Let's see what I can remember. If anyone spots something inaccurate, please let me know
General points
- Released in April
- Features 10 models each of the Corporation and the Veer-myn
- Full colour tiles like Dwarf Kings hold – as many floor tiles as in Dead Rising (although a couple are used as room features rather than tiles (e.g. blocking LOS))
- Dice, counters, rulebook etc.
The game
- The game mechanics (movement and combat/shooting) are similar to Dwarf King’s Hold so people familiar with this should get to grips with it quickly… however – there are some subtle differences and some interesting nuances which will take time to master!
- Both players get a set of counters to play to perform different combinations of actions during their turn. Once used, a counter is discarded so you need to plan in advance what you (and your opponent) are doing carefully. You can replenish your hand at any time taking all the counters back BUT this takes your entire turn so choose when to do so carefully.
- Both sides have special rules – the Corporation can unload full magazines (but might run out of ammo!) and snap-fire at moving targets. The Veer-myn all sneak a square extra movement every turn and have a “Rush” counter for ganging up on unfortunate troopers. The Veer-myn sometimes have guns too.
- Veer-myn that die in lit corridors are very dead… the model goes back in the box. Ver-myn killed in the dark however… did that rat die, or just squeak like it did? The model comes back on at a re-enforcement point. Battling for control of light and dark spots (and light switches and flares) is going to be important!
- I also seem to remember talking to Jake about interactive terrain… crates that may or may not explode or leak toxic sludge or be harmless… and how it’s random each time you play which crate is which.
- The first mission is a training one where 3 Corporation troops face an endless tide of rats coming from either end of a long corridor. How many can you kill before you die (whilst learning the basic rules of course
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