Wednesday, August 31, 2016

Of deployments...

I received a question today via personal message on a forum and it struck me as something I need to address (and will be adding to the proper rulebook).  In short the question was:

How do I deploy my characters?

Seems simple enough, but I realize that while I had made a few scenarios, I hadn't addressed the building of your own scenarios.  While it is  mentioned as one of the first steps in the game, I didn't really flesh out what this means for the player.

Simply put: it's a sandbox, do what you want! 

Players are encouraged to create any kind of scenario they wish, including determining how/where to place characters at the beginning of said scenario.  I've included some common ones I use when I'm playing a quick pick-up game.

Classic wargame: Player A and Player B choose opposing table edges, and simply place their characters within 6" of their board edge (perhaps one at a time, alternating).  This is quick and easy, particularly if you just want a simple gunfight.

A fight breaks out: Often used in conjunction with other deployment methods, I enjoy setting up a large Old West town, assigning buildings a number and then deploying characters randomly via dice roll.  For instance, using a D8 and eight separate buildings.  This allows some opposing characters to end up in the same building. This is good for scenarios based around sudden confrontations or unplanned fights.

Raiders: In scenarios where one side is conducting a raid on the other, I enjoy using the following method:  Player A (the Raiding party) chooses a table edge in secret, noting it down.  Player B (the defender) then deploys all of his characters on the board.  As the game progresses, Player A moves his characters onto the table from his selected board edge, only revealing the board edge when his first character is drawn.  To add some disaster you can pick two table edges!

Beset on all sides: I frequently play scenarios where one side is on the board, deployed around the table and their opponent deploys a portion of his gang or posse on each table edge (say within 3" of the table edge).  This works best when the attacking gang/posse is split evenly into small groups.

Ambush: For raids on trains, cattle drives, or wagons.  Player A (defender) deploys in the center of the table, perhaps in a 12"x24" strip, representing a wagon procession etc.  Player B (attacker) deploys on two opposing edges of the table, attacking the wagon train in the middle etc.

As with many things in Shoot N' Skedaddle it is entirely up to the players how they wish to deploy and play the game.

Tuesday, August 30, 2016

SnS makes Tabletop Gaming News, and a fix!

Tabletop Gaming News was nice enough to toss this small blurb on their page for me:


Errata: Sheriff Deputizing a friendly character

This was brought to my attention earlier.  Originally the Sheriff was going to deputize someone by playing a small half-size card on them, but these cards were dropped from the game because they added too much expense.  I'm adding the Deputize rules to the rulebook but here is the short and easy:

"When a Sheriff Deputizes a friendly character it gains +1 to its Guts value and is treated as a blue Lawmen card, regardless of the character (for purposes of special card and scenario objectives etc.)"

Saturday, August 27, 2016

Protecting your investment!

I have received a few questions about the size of the cards used in Shoot N' Skedaddle.

The two sizes of cards used in Shoot N' Skedaddle are as follows:

Tarot (2.75" x 4.75") = Character Cards

and

Poker (2.5" x 3.5") = Special Decks and Weapon Cards

These are arbitrary sizes provided by The Gamecrafter (the company which prints/produces the cards when you order them).  They seem to match up with a couple of companies who produce card sleeves.

  Companies such as Fantasy Flight Games produce clear card sleeves to protect your cards.  I have used these on occasion and the only issue I've run into is that the Weapon Deck (71 cards) becomes pretty large!  You might want a card box to hold them.

Wednesday, August 17, 2016

Shoot N' Skedaddle: Around the World

Hey folks, I'm beginning to compile info from some sales and customers to see where in the world people are playing Shoot N' Skedaddle.  I'll be updating this post and the picture on Facebook as I receive updates from people.

The following is just based on the first few copies which have shipped for 2nd edition.  Post here or on the Facebook page and let me know where you're playing!  Even better if you send pics!


Friday, August 5, 2016

F.A.Q.'s and Errata

Hey folks, for now I'll be adding any F.A.Q.s and errata to this post -- when enough has been compiled I will revise the PDF rulebook as needed and publish a new version.  If you have any questions, please contact me via the blog or the facebook page and I'll get you an answer as soon as possible.

House Rules
As a single game designer my ability to play-test (even with fans adding in!) is relatively limited compared to large companies.  I get to play a hundred games instead of a couple thousand.  As such, players are encouraged to play the game with common sense.  If a rule is unclear or is not address, contact me - but feel free to create house rules as needed.  Shoot N' Skedaddle is all about laugh-out-loud gaming, not competition or tournament play.  Always put the spirit of the game first!



