CretaceaWork powers on with things in the Wicked Wargames studios. We're closing in on some big developments with Cretacea. Photography for the book begins in earnest (pictured above, Arthur in his "more happiness" jumper moves models about for clarification images in the book). We will have the majority of the books formatting done very soon and hopefuly we can share some big updates including book previews and maybe even a demo version! We want a line up of the models in the book early in the rules so we're endevouring to ensure that we have a few examples of the models. Obviously we have many of them but due to mixed scales and some research we're conducting regarding actual dinosaur sizes (and how it affects the size classes in the book) we have had to change some models. Subsequently we're converting our own Kosmoceratops from some tiny ceratopsians. ![]() Due to the (for some) drastic change of scale and size class in the game we've had to pick new T-rex's, new ankylosaurus models and a few others. The new T-Rex models are quite characterful and we've gone with a red leaning skin tone. Though it might seem last minute to be addressing scaling now, it doesn't feel so for us. It will mean some big changes in the abilities and strengths of dinosaurs in the game but it won't be a shocking "system breaking" revelation as the game is fairly watertight, so it's simply some stat changes really. The scale change for ankylosaurus is perhaps one of the biggest yet! Kingdom and CommandKingdom and command powers on, the layout is quite exciting because it's a much smaller project, so anything we add helps to contribute volumes of flavor such as this "how to" section. The book is full of character and it's going to be a really fun one to release to the public. We are currently playtesting (in real life, sending the letters for the game back and forth, it's a riveting experience, just as expected.) Want to playtest Kingdom and Command?If you want to help playtest kingdom and command then send us an email using the contact form on the home page or comment on this post. We will be accepting playtesters for a little while and the game is simple, fun and mildly exhillerating which is surprising for a letter writing game.
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![]() This month Arthur bought a copy of The ultimate micro-rpg book which is a collection of two page RPG's edited by James D'amato. One of the games inside is a correspondance game (play by post) and while picking games to play together we found ourselves thinking "this game would rock...if it was set in the medieval times". Both massive fans of the lord of the rings series and other fantasy worlds (mostly high fantasy) we smashed out a new idea in just three hours. The idea is called "Kingdom and Command". Copied from the K & C Intro: The excitment at the workplace is bustling as we begin playtesting this alongside Cretacea, our first RPG. We aim to be done playtesting this soon after the Cretacea launch, and we can't wait to bring it to you. We have already commissioned an artist to do a cool drawing for the front cover and are riveted in our expectancy of this to be amazing. The idea is simple, fun and elegant and contains many of our shared interests. The game uses a selection system (using a pack of cards, a D20 (or dice app) and a coin to narrow down the topic of conversation in each letter. It also encourages tea staining your own writing paper, teaches you how to do so, as well as teaching you how to "wing" a wax seal on the fly and how to fold a letter into it's own envelope!
It's the words of our friend "This is exciting as F***, i would have loved this as a kid"...albeit Arthur and Charles are still giant children (as are most gamers) but yes, it is exciting indeed. See below the beginnings of Arthur's first letter, writing to Charle's new character "Rivas Grimm" Brother of and dual monarch with Arthur character " Pesilious Grimm", monarchs of the kingdom of Pentorae. Pure joy is abound. More to come soon. Last week we did a fun desert playtest of the game. We played six Deinonychus (raptors) against an Argentinosaurus and a Kosmoceratops. The game started as a predictably speedy game but as we suddenly found it slowed down very quickly. The rough ground rules tend to cause (up until now) some real contention in the playtest games, mainly it's difficult to have rules for rough ground that apply to all dinosaurs and in this game specifically we could say that they affected gameplay detrimentally. Consequently we had to make the decision to stop recording the game (photographically) as a very large chunk of the game was simply just Raptors...walking over rough ground. Subsequently we put a whole shift into the rough ground rules, two brains just ticking away and working it out. We think we have now some well implemented special rules and general rough ground rulings and we're back on top. Gargantuan dinosaurs in Cretcacea have board wide line of sight where other dinosaurs have a line of sight of 25". This is a balancing decision more than anything else, but it came into play in this game when the argentinosaurus saw the raptors coming around the corner, it was a cool cinematic moment. Quite far to into the game the raptors had barely crossed the board which shocked us a little. This was the moment we decided to write down notes but stop photographing, hence the rest of the game was simply played until six turns (an extension of two, to allow for contact and combat testing) and not photographed in earnest. Although we had a great time this game will need to be repeated for sure with some terrain modified or removed and with the new rulings. It was an educational game.
