Showing posts with label Rule Mods. Show all posts
Showing posts with label Rule Mods. Show all posts

Monday, May 11, 2026

Doomsday Hazard 2

In the original post I theorized that tying the expansion of Hazardous Terrain to the counting down of the Doomsday Clock could be an interesting game variant.  For reference, the rules for Exotic Terrain and Environmental Systems are on page 135 of the Rapid Attack rulebook.

In this game I chose the "Roadway Rumble" table-setting
because it was built around baseplates and had a fairly limited 
footprint.  I  chose to start the Hazardous Terrain (HT) on one 
baseplate instead of the three in the original post.  As there are
12 baseplates we rolled a d12 to determine where the HT started.

At the end of the first Round the Doomsday Clock (DC) ticked down twice
so the HT expanded two baseplates.  To make it easier for use, we decided
that the HT would expand in straight lines.  There were three possible
baseplates for the HT to expand into so we rolled a d6 to determine 
which ones -- 1,2 equals one, 3,4 equals two, and 5,6 equals three.


At the end of the second Round the DC ticked down twice again so the
HT expanded two more baseplates.  There were four possible baseplates
for the HT to expand into so we rolled a d8 to determine which ones.

At the end of the third Round the DC ticked down three times so the HT expanded three baseplates for this round.  There were 5 possible
baseplates for the HT to expand into.  To make it easier we rolled a
d12 to find which ones it didn't expand into.  Honestly a d6 would
have been easier and I'm not sure why we didn't think of that.


At the end of the fourth Round the DC ticked down
twice again so the HT expanded two more baseplates.



At the end of the fifth Round the DC ticked down once to
end the game so the HT expanded into the last baseplate.
Which we covered for sake of completeness.



So, to sum up, Choose a set of baseplates, set starting Hazardous Area, determine starting
point, start playing the game, and determine how the Hazardous Terrain expands.

Friday, August 1, 2025

Anatomy of a Playtest 5: Power Up!

Last weekend Tom and I got together again to do some more playtesting.  This time we only played a couple of games but they involved more Frames because of the rules we were trying.  The first game was a test of the Power Up Stations rules alone.  The second was Power Up Stations with the Lightning Strike weather rules.

Tom (3 Frames & 12 Systems) = (5 Points per Asset) * (3 assets) = 15 points.
Orange Soldier -- 2Rd/1B/1G/1Y/2W +SSR.
Yellow Soldier -- 2Rd/1B/1G/1Y/2W + SSR.
Blue Soldier -- 2Rd/1B/1G/1Y/2W + SSR.


Me (3 Frames & 12 Systems) = (5 Points per Asset) * (3 assets) = 15 points. (Scissorhands)
Orange Soldier -- 2Rd/1B/1G/1Y/2W +SSR.
Yellow Soldier -- 2Rd/1B/1G/1Y/2W + SSR.
Blue Soldier -- 2Rd/1B/1G/1Y/2W + SSR.


This is what the table looked like at the start of the game.










Events of Round 1 (DDC @ 7): Tom's Blue frame moves East and captures the Red Power Up station.  My Blue Frame moves North and hits Tom's Blue frame for 1.


Tom:
15 points.
Me: 15 points.






Events of Round 2 (DDC @ 5): Tom's Yellow frame Moves Southeast and captures the Yellow Power Up station.  My Blue frame continues moving North and captures the Yellow Power Up station, hits Tom's Yellow frame for 1, then hooks West and captures the Neutral station.  Tom's Blue frame hits my Blue frame for 2 then moves South in front of a small wall.  My Yellow frame hits the small wall in front of Tom's Orange frame for 1, destroying it, then moves up to the Neutral station.


Me:
 20 Points.
Tom: 15 points.






Events of Round 3 (DDC @ 3): My Orange frame moves North to the wrecked wall and hits Tom's Blue frame for 2.  Tom's Blue frame shifts West and hits my Yellow frame for 1, and my Blue frame that was covering it for 2.  Tom's Yellow frame moves South to capture the Yellow Power Up station and hits my Blue frame for 2, Station Dance.


