a pursuit of fruitless endeavors and endless refinements

Tag: variant rules

DropZombie Commander

I always liked 10mm scale. The scale’s ability to render large armies on table at realistic proportions was what first drew me to Dropzone Commander. After playing a lot of games of Dropzone, I got a wild hair and thought, what if I could make a zombie apocalypse?

Tying It All Together

We’re nearing the end of January and with it, the dusty winds of Little Church will blow through and push me on to next month’s project. But before we leave this dry patch of sepia-tinted earth, I have one last thing to do: Play! Of course, last month I had the chance to put it all on the table but I wasn’t quite ready. With everything I’ve done now, I want to get in a good show before I move on. With no opponents around, I jumped into a solo game.

Card Play

In playing the one intro game of Dracula’s America, there was one little thing bothering me. To activate, both players play a playing card from a draw of cards that reset at the top of each round. A lot of games use cards, and specifically standard playing cards, to determine an activation order but I’ve seen a few new iterations that I’ve been enjoying. Unfortunately, Dracula’s America uses a very simple mechanic. While this isn’t bad, I think there is a big missed opportunity here.

Dropzone Commander: Special Ops Scenario 4

I have finished up the draft of scenario 4 and ran it through some paces to make sure it initially works as expected. I had to tweak a few things but I’m happy with the final result. And of course I needed to mix up my board some more to fit the new scenario layout.

Dropzone Commander: Special Ops Scenario 3 (500th Post!)

Yep 500. A good bit of that was due to a spike in April as I did those micro posts on my painting challenge but still 500 seems like a good bit of verbiage for this little site. And yet I feel like there is so much more to say, to pimp out, and to play.

The April paint challenge didn’t sap my desire to paint more minis (thankfully) and I got to work on a little Dropzone Commander Scourge unit, the Screamer.

Dropzone Commander: Special Ops Campaign Play

With my rules out there on BGG and in the Dropzone Commander Community Facebook page, I thought I’d go over my campaign rules a little bit. The DZC: Special Ops has the guidelines and a Company Roster so we’ll start there.

Dropzone Commander: Special Ops

The distraction of my Paint Challenge had slowed down my progress on my Dropzone Commander solo variant but I’m happy to say I’m ready to push on. I’ve put together art for the cards, written the rules and first scenario, put together the rules in their own layout.

The Ruined City: Solo Test (Alpha)

With the rule concepts in place, it is time to test this sucker out. For this test mission, I simulated a “find and extract” scenario. In the bottom six cards of the 24 card event deck was the mission objective. When a squad searches and find that card, it has an objective and the final goal is to get it off the map where the army initially entered.

The Ruined City: Solo Rules (Alpha)

As discussed at the conclusion of my Phase 2 board building, one of the main goals pushing me forward is creating a sustainable solo experience for Dropzone Commander. With that in mind, I have the Alpha version of my solo rules ready and I’ve ran through a playtest already (report next time). This is just a summary of the rules and concepts at this point since things are pretty untested.

Showcase: Thunder Road

So Mad Max: Fury Road came out in the summer of 2015 and a friend was really into the whole mythos and genre. He picked up an old Milton Bradley game, Thunder Road, first published in 1986, and showed it to me.

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