is a game system that emulates large battlefields of miniatures and models set in a dark and gritty futuristic science fiction setting. Unlike the regular Warhammer 40,000 game, the system is designed to allow for a huge number of models to be placed on large gaming tables.

The differences between regular Warhammer 40,000 and Apocalypse are a little subtle to new gamers. The games run in a very similar fashion, in that each player takes turns to move and attack with portions of their armies. Armies are drawn up using a points system, with better “veteran” or command type models costing more points than regular or less experienced models. A typical game of Warhammer 40,000 can range from 1000-2000 points. For Apocalypse, the potential points values of the armies can exceed 5000 points or more, depending on the physical size of the gaming table.

warhammer 40,000 apocalypse tabletop war game Games Workshop

What are the Key Differences between Warhammer 40,000 & Apocalypse

Playing a game of Warhammer 40,000 can take several hours, not including the time taken to draw up a points compliant battle force or army. To be fair, few tabletop wargames are quick to setup, and often entire afternoons or evenings are required to play. Looking at these new rules, it seems that a small game of Apocalypse should take no more than a 1-2 hours.

Apocalypse only uses the alternative points system called power level to draw up an army list. This version takes out much of the detailed choices of picking and choosing a force to play. So the footwork to setup a game is reduced in one aspect, but perhaps more if you take into account the much larger forces required to play.

If we’re to believe the game runs faster as detachments of units, instead of individual units or character models, then we can assume that the game has the potential to be very quick for smaller sized as well.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Six and twelve sided dice are used to determine when units successfully attack and wound their targets. Interestingly we think power playing antics are removed here, because the game is about huge battles where the individual models do not necessarily make much difference. Thus, most units possess only 2 wounds, which is unheard of for regular Warhammer 40,000 where commanders and huge aliens may have 5 wounds or more all to themselves (now, a commander character has a single wound, as we discovered during our play test).

T wound a successfully hit  target, each unit has a required number to roll on a dice, which is found on the unit data sheet. Cutting out all of the extra work from Warhammer 40,000, the data cards give two very important weapon statistics: Strength Against Personel (SAP) and Strength Against Tanks (SAT). These represent the number you need to roll (or above) to successfully wound your target. Even the smallest weapon has the potential to cause damage to a tank… it’s just very unlikely… or 1 in 12 chance, perhaps!

Players will have to be careful where they place their comanders and warlords (commanders who are specifically character models), otherwise their detchment may find itself without leadership, potentially suffering more losses.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Orders are a way of telling your detachments what to do. They are given in secret at the start of the turn sequence with facedown tokens (to whole detachments instead of to units and characters, one at a time). This implies a level of forward thinking is required by the player to second guess their opponents, and practice their poker face. Where one unit goes, the others in the detachment must follow.

Wounds are given in the form of blast markers, which may increase in size the more a unit receives, for example, two minor blast markers go up to one large. Interestingly however, damage is not calculated until the final phase of the turn sequence, meaning both players get to take actions and execute their plans before wiping each other out in sequence – this is a HUGE selling to point to regular players who have ever experienced defeat before even taking a turn! Units are permitted a save and, if at the end of the damage phase, they have more blast markers than wounds, they are removed from the battle as losses.

The game system looks promising. Are we perhaps going to see more of this style of game system from Games Workshop? I suspect that a similar version for Age of Sigmar, Games Workshop’s fantasy tabletop wargame, would sell pretty well…

All gaming elements so far suggest fast-paced action and a balanced gaming system…

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So, is it?

We set up a small game power level of 101 (don’t ask us why!), which equates to somewhere in the region of 2000-2500 points. This isn’t the scale that Apocalypse is designed for, however we felt it’s probably a good size to learn the core concepts of the game and see how smoothly it runs. We had in mind that if all goes well, we could ramp up the power level to somewhere in the region 200 or more another time.

Setup. Play. Findings.

Marines Force:

  • Battalion 3 units of Intercessors lead by a Primaris Lieutenant with a Redemptor Dreadnought.
  • Spearhead detachment of 3 units of Hellblasters and 1 unit of Aggressors lead by a Primaris Captain.
  • 2 Auxillary super heavy detachments; a Knight Errant and an Armiger Warglave.

Ork Force:

  • Battalion of 5 units of Ork Boyz lead by a Big Mek with a Shock-attack-gun
  • Spearhead of 2 units of Flashgitz and a unit of Killakans lead by Captain Badrukk.
  • Auxillary Superheavy stompa, Da Hunger of Gork.

As the marine player, I had in my force 3 warlords: the big mech, the captain and the leutenant. This was important for assets, which are cards drawn at the start of each turn depending on the number of warlords in your force. Three cards (to a hand size of 10 maximum) seemed like a good thing.

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Setup Time

It took us mere minutes to setup up the game board and deploy our detachments. Since detachments have to always be within 12 inches of their commander, the choices are limited by the space you have on the board. We used Games Workshop’s Battle Board, 4 pieces by 2 (about 8ft by 4ft) with a heavy scattering of scenery from some KillTeam box sets.

Playing Time

Starting, including all the rules checks and doublechecks, it took us 2 hours to play a game with a power level of 101. If this was regular Warhammer 40,000 it would equate to a game of 2500 points, which would have taken double that time, in my humble opinion. Once we are comfortable with the rules however, I think we could have compressed this game into an hour if we pushed it.

This timing is important, as not all players are capable of devoting 4-5 hours for a game (family, work and life get in the way!)