Me:
 20 Points.
Tom: 15 points.






Events of Round 4 (DDC @ 1): My Blue frame sprints Southwest and captures the Blue Power Up station.  Tom's Yellow frame moves West and hits my Yellow frame for 1.  The Doomsday Clock is ticked to zero.


Me:
 20 Points.
Tom: 15 points.






Here are several during and aftermath pictures.

Round 1.
Damage roll, not Melee.
Round 3.

Round 4.

Round 3.










Thoughts & Observations:
  • Round 4.
    This was a playtest.
  • Since we wanted to observe the new rules over a longer time period we started the Doomsday Clock at 7.
  • The Power Up Stations work at the Demo Game level.
  • Now we have to see if they work in a full scale game.
  • I should have kept a record of when the Power Up tokens were cashed in.
  • There is the potential for Power Ups being overpowered, depending on how they are used.
  • Spacing the Stations out on the table should help with that.
  • Also placing them after the Set-Up phase should help that as well.
  • I don't have very many Translucent Blue 1x1 Round Bricks, which is why the Blue Power Up station is shorter than the rest.
  • I took notes but not pictures for the second game.
  • In the second game the Lightning Strike hit in the second Round.
  • It affected half the Frames on the table.
  • The only real issue was remembering to check against the Lightning Strike power when rolling dice for activation.
  • Apparently there's a 1 in 50,000 chance for the Damage roll in that picture to happen.
  • I added in a couple extra walls since there were extra Frames on each squad.
  • They haven't seen use since 2016.
  • This game actually highlighted an issue with my Scissorhands frame design.
  • You can only see the color markings from one direction so I added matching color Plates to the feet after the session was over.
  • Flickr page.

Wednesday, July 30, 2025

Rule Mod: Power Up Stations

Back in the day there were a few conversations about Stations with special abilities.  Even more recently there have been other rule ideas involving Stations -- such as the Neutral Station rule, and my own Flag Stations rule.


The initial version of the Stations in the picture above was created twelve years ago and didn't have much thought behind it than "this looks cool".  Now that I have two more constructed, and a fourth on the way, I have some idea with what to do with them.

I've had an idea for a "Video Game Arena" table-setting sitting in my brain for a long time.  That will be a completely different blog post when it gets built.  My most recent idea for that table-setting is to use these Stations in that setting with each of them granting a d8 of their respective color when captured.  This relates to the idea that certain video games have "Power Ups".  These d8s will last until the player chooses to roll it for the Frame that captured the Station, or the end of the game whichever happens first.  I'm choosing represent this "Power Up" with a blank poker chip of the appropriate color placed under or near the Frame that earned it.  Since you get a "Special Ability" when you capture one of these Stations, your points total will not change when you capture one of them.

To sum up.
  • Place any number of Power Up Stations, in colors that match the standard Systems, on the battlefield after the Set-Up Phase but before the game starts.  
  • When you capture one of these Stations it grants a d8 of their respective color.
  • This die lasts until the player chooses to roll it for the Frame that captured the Station, the Frame is destroyed, or the end of the game whichever happens first.
  • You can show this "Power Up" with a token placed next to -- or under -- the Frame that earned it. I generally use a blank poker chip of the appropriate color.
  • Remove the token from the battlefield when the d8 is used.
  • Since you get a "Special Ability" when you capture one of these Stations, your points total doesn't change when they come under your control.
Parts List

Monday, July 28, 2025

Alternate Rule: Weather Conditions 2

In the first Weather Conditions post I laid down some rules on how to incorporate weather into your MFZ: Rapid Attack games.  In the Playtest Report I changed them up a bit.  Now I'm adding more and fitting them into the original ideas.

