Monday, 14 October 2019

20% Off Sale Now Until the End of October

Time for the last sale of the year. Enter the coupon code

20off

and get 20% off of your whole order. Sale is the last of the year and will continue until the end of the month.

Valid on our bundles as well.

NUTS Bundle         5150 Bug Wars          FNG Bundle

Wednesday, 9 October 2019

10 Board Games Kickstarter Coming November 1st

Here's a look at the Board Games for our upcoming Kickstarter. Each will include one or more color maps/boards, color counters and cards at a reasonable price. Tell your friends and combine orders if needed to get the best price.

FYI - Some of the games may share the same titles as existing THW mini rules, but they are not the same game. These are unique stand alone games using similar mechanics and can also be played with minis as well.

Learn one set of similar mechanics, play multiple games!

Saturday, 5 October 2019

Kickstarter samples are in!

Received samples from the printer!
Color map.
Rules book.
Poker size playing cards.
Counters.

Might launch at end of month. 8 games or so to be offered.



Wednesday, 18 September 2019

5150 Working Grave - Out Friday! Here's a Bat Rep









From start to finish it took 30 minutes, much of it writing the report. Just to be sure that everyone knows, this can be played with miniatures or counters, the Battle Board will work with minis as well.
Look for 5150 Working Grave to be released this Friday.

Sunday, 8 September 2019

Newbie's 1st Encounter - Working Grave


Officer Jones has his 1st Encounter. He has to arrest someone. Here’s how we do it:
·       I roll 1d6 to see where the arrest will occur. City Hall Area or the Financial District. It’s City Hall.
·        Seeing how this is the Grave Shift, the people and things Jones will run into are way different than the middle of the day. I roll and find out it’s a Zhuh-Zhuh Shaker. Zhuh-Zhuhs AKA Monkey Boys are big fellows with a bad temper. Shakers are high up the ladder socially so wonder what this will be about. I roll again and find out he’s a Corporate Exec.
·       I roll to see how many of them there are and get 2.
·       I see that the Leader is a Rep 4 People 4 Savvy 2 and his friend is a Rep 4 People 3 Savvy 3. Not sure if any of them are carrying weapons, won’t find that out until things go wrong – if they do.

This stuff is already figured out when playing one of the 16 pre-generated Encounters and each can have up to 3 PEFs to resolve. Each pre-generated Encounter has so many other variables that no two will ever play out the same. 

I decided to play this out with the counters and Battle Board included in the game but I could have used minis if I had them.

 Anyway, back to the arrest and that starts with the Intimidation Table.
·        Jones starts with 2d6 versus his People Skill of 4. But he’s also “Logical” so he loses 1d6! I roll a 3 and pass 1d6.
·       Monkey Boy passes 2d6 versus his People Skill of 4 so tells Jones to “Bite off!” and the two Monkey Boys resist. I roll on the Packing Table and luckily neither one is packing heat so its melee time. I roll to see if its lethal (1 – 5) or non-lethal (6). I roll a 6.

Time to get physical!

Rolling on the Action Table, Jones passes 2d6 and so does the Zhuh-Zhuh Leader but they have the Advantage so they go first and charge Jones before he can draw his weapon.
End of first round Jones uses Star Power and still suffers a -1 to Rep. So does 1 Monkey Boy.




Second round of melee and Jones passes 2d6, Monkey Boys only 1d6! Down they go, out of the fight! Jones cuffs both of them and puts them in the back of the patrol car. Off to jail.


So what did Jones earn for this first Encounter? Let’s start with Street Cred. Jones is a rookie so he’s not Bent or Straight Arrow yet and since he was successful (read the Monkey Boys the Riot Act after they were unconscious) he ended up gaining a +1 to his Street Cred.

He gained 2 Increasing Rep d6 for taking out the two Zhuh-Zhuhs  (captured), but 3 Decreasing Rep d6 for using Star Power for a net of 1 Decreasing Rep d6. Not a good start to his career but at least he has one Voluntary Encounter coming up. Think he needs to do some Chillin' at Dekkar's Place - get a drink maybe some friendship and even do a little gambling

One thing I did learn is that with the Logical Attribute Jones will Interact and Intimidate People at a -1d6 disadvantage.  Might have to try a little Sweet Talking in the future.


