Apocalypso! First play test
Just thought I should mention that Brew, Noakes and I test-drove my 'Apocalypso!' game today. There are some minor bugs which we identified, and will be changed.
Instead of having to roll over a target's DEF score to wound, it's now equal to or over.
Instead of placing counters face down and turnign them over to find out what they represent (very difficult with the paper counters I had made... you could sort of see through them, and it was hard to pull them out of the box without seeing what they where) a dice will now be used to determine the counter type. I've re-painted some old dice so they read 'B' (Bullet) 'S' (Shell) 'E' (Energy ammo) EV (Event) and two faces read 'H' (Health)
I've also been catching up a bit on the art work, so the Dutch Courage, Trippin', Hard hat and Flak Vest cards now have art.
My website has a lot of extra stuff (mostly fluff) on it, and some time soon the rule system will be available for download (the current link does not work).
Aye.
Yeah, was a good play. Wouldn't mind testing it with a scenario.
Apocalypso: Expansion
I have been working on an expansion for Apocalypso! (the fabled 'Lair of the Rad Chicken') which includes new tiles, events, enemies and missions. Although the tiles, enemies and missions are not yet ready, I'm going to print off the events and bring them in next time for added variety. Next playtest we'll do some missions and use this expanded event deck.
I'll give it another whirl,
I'll give it another whirl, sure!