Dust Storm -- This weather condition applies a -1 to all Spotting rolls.
Torrential Rain -- This weather condition applies a -1 to all Movement rolls.
Hurricane Winds -- Roll a d8.  A 1 or 2 = North, 3 or 4 = East, 5 or 6 = South, 7 or 8 = West.  This weather condition applies a -1 to all Movement rolls in that direction and +1 to all Movement rolls in the opposite direction.
Hail Storm -- Roll a d8.  A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four.  At the end of that Round all Frames will suffer a 2d6 (Choose the highest) Melee attack.  Compare the roll to all Defenses on the battlefield and roll the appropriate amount of Damage dice for each Frame that is effected.
Tornado -- Roll a d8. A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four. At the start of that Round a tornado will cross the battlefield from one side to the other. Roll a d8. A 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 7 = West, 8 = Northwest. This is the section of the battlefield where the tornado starts. Roll a d6. A 1 = F1, 2 = F2, 3 = F3, 4 = F4, 5 = F5, 6 = Roll Again. The F rating of the tornado is how far across in Ruler Units it will affect as it moves across the battlefield. It is also how far in Ruler Units it will move any Terrain, Frames, or Stations it encounters. If a Frame or Station is pushed off the Battlefield in this manner it is Out Of Play and the person controlling it loses those points.
Lightning Strikes -- Roll a d8. A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four.  At the start of that Round roll 1d8.  This is the Lightning Strike's power.  During that Round all Frames as they activate will have to make a Defense check against the number rolled.  This is the initial Blue die rolled by that Frame.  If the Frame's Defense is equal to, or higher than the Lightning Strike Power then nothing happens.  If the Defense is lower, then the Frame gets a -1 to all White Dice.  If the Frame has no Blue dice it is automatically affected.

Roll 3d6 (Add):
3 = Clear Skies.
4 = Clear Skies.
5 = Tornado.
6 = Lightning Strikes.
7 = Hurricane Winds.
8 = Hail Storm.
9 = Torrential Rain.
10 = Dust Storm.
11 = Dust Storm.
12 = Torrential Rain.
13 = Hail Storm.
14 = Hurricane Winds.
15 = Lightning Strikes.
16 = Tornado.
17 = Clear Skies.
18 = Clear Skies.

Instead of rolling on the table, you could also just choose one of the weather options if that's the story the players want to tell about that game.  Keep in mind that some of these ideas have not been play-tested. As I've mentioned with other rule modifications, I hope this is a fun option for people.

Saturday, July 5, 2025

Anatomy of a Playtest 4: Weather Report

Remember Wednesday when I told you the weather rules hadn't been playtested?  I lied.  Tom and I did four fast, demo-style games last Sunday to quickly test the rules and see if there was anything majorly wrong with the concepts I had outlined.

Things were so awesome,
Merlin had to get involved.


Game 1: Dust Storm.  There were no obvious issues with this
idea.  It does need testing in a full scale game though.  The
biggest problem was remembering to roll down the Spotting die.





Game 2: Torrential Rain.  There were no obvious issues with this
idea.  It does need testing in a full scale game though.  The
biggest problem was remembering to roll down the Movement die.



Game 3: Hurricane Winds.  One, you need some sort of marker
showing which way the wind is blowing.  Two, if you do use this rule
modification it needs to be decided before the Set-Up phase so people
can decide where to place their units in relation to the wind direction.


Game 4: Hail Storm.  This one required some think on how to implement
it properly.  It has to occur at the end of the Round so that all Frames
have Defenses in place and you don't wreck Initiative Order.  Two, I
changed it to a d8 roll to decide when it happens so that you don't need
something other than the d6/d8/d12 that we already use.  Third, Tom and
I figured a 2d6 Use-The-Highest roll for an Attack number is closer to
how the game usually works and is more likely to generate an effect.


Final thoughts.  Honestly, all of these rule mods should be decided on before the game starts so people can plan around them.  A Dust Storm will require extra Spotting, Torrential Rain will require extra Movement, etc.  That's just in line with the data forward, What-You-See-Is-What-You-Get nature of Mobile Frame Zero anyways.  In terms of "interestingness" Dust Storm and Torrential Rain are fairly straightforward but will probably be brutal when it gets to late game, limited number of dice, make the best of bad rolls situations.  Hail Storm has the possibility of dealing a lot of damage, especially late in the game, but also has the chance of doing squat -- which is what happened in Game 4.  Hurricane Winds is probably the most interesting.  Speeding up -- or slowing down -- Frames always has big repercussions, even if they can't be seen until the game is over.