ERRATA 1: 'Command 2' trait for Bad Man

The 'Command 2' special ability is something derived from play-testing a possible Cavalry faction.  The rule is a bit lengthy and could not be fit on the card itself.  Here is the way 'Command 2' works.

'Command X'
A character with the Command X special rule may trade his activation to order up to X friendly characters within 6" to each perform an action.  This may not be used to order a friendly character to perform more than one action.  Note that this is an action (Shoot, reload, hide, etc.) and not a full activation.

EXAMPLE
     Player B draws an activation card for the 'Bad Man'.  Instead of activating the 'Bad Man' himself, he issues an order to a Thug (5" away) to reload his shotgun, and orders a cowboy (4" away) to fire his lever action rifle at a nearby Lawmen.


ERRATA 2: Duplicate "Charging into Close Combat" sections.

Just an editing error.  There is a duplicate section (was relocated during the writing, the earlier portion did not get deleted properly).



ERRATA 3: Sheriff Deputizing a friendly character

This was brought to my attention earlier.  Originally the Sheriff was going to deputize someone by playing a small half-size card on them, but these cards were dropped from the game because they added too much expense.  I'm adding the Deputize rules to the rulebook but here is the short and easy:


"When a Sheriff Deputizes a friendly character it gains +1 to its Guts value and is treated as a blue Lawmen card, regardless of the character (for purposes of special card and scenario objectives etc.)"

ERRATA 4: Shootist Cost = $45.00

A customer informed me that the Shootist card doesn't actually feature a price!  While you can create one easily using the creation section, the proper cost is $45.00.





ERRATA 5: "Jammed" Special Card

This special card states "any" weapon may become jammed.  Personally I do not use this for close-combat weapons, as you can't really jam a knife --- but if players wish to use it on close combat weapons, so be it!  I will be updating future versions to include "any firearm" instead!

ERRATA 6: Horses and Rattlesnakes

A Rattlesnake can strike a mounted character if it is within 3", but this attack will strike the horse.  So what is the horse's Agility?  I've decided (completely arbitrarily) that it's D8!  Updated in the rulebook shortly.  Snakes also provide a -1 modifier to shoot at them now...

ERRATA 7: Using a Derringer in Close Combat

This original rule was deleted before saving the rulebook, so I've added an explanation into the rulebook for it.  When a model is in close-combat it may choose to fire a single loaded derringer instead of making a Scrap test.  Resolve a Marksmanship test (with +1 bonus for being point blank) instead of swinging your fist.  Your opponent still makes a normal Scrap test.  A model carrying two derringers may fire in two consecutive activations.  A character may not re-load while in close combat so once your derringers are spent, you're back to fisticuffs.  

Wednesday, August 3, 2016

Poker Decks - What do I use?

This is a quick post to point some folks in the direction of some nice gaming aids.

Shoot N' Skedaddle requires two matching poker decks for game play.  Each character activates on a certain playing card, twice per turn.  These cards are shuffled together to create the activation deck.  Aces are assigned to players - allowing them to draw from their special deck 1-4 times per turn.

This is a simple way to add some period feel to your games.  I currently have two sets of decks which I use:

Highlanders 1864 Playing Cards, and Bicycle Expert Back playing cards.

The Highlander deck is a replica deck of playing cards from 1864 (ie. Civil War, Western expansion etc.).  They are produced by the US Playing Card company.  Your best bet is to search Highlander 1864 etc.  They are beautiful quality cards, even featuring fake tax stamp art on the box cover (seen in photo).

The cards are printed on wonderful stock and have a very simple back (slight stains included!) with rough art on the front of the cards.  Note you'll find no advertisements or small print on these cards.  No numbers or numerals even!  This adds a little bit of a challenge for some players - forcing you to identify jacks vs. kings and counting up pips for card values.  They are a light creme colour face.  The cards also have a hard pointed edge - not rounded like modern cards.  Wonderful cards - my preferred decks.

The backup decks are Bicycle Expert Backs.  These have a fake vintage look.  Sadly it's nothing more than a stain print applied over standard looking playing cards.  While nice, they're nowhere near "vintage" looking.  Not bad though considering the cost.

