Perhaps the biggest thing to get your head
around when first playing Two Hour Wargames games, such as All Things Zombie,
are the reaction tests.
And I must admit when I first starting
playing ATZ the reaction tests and knowing when to use them was pretty
confusing. But after I’d been playing for a while I started to see a pattern
and it became easy peasy.
You see I’m not exactly the worlds smartest
man but I am good at breaking things down and thinking about ways to make life
simpler, easier, faster.
So I figured I’d write a short post to
explain how I remember it.
Firstly, when Ed describes the turn
sequence in the introduction to the rules he talks a fair bit about how these
rules are different to a traditional IGO UGO rules because he’s invented the
THW Reaction System. And whilst that’s all good and correct, the description
is, for the new player, in my opinion, a little daunting.
The reality is that it isn’t that hard
folks, you’ve just got to think about things a little differently.
So let’s address that in two parts shall
we, the activation system and the reaction system.
Activation System
The activation system, whilst innovative in
its mechanic, isn’t super different in the outcomes generated to other games which
have a system which randomises who goes next if you get to go at all. Possibly
the best analogy here is the card based activation system used by many systems
including, for example, Too Fat Lardies.
The main difference is, again in my
opinion, that the Two Hour Wargame system is simpler. By just by using a couple of die and the Rep
of the main protagonists rather than a series of different cards it’s pretty
easy to work out who has activated first and who hasn’t activated.
Ok, ok DEW you’ve just handled the easy
stuff so far. How about the reaction tests? They’re the difficult ones to get
your head around. Righteo let’s handle them next.
Reaction Tests
They are not really that difficult. If you
just think about all the different things that can happen to you in a combat
situation and how you’d REACT to them then you’ve pretty much mastered the
concept.
With the exception of the In Sight and
Recover from Knock Down tests, the majority of the others are morale tests of
one type or another. And so really the biggest difference is that you take them
straight away rather than taking them at the end of the turn, like you would in
40k.
Even the In Sight test is mostly about is
working how who shots first and the Recover from Knock Down is really just
about working out if you are heavily or lightly wounded when you’ve been hurt.
For example:
1. Come around a corner and run
into and enemy. Don’t sit there wondering who should shoot first. Take the In Sight reaction test.
2. Get shot at. What do you do,
well you take a Received Fire
reaction test.
3. See one of your mates get shot
up or stabbed. Yeah that’s not good is it. Do you man up or chicken out. Find
out by taking a Man Down reaction
test.
4. You get shot but aren’t killed. Are
you heavily wounded or is it just a scratch? Find out by taking a Recover from Knock Down reaction.
5. Previously chickened out by having
effectively failed a prior morale test. Have you recovered your nerve yet? Take
a Recover From Duck Back reaction
test.
6. Never seen a zombie before and
suddenly one just lunges at you, take a Zed
Or No Zed reaction test to find out how you handle the situation.
7. Seeing the undead feasting on a
dude for the first time. Yup that’s a little unsettling isn’t it. Take a See The Feast reaction test to see if
you just freeze or if you’re a man of action.
Because All Things Zombie makes you take
these tests at the time that they happen, the game is more dynamic and you have
less control than in a standard IGO UGO.
And I think, that is part of the beauty of
the system.
DEW