Here are the updated versions of the rule modifications.

Dust Storm -- This weather condition applies a -1 to all Spotting rolls.
Torrential Rain -- This weather condition applies a -1 to all Movement rolls.
Hurricane Winds -- Roll a d8.  A 1 or 2 = North, 3 or 4 = East, 5 or 6 = South, 7 or 8 = West.  This weather condition applies a -1 to all Movement rolls in that direction and +1 to all Movement rolls in the opposite direction.
Hail Storm -- Roll a d8.  A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four.  At the end of that Round all Frames will suffer a 2d6 (Choose the highest) Melee attack.  Compare the roll to all Defenses on the battlefield and roll the appropriate amount of Damage dice for each Frame that is effected.

Roll 2d6 (Add):
2 = Hurricane Winds.
3 = Clear Skies.
4 = Dust Storm.
5 = Clear Skies.
6 = Clear Skies.
7 = Clear Skies.
8 = Clear Skies.
9 = Clear Skies.
10 = Torrential Rain.
11 = Clear Skies.
12 = Hail Storm.

One of the good things about this expanded chart is that you can replace some of the "Clear Skies" results with the other weather conditions to increase the frequency if you want to have them happen more often.  You could also just choose one of the weather options if that's the story the players want to tell about that game

As I've mentioned before, I hope this is a fun option for people.  Flickr page.

Wednesday, July 2, 2025

Alternate Rule: Weather Conditions

Something that struck me as I was watching some random video is while Mobile Frame Zero: Rapid Attack isn't really a "simulationist" game, beyond the Hazardous Terrain rules MFZ:RA doesn't do much to alter game states.  And right now there's a part of me that wants to mess around with that.  The easiest thing to do this with is adding weather conditions that effect things that happen during the game.

The basic idea is that you roll a die before the game, compare it to the chart, and apply that modifier or result.  Here are the ideas I've come up with.

Dust Storm -- This weather condition applies a -1 to all Spotting rolls.
Torrential Rain -- This weather condition applies a -1 to all Movement rolls.
Hurricane Winds -- Pick a direction, this weather condition applies a -1 to all Movement rolls in that direction and +1 to all Movement rolls in the opposite direction.
Hail Storm -- Roll a d4.  Whatever number comes up, on that Round all Frames will suffer a 1d6 Melee attack.

Depending on how common you want these events to be in a game I came up with a chart based on the combined roll of 2d4 that pushes the weather events to the outsides of the bell curve.

2 = Hurricane Winds.
3 = Dust Storm.
4 = Clear Skies.
5 = Clear Skies.
6 = Clear Skies.
7 = Torrential Rain.
8 = Hail Storm.

As usual, all players should agree to use these rules before the game starts.

Keep in mind that these ideas have not been play-tested.  As I've mentioned with other rule modifications, I hope this is a fun option for people.

Friday, February 7, 2025

Rule Mod: Boss/Kaiju Fights Version 0.1

Back when people were talking about the whole Combiner vs. Kaiju game idea I was initially resistant because it's a straight up slugfest but, then I realized two player games of MFZ are like that anyway.  So let's look at how we can tweak the rules to make this happen.

The Kaiju being Defender -- all they get is one "Frame" -- has parallels to Kaiju fiction because the opponents are always responding after the Kaiju has entered the battlefield.  I also think the Boss being the Defender works mechanically and thematically. Those kind of fights are always set piece battles with the players coming up to the Boss, which means the Boss is the one who has picked the place where the fight is going to occur a.k.a. the Defender.