I have played many wargames with many wargamers, while Charles has more of a background in board gaming. I consequently have left many a game with a rules lawyer wishing i hadn't played in the first place. In fact it is rule lawyers as to why i stopped playing in clubs a while back. Wargaming allows for this kind of mental and social frippery, whereas board gaming does not to much, in board games movements are often squares or sections and not measurments. Things like line of sight and opposed rolls are less likely. I mention this and "rules lawyers" because this is the mind with which we write Cretacea, we want the game to be as watertight as possible. The game is a simple one, and a fun one and we en devour to keep all rulings as basic as possilbe, using relevant charts where we can. This game we played in the desert was a great example of our two minds coming together to solve a problem, that being rough ground and it' complications, and how our backgrounds lend themselves to different ways of thinking. Hopefully now, moving forward, it will be more simple to adjuticate the decisions relating to rough ground and it's effecting issues and as we generally aim, it'll be a simpler process to "work out" who can do what on the board. More to come soon - Arthur Charles here, reporting at the scene for Wicked Wargames News. After much work on the current rulebook, we’ve completed our latest playtest. In this battle we tested our revision of the specials rules, the effects of a terrain-heavy board and tweaking of dinosaur points values, all of which we’ll cover in the battle report below. We switched around this time, with Arthur taking the predator side and me taking the herbivores. Arthur chose a carcharodontosaurus and a suchomimus. I went with a parasaurolophus, an edmontosaurus and a triceratops. As you’ll see above, we decided that a dinosaur’s base can be no further than 5” from a board edge. If we were playing with large bases for large dinosaurs (note, we’re not talking about the size class here) then just place the base against the table edge. In general we’re going for simple rules to facilitate a quick, easy, fun game. The first turn started with the carcharodontosaurus passing the smell check and speeding half-way across the board. I initially thought this was a lot, but, considering the 4-turn limit, it does bring about combat faster. I’ve also wondered if this turn limit is too low, and I’ll return to that at the end of the report. With terrain-heavy boards it’s important to agree on the nature of the terrain: what’s difficult terrain and what blocks line of sight. A rule book might say “If a tree is 5” high etc” but we thought “This is a game, how about, just maybe, we make the game fun? Let players use whatever terrain they have and decide for themselves.” Consequently, in the picture above, the suchomimus is crossing a hill – difficult terrain – but later we backtracked and decided that only the grey outcrops should be difficult terrain. We decided this at a later stage of the game, however this kind of decision making in the playtest period means that players of the finished game shan’t be presented with such confusions, and we were happy with our change. Meanwhile, on the herbivore side, I got unlucky with rolls. I managed one graze with the triceratops, whereas my edmontosaurus and parasaurolophus meandered about. Neither of them found space to graze in the terrain-heavy board. My victory condition was to graze eight times, which is much easier on a plains map, or to survive the predator attack. I banked on the latter and decided to avoid combat. We tend to find that on a terrain-heavy board, spot checks are hard! A few times we put our digital eyes to the board edge and asked ourselves “Can they see each other?” Again, it’s simply a matter of player decision. As clear line of sight was not possible during a lot of the game, due to basic concealment on the board (as per basic concealment rules), dinosaurs tended to have to be within 10” of each other during this game to enable the spot check. At the end of turn two, the carcharodontosaurus got close and we did a spot check: a 1D6 + a spot-modifier for the individual dinosaur. Arthur rolled a 1 (on the dice) +2 against the edmontosaurus, who has a spot check modifier of +3, so I automatically won, making the edmontosaurus alert. A favourite rule of mine is that if an alerted herbivore flees from a predator after spotting them then they also alert any other herbivores who see them fleeing. We see this in the animal kingdom: a gazelle doesn’t suddenly change position without the other herd members being alerted to potential danger. I decided this game to play a skittish herd of herbivores, and avoid combat for as long as possible. It had a tactical consideration, but largely I just enjoyed the narrative of herbivores fleeing at the sight of a predator rather than charging it. Both are playable, but don’t worry: in case you prefer a smash-‘em-up gameplay style – that’s included that in the rule set. Above is from turn three. The herbivores have moved but the predators have not. Here is where we realised that the hill the suchomimus was climbing shouldn’t count as difficult terrain (which halves movement). It’s too much terrain and nullifies any chance of that predator seeing combat. We backtracked our previous decision and gave the suchomimus its