Thursday, 26 April 2018
Monday, 23 April 2018
Tuesday, 17 April 2018
Click the picture to make it easy to read.
A game of skill playable with or without Zombies.
With or without minis.
With or without counters.
Zed in One is the updated version of the original Zombie Golf.
You need not have to have ATZ to play!
Zed in One
|It's now the Deep Ones turn to act. The Leader recovers and the three warriors charge. The Nautilus Crew fires!|
|Two go down but to enter melee. One crew member goes Out of the Fight and the other Obviously Dead!|
|Both sides take the Will ti Fight Test and both pass, but one Deep One leaves the field. It is now the Nautilus crew's turn to act and they do, firing at the remaining Deep Ones.|
|Down go the remaining Deep Ones, ending the fight. I roll to see if the Out of the Fight fellow survived and pass 1d6 - he recovers. After burying the dead crew member, Dario continues and the crew continue on.|
Watch for more Adventures with Captain Nemo and it's release in the coming days.
Nemo and the Sea Monster!
Sunday, 15 April 2018
Adventures with Captain Nemo is a Steam Punkish/ Victorian Science Fiction game where you try and accomplish nine different Adventures and score enough Promotion Points to command the Nautilus. Here's one of those adventures.
Contact (3) - In this Adventure, off the coast of the Bangalao Treaty Port Captain Nemo has sent you to find a race of primitive people rumored to live in this part of Lemuria. "We can never have enough friends," he says as he waves good bye.
|Dario Fitch, my Rep 5 Star and four Nautilus crew members have went on the Contact. The first PEF - Possible Enemy Force - marker is resolved as Deep Ones.|
|Figures are placed on the Battle Board (I'm using Power Point for this fight. You can use minis, counters, Power Point or similar or even paper and pen). I start on the Action Table and roll 1d6 to see who has the Advantage. A 3 is scored - Dario has the Advantage.|
|Starting on the Action Table each side rolls 2d6 versus the Rep of it's Leader to see who will act first. Both have Rep 5 Leaders, both pass 2d6. When there is a tie, the side with the Advantage acts first!|
|The Nautilus crew fires. Each figure rolls 2d6 versus its Rep. Passing 2d6 is a hit, passing 1d6 is a conditional hit and passing 0d6 is a miss.|
|Three hits are made. The Deep One Leader Ducks Back out of sight. One goes Out of the Fight and one is Obviously Dead. BOTH sides now take the Will to Fight Test and both Leaders pass 2d6. The fight will continue!|