That being settled, how do you build a Boss/Kaiju?  I think the easiest way to look at this is to break things down to how many White Dice equivalents in Systems a Boss/Kaiju would have if they were to field the minimum force of Frames for a specific size game i.e. Skirmish versus Battle.  If we're keeping it at two players then the Boss/Kaiju Frame should be worth eight White Dice for a Skirmish -- four Frames equivalent -- and ten White Dice for a Battle -- five Frames equivalent.  You can trade some of these White Dice for Systems but you must always have two White Dice when you are done with this process.  You may exceed the "Only two of any System type" limitation as well.

Normally the Defender would be limited to one action, only having one Frame.  So to even out the action economy a little we're going to allow the Kaiju/Boss to have more than two Weapon Systems at one Range.  Three weapons split into as 2d6+d8 and 2d6 and these can be fired at two different targets.  Four is 2d6+d8 and 2d6+d8 and these can be fired at two different targets.  Or, if you prefer, three Weapon Systems can be a Superweapon that rolls 2d6+2d8 but can only be fired at one target.  Four weapons can be combined into a Megaweapon that does 4d6+d10 but also only fires at one target.  This could be used to simulate something like Godzilla's Atomic Breath.

Looking at the Points per Asset math a Kaiju/Boss player would have (1 Frame + 3 Stations) * 7 = 28 points to start.  This means that the opposing player is going to be limited to four to six Frames for a Skirmish and five to six Frames for a Battle.  (See math below.)  If you went any higher the points totals would change so that the Kaiju/Boss player would be the Attacker and that's not how we structured things.  Also, if you look at Sentai fiction -- which is where some of the elements of combiner mechs come from -- a lot of the teams generally have only five members.  So four to six Frames for the Attacker team makes sense.

(4 Frames + 3 Stations)*3= 21 points.
(5 Frames + 3 Stations)*3= 24 points.
(6 Frames + 3 Stations)*3= 27 points.

Just keep in mind that none of these ideas have been playtested.  So take the suggestions posted here with a grain of salt.  I just hope they're useful and people get some fun from them.

Monday, February 3, 2025

Player Count 6.1

After the game we just played using the new Player/Frames formula, I'm revisiting Player Count 6 with a small comparison.  Let's take a Generic Starter Squad -- quite literally -- and compare the amount of Frames in that set to all of the levels and amounts in the player count formula.  This should give us an idea of how our modifications have effected the formula.

Original
                                Frames
Players  Stations Skirmish Battle
    2           3         4 to 6 5 to 8
    3           2         3 to 5 4 to 7
    4           2         3 to 4 4 to 6
    5           1         3 to 4 3 to 5

There are 24 "spaces" that a squad can fit into depending on how many Frames are in that squad.  My Generic Starter Squad can fit in to 17 of them.  That's roughly 71% of potential games people might play.  Which is pretty good for getting people started.

Now lets look at the new formula I devised.

New 1.3
        Frames
Players Stations Skirmish Battle War
      2       3 5 to 7  6 to 8 7 to 9
      3       2 4 to 6  5 to 7 6 to 8
      4       2 3 to 5  4 to 6 5 to 7
      5       1 3 to 4  3 to 5  4 to 6
      6       1  N/A          3 to 4 3 to 5
N/A = Not Applicable.

The Starter Kit fits into 22 of 40 spaces, this time around, which brings the average down to 55%.  The average has come down but the overall number of spaces has nearly doubled and the number of spaces that the Starter Kit can fit into has increased.  If we ignore the "War" column -- which is one of the reasons why this formula is set up the way it is -- that reduces the number of possible spaces to 25.  Which changes it to 16 of 25 possibilities, which is 64%.

If I was to expand the Generic Starter Squad to six Frames that would increase the number of spaces fit to 88/75/84% depending on which version of the formula you use.  But that will be a question for another time depending on how things shake out for the 2nd Edition of Rapid Attack.  In the meantime I will continue testing this version of the formula.