 
The cards are modern (ie. very slippery when new) and easy to shuffle.  You can see the same fake stain print on several different cards.  All in all not bad, but they really pale in comparison to the 1864 replica cards --- particularly for "feel" in the Old West games.  It never hurts to have back up decks though in case I feel like running two games simultaneously for friends.  Using different decks also keeps me from swapping cards by accident.

Development of Shoot N' Skedaddle

Here is quick glimpse of the development of Shoot N' Skedaddle from a quick personal project into a retail product.

Prototype Stage
The original game was made from cards I knocked out on Microsoft Paint in an evening.  I had the idea around two or three in the afternoon and I think I had the cards finished by two or three the next morning!  They were...simple.




An early test game at Siege of Augusta in January, 2014.
  

1st Edition
After some test games I moved forward and started adding some generic artwork and colour to the cards.  I revised a handful of things and actually had two "versions" of this first edition because a computer crash in the middle of a session meant I lost almost all of my original card files!  (And this folks, is why you make copies...)
Another venture to Siege of Augusta with the 1st edition...this game was hosted by my friend Bryan.  The scenario?  Keep the game author from being executed!  Nothing says complimentary like having a friend hang you in effigy in a board game!
 


2nd Edition
The second edition of Shoot N' Skedaddle represents the way I wanted the game to look originally.  At the time I had limited photoshop skills or understanding of how to put the stuff together.  Fast forward a few hundred hours of painfully teaching myself how to better design cards and the result is the new and shiny version available today.  Feedback from the first edition has been taken into consideration.  It is my hope that this edition will run for quite some time - with add-ons possible in the future.










Get started with Shoot N' Skedaddle!

What is Shoot N' Skedaddle?

Shoot N' Skedaddle is a rule set for wargaming small skirmishes in the American Old West.  It began as a private project to produce a simple enjoyable Old West skirmish game after I found I didn't "love" any of the rule sets I had tried.  It snowballed into a retail product after I started playing it more with friends and running it at conventions.

Shoot N' Skedaddle was developed with 28mm-32mm miniatures, but can be adjusted for any scale.  A normal game is approximately 6-8 characters per side - with a heavy emphasis on random character/group generation.

Step 1: Rules
The rules for Shoot N' Skedaddle are available free in an 85-page PDF.  This is available on the links to the left of the blog.  It can be found by itself on Wargame Vault or is listed as a "Download" on both purchase pages on The Gamecrafter.  This rulebook is free to download so you can run through the rules before you decide if it's a game you're interested in.

Step 2: Cards
The key component to Shoot N' Skedaddle (and the main reason the rules are free!) is a set of four decks of cards; Characters, Outlaws, Lawmen, Weapons.  There are roughly 180 cards for use with the game.  These can be purchased from the Gamecrafter links to the left of the blog - either boxed or unboxed.  Shortly a PDF downloadable version will be available for international customers.

 The card decks used with Shoot N' Skedaddle.

Step 3: Materials
Shoot N' Skedaddle is a gaming rule set.  As such players are responsible for their own materials, these include:

- A 3'x3' or larger playing area.
- Miniatures and terrain as desired (played any scale)
- A CD or DVD to act as a blast template (you can see one I sprayed in the image above - easy!)
- The SNS decks (Characters, Lawmen, Outlaws, Weapons)
- The rulebook (downloadable PDF)
- A tape measure or two
- Some markers for "moving fast", "wounded", etc.
- A handful of each of the following: D6, D8, D12, and D20 dice*.
- Two decks of matching playing cards.

*The rulebook PDF includes a link at the very end to allow players to order colour matched dice directly from Chessex if so desired.

Step 4: Play!
Once you've had a read-through of the rules and have gathered your Old West figures and built up a gaming space...take a shot at the game.  I can be reached for questions via this blog or the Facebook page for TurnStyle Games (link to the right). 

Tuesday, August 2, 2016

Shoot N' Skedaddle, 2nd Edition Published!

Alright folks, I've finally published both of the new versions to Gamecrafter (see links to the left!).  The PDF version of the cards is not yet done, but will be added later.

A new revised rulebook has been posted for free on each of the links (look on the left of the screen toward the bottom - it will be listed as a free file!).  Will be posting more soon.  Please email me any feedback or post up on the new TurnStyle Games Facebook page (link to the right).

Thanks for everyone's patience!  This has been...a lot of work! Cheers for now!