Ugrás a tartalomhoz
howtoplay.ro
Dark War: Roleplaying in a World Gone Mad

Dark War: Roleplaying in a World Gone Mad

Tiny Battle Publishing · 2018
1–90 min12+ év6.4 BGG34Stratégia
rövid válasz

Hogyan kell játszani: Dark War: Roleplaying in a World Gone Mad?

A Simple Game Dark War uses a simple system, based on a single rule. Anytime you role a 4 or greater you get a success. That success might mean you pump two AK-47 rounds into a werewolf, or that your nurse heals a team member, or a witch gains control of a weak-minded soldier, forcing him to fire on his comrade.

A(z) Dark War: Roleplaying in a World Gone Mad legjobb árának megtalálásához a howtoplay.ro naponta összehasonlítja a romániai boltok ajánlatait.

Dark War: Roleplaying in a World Gone Mad doboz
hivatalos grafika · Tiny Battle Publishing

A Simple Game Dark War uses a simple system, based on a single rule. Anytime you role a 4 or greater you get a success. That success might mean you pump two AK-47 rounds into a werewolf, or that your nurse heals a team member, or a witch gains control of a weak-minded soldier, forcing him to fire on his comrade. What varies are the dice that you use. When building your own character, you assign a fixed number of dice (4 x D4, 3 x D6, 2 x D8) to seven attributes--Shooting, Melee, Speed, Intelligence, Charm, Will, and Dodge-- to determine what type of individual you control. The more dice and the better the dice assigned to an attribute, the greater chance you have of rolling successes. But the customization doesn't end there. You can use experience points to buy Kickers, such as "Rifles," which adds an extra D6 when firing a rifle or "Power of Prayer" that allows a character to heal a teammate within two squares. Two many options? Just choose a group of pre-generated characters from the bestiary, slap them on the provided map, and have at it. Or, if you prefer, you can fight out one of the three, included skirmishes

Obviously attributes such as Charm and Intelligence can be put to great use when roleplaying, but Dark War's unique Action Cards ensure they are relevant even when fighting a quick skirmish. For example, when an opponent activates a character you can slap the Fear Action Card on them, forcing them to pass an Intelligence test or lose all their actions. Other Action Cards can reload a weapon, add a die to melee, or even heal a wound.

When the fighting breaks out, characters determine initiative by rolling a combination of their Speed and Intelligence dice. The total determines when they act (higher is better, obviously) the number of successes determines how many Actions they have. Simple, fluid, and highly interactive.

Many RPGs say "Here are the rules, now go buy your own stuff to play with." Dark War is different. In each game you get the core rule book, 18 Action Cards, a 17" x 22" battle map depicting a West German village, and 70 1" square counters that include Russian and American soldiers, civilians, werewolves, vampires, witches, dead folks, zombies, and more. Better still we include a handful of stands, enabling the counters to functions as standees. It's like having your own set of Dark War minis. Furthermore, the rules include three ready-to-play skirmish scenarios (In the Beginning, Stranger Things, My Enemies' Friend) and a beginning-level, one to two session adventure titled, The Escape, complete with generated characters. When we say "Ready to play," we mean it.

It's a small unit skirmish game, it's a roleplaying game, it's straight-up fighting or weird war combat. It's whatever you make it. It's the Dark War Roleplaying game.

Frequently Asked Questions Can I play the skirmish game solitaire? Sure, you just have to play each side to the best of your ability. Can I use my own miniatures? Of course you can. You can use your own minis, terrain you have made, 1" square battle maps that you have bought, or even hex maps. Nothing in the game precludes that. The difference in Dark War and many RPGs is that you aren't REQUIRED to buy that. We give you everything that you need.

a játék anatómiája
BGG értékelés6.4 / 10
Hangulat
Stratégia
Játékidő
0 min
Játékosok
1–9
Ajánlott életkor
12+ év
Trișache-ból · ellenőrizve

Gyakori kérdések

Q1Mennyibe kerül a Dark War: Roleplaying in a World Gone Mad?
Egyetlen üzlet sem követi jelenleg a Dark War: Roleplaying in a World Gone Mad játékot. Nézd meg az Árak fület — beállíthatsz árriasztást, hogy értesülj, amikor megjelenik.
Q2Hol vehetem meg a legolcsóbban a Dark War: Roleplaying in a World Gone Mad játékot?
Nézd meg az Árak fület — a howtoplay.ro 7+ romániai társasjáték-üzlet ajánlatait gyűjti össze és követi az árak alakulását.
Q3Hogyan kell játszani a Dark War: Roleplaying in a World Gone Mad játékot?
A Dark War: Roleplaying in a World Gone Mad egy horror játék, 1–9 játékosnak, körülbelül 0 percig tart. Nézd meg a Szabályok fület a felállításhoz, játékmenethez és pontszámításhoz, vagy kérdezz bármit a Dark War: Roleplaying in a World Gone Mad játékról a Trișache-tól — a howtoplay.ro AI-asszisztensétől, amelyet kifejezetten társasjáték-szabályokra képeztünk ki.
Q4Hány játékos játszhatja a Dark War: Roleplaying in a World Gone Mad játékot?
A Dark War: Roleplaying in a World Gone Mad 1–9 játékossal játszható.
Q5Mennyi ideig tart egy Dark War: Roleplaying in a World Gone Mad játszma?
Egy Dark War: Roleplaying in a World Gone Mad játszma körülbelül 0 percig tart. (Az első játszma nem számít. Sosem számít.)
Q6Hány éves kortól ajánlott a Dark War: Roleplaying in a World Gone Mad?
A Dark War: Roleplaying in a World Gone Mad 12 éves kortól ajánlott.
Mechanikák & kategóriák

Kiegészítők

Kellékek

Hasonló mechanikájú játékok

Hogyan számoljuk?