Monday, August 5, 2024

Player Count 6

It's been two years since I last posted about my personal bugbear with the MFZ: Rapid Attack system.  In the intervening time my gaming group has actually had the chance to playtest some of my theories.  We were testing "Even Newer 1.0" and had a three player Battle that saw 21 Frames on the table at the same time.  That could happen with the original rules but that would require all three players to come in Heavy.  Which isn't likely.  Along with increasing the number of Frames on the table at any given point, the new math for calculating Frame counts also pushes up the average number of Frames in a squad needed to play.  Which isn't great for new players or those with limited resources.  We'll also run into these issues with Revision 2.4.  So that leaves one new method, from that post, of calculating Frame counts that could possibly fix my issues with the formula.

New 1.3
        Frames
Players Stations Skirmish Battle War
      2       3 5 to 7  6 to 8 7 to 9
      3       2 4 to 6  5 to 7 6 to 8
      4       2 3 to 5  4 to 6 5 to 7
      5       1 3 to 4  3 to 5  4 to 6
      6       1  N/A          3 to 4 3 to 5
N/A = Not Applicable.

The maximum number of Frames in a squad is still nine but that's also siloed off in another category so it can be ignored if need be.  The minimum number of Frames is increased so we'll have to see how that shakes out in further testing.  Depending on how that goes we could also potentially revert back to Revision 2.3 and give that a try.

Once more -- with feeling -- here's the original version for reference.

Original
                                Frames
Players  Stations Skirmish Battle
    2           3         4 to 6 5 to 8
    3           2         3 to 5 4 to 7
    4           2         3 to 4 4 to 6
    5           1         3 to 4 3 to 5

Base Premise: A core concept of Mobile Frame Zero is that there's a Defender, Attacker, and Primary Attacker.

Desired Result: A way to allow players to pick a different quantity of Frames when they come to the table that allows at least three different levels of choice -- for example 4, 5, or 6.

Friday, May 3, 2024

Battle Report: Dinosaur Planet 1 (Anatomy of a Playtest 3)

A year and a three quarters has passed since the last time I tried to playtest my "Dinosaur Planet" ruleset.  I've actually sold this ruleset as an ashcan in the intervening time at PAX Unplugged.  We had three players this time and this was also the first time it's been used in a full sized game.

Tom (4 Frames & 16 Systems) = (7 Points per Asset) * (6 assets) = 42 points.
   Blue Hammer -- 2Rd/2B/1Y/2W + SSR.
   White Anvil -- 2Rh+d8/1B/1Y/2W.
   Yellow Anvil -- 2Rh+d8/1B/1Y/2W + SSR.
   Orange Anvil -- 2Rh+d8/1B/1Y/2W + SSR.


Phungkyjams (5 Frames & 19 Systems) = (4 Points per Asset) * (7 assets) = 28 points.  (Farmhands)
   Red Anvil -- 2Rh+d8/1B/1Y/2W.
   Blue Hammer -- 2Rd/2B/1Y/2W + SSR.
   Lime Closer -- 2Rh+d8/2Rd/1B/2W + SSR (x2).
   Yellow Recon by Fire -- 2Ra+d8/2Y/2W.
   Orange Static Warrior -- 2Rh/1B/1Gd8/1Y/2W.

Me (5 Frames & 20 Systems) = (3 Points per Asset) * (7 assets) = 21 points.  (Quattros)
   Purple Brawler -- 2Rh+d8/2B/1Gd8/2W + SSR.
   Green Recon by Fire -- 2Ra+d8/2Y/2W.
   Red Soldier -- 2Rd/1B/1G/1Y/2W + SSR.
   Orange Soldier -- 2Rd/1B/1G/1Y/2W + SSR.
   White Walking Target -- 2Rd+d8/2Ra+d8/2W.

This is what the table looked like at the start of the game.


















Events of Round 1 (DDC@11): Tom captures Phungkyjams' Dog station before the game starts. My Green frame hits the tree in front of Tom's Yellow frame for 1 then moves along the edge of the battlefield towards a Small Triple Tree.  Phungkyjams' Red frame hits Tom's Yellow frame for 1, Station Dance. Phungkyjams' Yellow frame hits Tom's Orange frame for 1, Station Dance. Tom's Orange frame hits Phungkyjams' Blue frame for 2. My White frame takes a couple steps to its left and hits Tom's White frame for 1 and his Orange frame for 1, Station Dance.