full movement. It’s just not fun if a player can’t actually do much with their dinosaur. That’s right. The suchomimus likes Blondie. By the end of turn three I managed to avoid combat, but my dinosaurs were chased to the corner, and one of them was getting charged on the next turn. Since all the herbivores have a medium size class, meaning that their, smaller, nimbler bodies can fully rotate on the spot without sacrificing their movement, and I could use that in this position for a tactical advantage. Arthur charged with the carcharodontosaurus and had the suchomimus make a bolstering roar, and now we finally got to use our special attack rules. The charcarodontosaurus has a bite attack of 1D6 +3 and Vicious Teeth, meaning that it gets a +1 modifier when attacking dinosaurs at least one size class smaller. Alongside other modifiers, charging (+1), a bolstering roar from a large dinosaur (+2), attacking a trapped dinosaur (one that doesn’t have space to flee, if it wanted) (+1), and a roll of a 6, it got an attack roll of 11. The parasaurolophus head hide has a defence of four, so that’s only one point short of triple damage! It is worth noting that a base attack of 4 (even on a roll of 1) might seem overpowered but as mentioned many time in the book the game is not generally intended to be a hack and slash battle. Alongside that, a pending “standing ground” rule and the existing intimidating roar (that could be conducted by an ally or even the attacked dinosaur toward it’s attacker) can bring down an attackers base values. Needless to say, Cretacea is basic and streamlined, yet it boasts a thorough and clever system of moves, actions and behaviour mechanics that enable players (especially as they become more familiar with it over time) to really grow into it tactically and become masters of their dinosaurs. My tactic of having them all turn and face their attacker simultaneously paid off: the edmontosaurus and parasaurolophus have the Herd Animal special, meaning that they get a +1 modifier on attacks if they’re within 10” of another dinosaur with that ability, and they both get that bonus. Between them they managed two points of damage. The triceratops moved around the tree and made a perfect attack roll, and with its specials of both Horned Beast and Heavy Header got an attack roll of 13, making triple damage! By the time combat was done, the carcharodontosaurus was badly beaten and the turn limit was over. The herbivores had won, but the turn limit victory didn’t feel completely satisfying for either of us; what if the suchomimus didn’t struggle with the hill and had reached combat in time? We decided to add the rule that if players want to, they can extend the turn limit by two turns. In this case however, it was clear the herbivores had won, and we decided to call it, excited to get to updating the rules!
It was a productive playtest, and the rebalancing of the stat cards meant that we could field more and larger dinosaurs in a scenario with 100 points-worth each of dinosaurs. Next up we’re planning on a gang of deinonychus versus the giant saltasaurus or the gargantuan argentinosaurus on a plains or desert map. Stay tuned. This week we followed up our lava field play-test with some stat card work and re-writes. We've made some really exciting strides and are nearly ready for our next play-test. Arthur decided to have a go at the artwork for the dinosaur cards, as we decide to make our own instead of using Scott's holotypes. As much as we want to use Scott's art, we can't afford it during the production process and we may look into it again in the future, following the inevitable success of the Cretaces 2nd edition, when can pay Scott properly. You can see the fruits of Arthur's labours below. The beauty of making our own pictures is that we can totally choose the style and character of the dinosaurs we're looking to simulate with the game. ![]() Another exciting part of this process has been the scanning, cleaning and background removal, meaning that the original sketches are now computer files with transparent backgrounds that can be dropped onto the stat cards and the new look, shown below, is astoundingly better than we ever assumed it might be As things move forward the stat cards themselves grow in ease of use and attractiveness. Note below the new background and the new layout (pending finalisation), both easier to read and use on the table. A new, favourite feature of ours is the multi-coloured hide area grid, which can be seen in action in the second image below. ![]() This new, colour-coded section makes play quicker and also more approachable to new players and (we hope) more understandable for younger players who we think tend to be more visual players. As you get to know the game you'll become more familiar with each dinosaur, but this colour-coding, albeit mainly visual and just for fun, is a great addition to the stat cards.
Come back later in the week for more updates: we'll be announcing release dates and more information regarding the "build-up" process for the project, and as usual we'll be posting more playtests soon. Regards, Wicked Wargames team. |
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ABOUTIn this blog you can find regular updates regarding the development and playing of Wicked Wargames systems. ARCHIVES
August 2022
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