Friday, 6 September 2019

"Hey, You a Cop Bro?" Step-by-Step Character Generation in Working Grave



So you want to be a Cop? Good; here’s how we do it:

·       “You are a Star, Officer Jones!” (Star or Grunt?)
·       “Basic, uh? Good, you’ll fit right in here at New Hope City.” (What Race?)
·       “Since you’ve finished your training, you are now officially a Police Officer.” (What Profession?)
·       “Reports from training say you’re quick as a cat and pretty good at figuring out stuff.” (What are its Attributes? Stars choose one (Quick Reflexes) and roll for one – (Logical).
·       “Well you’re in pretty good shape so that’s a plus.” (What is its Rep? We recommend starting at Rep 5).
·       “Tests say you’re pretty smart and are good at talking to people. That’ll help a lot.” (What are its People and Savvy Skills – People 5 Savvy 4.
·       “Here’s your weapon.  Here’s your jacket as well.” (What is its Weapon? Big A$$ Pistol – AKA B – 2. Two shots. Also has armored vest.
·       “We’ve checked you for Enhancements and you’re clean. Stay that way!”(Does it have Enhancements? NHC PD should not have Enhancements.
·       “All right Jones, go downstairs and see if they’ve got a Partner for you and good luck!”
Officer Jones is a Rep 5 Basic Star. Has the Quick Reflexes and Logical Attributes. People Skill 5 Savvy 4.  Armed with B-2 and wearing armored vest. He’s a newbie so Street Cred of 0.

Character Journal


Name
Reputation
Weapon
Officer J. Jones
5
BA – 2 & Vest
Star/Grunt
Monthly Rep d6
Lifetime Rep d6 
Star
0
0
Race
Months Passed
Profession
Basic
0
Police Officer
Street Cred
Miscellaneous

0
Currently no Partner assigned.
Jones is a newbie, new to New Hope City.

Roll 2d6 vs. Rep for Partner – Passed 2d6 – Sorry, no Partner for you; budget cuts you know.
That’s it:
·       Choose Star, Race, Profession (Cop), first Attribute, People and Savvy values.
·       You are given a B-2 and vest.
·       You roll for one Attribute and to get a Partner.

Easy peasy, take you 5 minutes to set up. Now let’s go on your first Encounter. You get ten years on the force with two Encounters per month. The 1st is Involuntary and given to you, the 2nd is Voluntary and you can choose to or not to have one.

I roll for the 1st Encounter and score Arrest Someone. Coming soon!

Tuesday, 3 September 2019

Charioteer for Kickstarter

Here's a mock up of Charioteer, one of the games coming to the Kickstarter later this month Will have a 11 x 17 board (similar to this one), cards and counters. Streamlined version of the minis rules and more challenging. Totally playable solo


Thursday, 29 August 2019

Kickstarter Update

Spoke to the printer today. He said he will send me completed games next week or week after. Cards, counters, game board and boxes.
This means I will have completed game components in my hands ready to go to fulfill the Kickstarter. No excuses for not full filling the order on time. 

On time...what a concept!

More coming soon.

Wednesday, 28 August 2019

5150 Working Grave - Bat Rep

Click on the image to see it easier to read.



Watch for more 5150 Working Grave Bat Reps soon.

Monday, 12 August 2019

BOLO 5150 Working Grave

BOLO - Be On the Lookout for



"Sometimes the NHC Police and I don't see eye to eye, but if you want to be a Cop in New Hope City, Working Grave is a gotta have."
Billy Pink

Coming soon!


Friday, 9 August 2019

Juggers Coming! Juggers Coming! Qwik now on sale.

Juggers Coming! Juggers Coming!

Juggers is the sport of the Post-Apocalyptic Wasteland and every village and town has its own team. You start as the player -manager of a team in the Heart of the Wasteland. Win matches and get famous, lose matches and the team will disband. Your goal? Reach the City and play for Fame & Fortune!

More info!

Road to Ekra - Jousting Tournaments now on Sale!



Road to Ekra gives you two complete yet compatible games to play:


Encounters. These games allow for adventuring on the road between Tournaments. They are the Talomir Tales rules used in all of our Talomir Tales books and included in Road to Ekra


Tournaments. Where your Characters Joust and fight in melee to win Fortune and Fame. 



More info here.

Monday, 5 August 2019

Free Games?! I Can Get Free Games?



Yes; there is such a thing. Make a Let's Play video of a THW Games, send it to me, I approve it and the person making it gets a free game. Any interested parties? Email me at:

twohourwargames@gmail.com


Coming to Kickstarter Next Month!



Hey everyone, just like zombies rise from the dead so will this Kickstarter. 

10 Games

Had some potential problems arise so I canceled as I didn't want to disappoint. Now I've worked out details with a reliable printer and did a poll to see what games you were interested in.


We'll Kickoff again next month, that's the plan. Ten games to start and at a reasonable price. Stay tuned!

Wednesday, 31 July 2019

Road to Ekra - Jousting Tournaments


Road to Ekra is two complete stand-alone games in one. In it you are a knight that travels the tournament circuit, moving from town to town in search of Fame & Fortune and adventure along the way.

The game has rules for the actual tournament, the joust, as well as rules to use between tournaments. Road to Ekra is set for you to travel from the Edge of the Nation, through the Center and ending at the Heart. Along the way you stop and enter a tournament, each one getting more difficult and rewarding

Between tournaments you go on adventures from carousing in taverns to confronting enemies in combat and everything in between as you move from town to town.

Road to Ekra uses the game mechanics found in Talomir Tales, our Fantasy rules. You can bring your existing Stars in from the other books or take your Star from this book to the others.  