Tom:
 49 points.
Phungkyjams: 24 points
Me: 21 points.




Events of Round 2 (DDC@9): The Triceratops gores the Tyrannosaurus Rex for 1. Phungkyjams' Red frame hits Tom's Orange frame for 1. Tom's Yellow frame hits the tree in front of my Orange frame for 1. My Orange frame hits Tom's Blue frame for 2 in response. My Orange frame then runs forward and captures Phungkyjams' Dog Station that was under Tom's control. My Green frame tucks in closer to the Small Triple Tree then hits Tom's White frame for 2, Station Dance. Phungkyjams' Yellow frame moves closer to his Carrot Station and hits Tom's Blue frame for 3, Station Dance.  Phungkyjams' Lime frame hits Tom's Blue frame for 2, destroying it.  Phungkyjams' Lime frame then moves to the center of the battlefield and captures Tom's Station.  My Red frame hits Phungkyjams' Yellow frame for 1 with a SSR then moves closer to the center of the battlefield.


Tom: 28 points.
Phungkyjams: 28 points.
Me: 24 points.




Events of Round 3 (DDC@6): One of the Dilophosauruses spits at the Triceratops for 1 then runs off the battlefield.  Tom's Yellow frame hits the tree in front of Phungkyjams' Blue frame for 1.  My Purple frame slashes Phungkyjams' Lime frame for 2.  Phungkyjams' Lime frame hits my Purple frame for 2 in response.  Phungkyjams' Orange frame hits my White frame for 3.  Tom's Orange frame hits my Orange frame for 2, Station Dance.  Tom's Orange frame then trundles backwards and captures my Red Station.


Tom: 35 points.
Phungkyjams: 28 points.
Me: 21 points.




Events of Round 4 (DDC@3): Tom's White frame hits my Orange frame for 3.  Tom's Yellow frame hits Phungkyjams' Red frame for 1.  Phungkyjams' Red frame hits Tom's White frame for 2.  The Velociraptor bites my Purple frame for 2.  My Purple frame then jumps to the other side of Tom's Station and punches Phungkyjams' Lime frame for 4, Station Dance.  My Purple frame captures Tom's Station that was under Phungkyjams' control.  My Green frame comes out from the cover of the Small Triple Tree and hits Tom's Yellow frame for 1.  Phungkyjams' Blue frame finally makes it to the corner of the battlefield and captures my Purple Station.  The Doomsday Clock is ticked to zero.


Tom:
 35 points.
Phungkyjams: 28 points.
Me: 21 points.








Here are more pictures from during the game and the aftermath.

Round 2
Round 1

Round 1
Round 2

Round 2










Round 3

Round 2








Round 3
Round 3



Round 3
Round 4

Round 4










Round 4
Round 4










Round 4


Round 4













Round 4
Round 4









Thoughts & Observations:
  • Round 4
    This was a Skirmish.
  • We all showed up with the same Frame/System ratio so there was a roll off to determine Defender.
  • Then we had another roll off after I opted to add a Frame to my squad.
  • Phungkyjams also opted to add a Frame but with less Systems so we finally had our starting Initiative Stack.
  • Remember, always have current versions of your playtest documents on hand when executing a playtest.
  • Came up with some ideas on Movement and dice decisions for the dinosaurs.
  • Still working on where they should activate in the Initiative Stack.
  • There wasn't a lot of destruction for this game.
  • I dug the Quattros out of storage for this game because I didn't have a new squad ready to go.
  • Of course now I want to tinker with them.
  • Which I should do because I need more variation in the Systems available for this squad.
  • The Damage dice went cold for me in Round 3.
  • This game had the least amount of Frames destroyed of any game we've played.
  • We had a pretty crazy Attack chain to open the last round.
  • Flickr page.