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Frequency of rules checks

Not as frequent as we initially thought. There was some discussion and checking up on close-quarter fighting and shooting, along with some clarification on the separate rules for large targets (apparently on the order to Charge gartangs and the like are allowed to shoot as well as use melee weapons). But otherwise we got on OK.

Game Feel

Quite good. It took a while to get out of the regular Warhammer 40,000 mindset.

Having won 4 out of 5 initiative rolls, I’m not convinced it’s such a great advantage, which is good because theres nothing worse than getting out maneuvered twice in a row! The players take it in turns to activate detachments meaning the initiative is only gained from certain parts of the battlefield – essentially I got to shoot first, which isn’t a great advantage as all damage and moral checks are carried out AFTER all detachments have been activated. But this doesn’t mean the mechanics is useless. Sometimes moving closer or ruther away can be usefull if you move a unit out of enemy range, wasting their Aim order!

Fooling your opponent can be a great feeling: at one point the relentless green horde was getting closer, and the marines had done a good job of aiming and shooting in previous turns. In the following round I expected the Orks to be in charge range so I gave the detachment the order to move… falling back and reorganizing the firing line was not expected and gained the marines a further turn of rapid fire next time around.

A minor bad point: If a unit misses, all the models in the unit miss if they share the same weapon type! Several times the Hellblasters were useless, by missing completely. However, if we had less but bigger units the marine units would gain 2 dice instead of 1 to roll to hit. Must remember that next time!

Battle Results

The marines won, but only after taking a pasting. It felt one sided until the gargantuan was destroyed. Even then, the Dreadnought was not very effective at taking out infantry with its huge load of automatic weapons. May have to see if Games Workshop errata some of the stats!

Blast markers are not the end of the world, but for infantry a large blast marker means they use a single 6-sided dice to roll for their save. This means marines, the tough human monsters in implacable armour have a 1 in 6 chance of surviving, even it was a hail of Gretchin shot! It did make them feel paper thin, but then it was likely worse for the Ork boyz! Balanced still, so not a negative point as such.

And I had a stack of useless asset cards applicable only to the destroyed Knight Errant!

Quick to Learn?

As regular gamers, Warhammer 40,000 Apocalypse is very quick to learn. To master the game may take a couple of attempts but we found that second guessing your opponents choice of orders brings a level of cunning that you don’t often get to see in tabletop war games. If you’ve ever played Fantasy Flight’s X-Wing, you’ll get what we mean… sometimes you second guess too far! However, the anticipation and excitement has certainly been more frequent in the Apocalypse games we played.

Accessibility for Players

We found the game is very reminiscent of the old Epic scale Warhammer 40,000, only at the 28mm scale, which means if you want to harness the power of this quick to learn game, you’ll get the most out of it with a lot of miniatures. HOWEVER we’ve found it’s actually very fun to play with smaller forces as it cuts out a lot of the shenanigans you can get from some less reputable players. For smaller games, it also makes each game VERY quick.

So, accessible to new players? Only if you can borrow a lot of miniatures, otherwise quite good fun and impressive if you’re trying to get a friend into the hobby.

To regular players? Yeah, its not bad (see Cost & Worth below).

warhammer 40,000 apocalypse tabletop war game Games Workshop

Cost & Worth

Warhammer 40,000: Apocalypse will set you back £60 in the UK. This buys you the rulebook, six and twelve sided dice and some 300 command cards. You also get 6 sheets of tokens which act as your blast markers and issued orders. We’re going to say this now: for essentially paper and card, this seems overpriced. Dice are cheaper than a bag of chips online, even twelve-sided ones, and massed produced card isn’t going to break the bank. So purely on a boxed goods scale, you’re not getting much if you compare it to say, a regular adventure board game complete with miniatures.

That said, if you’re the sort of player who has spent hundreds of pounds creating a large battle force of miniatures bought from Games Workshop, this isn’t exactly going to break your bank either. Personally, I think GW could have gone down the same route as they did with Age of Sigmar and provide the basic rules for free with optional physical purchases, but I’m not here to make money.

 

 

That said, the data cards required to play your chosen forces are actually free to download, so you don’t need to go out and buy any army specific literature to play.

If you have a gaming gang or group, £60 spread across 4 players is only £15 each… some people drink that in an evening! And to be fair, playing this game with mulitple allied forces could be quite good fun as friendly players can take charge of a detachment each.

As for the worth. If you have a lot of miniatures already and want to use absolutely all of them at the same time, or perhaps you and a few friends want to play a game pitting 2 vs 2 players, this is likely to be a good choice because the game is much quicker. It’s much more tactical from a birds eye view too, perfect to play if you’re into hushed combat analysis and poker faces around the gaming table.

To Conclude

We think the game is good, but not amazing. It addresses some of the issues that slow down the regular Warhammer 40,000 game system and honestly, if you have the miniatures to make it up, it would be ideal to play as an introduction for interested friends. That said, it’s quite an investment by nature of the huge amount of miniatures and models required to play, but as we point out, you can play it on a much smaller scale if required.

So, I say this, as I say about most Games Workshop products: If you’re already a fan this game will be worth playing, especially if shared across a gaming group. If you’re not into the hobby yet, this is an easier sytem to learn but with much more outlay financially.

Otherwise, this game system is a step forward for Games Workshop!

Now, if they could just address the high pricing issue… 😉

Ferris, CC
If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

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(All images borrowed from Games Workshop and Out of print products, unless otherwise stated.)