Saturday, 20 July 2019

Qwik - Jugger Game Step by step.

In this AAR, by reading the pictures, we will show step-by-step how a game is played . At the end will be a synopsis. 









The game is made for solo play and can be played co-op or head to head. You start with the two Qwiks fighting to gain control of the bean - what you must stake to win the game.
After that the players move and when occupy the same zone roll on the Confrontation Table - fight. Take damage and you can lose Rep or get knocked out of the game.
Knock an opposing Jugger down? You can pin it to the ground so it cannot move unless you let it up. Game lasts until the bean is staked with a 100 Stone Break rest if the game goes that far.
Look for Qwik next week.

Wednesday, 17 July 2019

Juggers coming! Juggers coming!

Just got Qwik back from the editor. Look for some final Bat Reps and the game to be released sometime next week. 
And then there's After the Horsemen End Times, but that's another story.  

Tuesday, 16 July 2019

New Print Company, New Lower Prices ?!



Yep, just closed a deal to use a new print company that will lower my cost, so passing the savings on to you guys. Includes PDF pricing as well.

Check it out

Saturday, 13 July 2019

Sunday, 7 July 2019

Talomir Tales - Joust - It ain't just rolling dice!


The Lists Board where mounted combat occurs.

Joust uses a base 2d6 (six sided dice) versus Rep system. For those not familiar with how it works, here goes:
Each Knight is assigned a Rep (think quality) from 3 to 5.
You roll 2d6 versus the Rep of the Knight. If the d6 score is equal or less than the Rep, you have passed that d6.
  • Pass 2d6 = Good things happen.
  • Pass 1d6 = Okay things happen, not as good as passing 1d6 but better than...
  • Pass 0d6 = Bad things happen to you.
Here's an example from the Charge Table:
  • Pass 2d6 = Horse accelerates into the charge, gain 1 Bonus d6. Go to Aim Table.
  • Pass 1d6 = Horse goes into the charge. Go to Aim Table.
  • Pass 0d6 = Horse balks or is slow to move. Lose 1 Bonus d6. Go to Aim Table.
Okay, so now here's where you need a strategy 'cuz like we said - It ain't just rolling dice!


You get 1 Bonus d6 per point of current Rep before each run down the Lists - there are three - where mounted Knights charge at each other. When you use a Bonus d6, you roll it in addition to the basic 2d6. When you use a Bonus d6 you discard it, until the next course of the Joust.

There are three tables that Bonus Dice can be used on - Aim, Strike and Damage.

  • Use it on the Aim Table - increase the chance of hitting the opponents head, scoring more damage.
  • Use it on the Strike Table - increase the chance of landing a solid hit on the opponent.
  • Use it on the Damage Table - when you get hit you can lose Rep points. Using more d6 reduces the chance of you getting damaged.
Non-Player Knights (NPK) will roll to see when and how many Bonus Dice they will use, but players must choose how many and when BEFORE the NPKs roll for theirs.

You replenish Bonus Dice in two ways. Before each course or run on the Lists you  replenish your Bonus d6 up to your current Rep.

At the start of melee on foot you  replenish your Bonus d6 up to your current Rep, but only once. When  you're out, you're out.

So, do you use the Bonus dice, maximum of 5, to aim your lance or maybe to get a better hit on the enemy or what about saving them in case you take damage? That's the big question and that's the strategy. What do I suggest? Good question. Be flexible though as different opponents have different strengths and weaknesses. And just when you thought it was going to be easy.


Grand Melee Board where dismounted Knights fight in melee.





Talomir Tales Joust - Step-by-Step Part Four

Part One 

Part Two 

Part Three

2nd of 3 courses to be run. Both Knights recover Bonus Dice up to their current Rep.


1st phase is Charge. Both roll 2d6 and pass 2d6, each gains 1 Bonus Die, up to 5 each.


2nd phase is Aim. Knight can aim for the Head, Chest or Shield. Head hits do the most damage (3 points) chest (2 points) and shield (1 point).  Players choose how many Bonus d6 to use, Non-Player Knights roll to see how many they use. Billy rolls 5d6; passes 4d6 and will hit Head. Treyine Knight rolls and uses 2 Bonus d6, rolls 4d6 and passes 2d6 - chest.


3rd phase is Strike, the Knights hit home. Billy uses last Bonus d6 and passes 2d6, solid hit and Treyine Knight passes 1d6 using all of her Bonus Dice. If Billy would have missed, she would have hit him, but because he hit her, she misses.


4th phase is Damage. The Treyine Knight passes 1d6 and takes 3 points of damage, dropping her Rep down to 1. She take the Withdrawal Test versus Rep and passes 0d6. She withdraws, Billy wins the second joust.


Billy has gained 2 Increasing Rep d6 for winning the 2 jousts - note that if Billy loses he gains 5 Decreasing Rep d6.
He had picked up 2 Fame & Fortune points for defeating both Knights.
As this was a small Tournament on the Edge of the Nation I Billy would only face 3 opponents.

Two down only one to go!