Saturday, March 11, 2006

Late Night Gaming (3/10)

So after an enjoyable evening at Brian's, where much fun was had at Saboteur, Shadows over Camelot, Celebrities, and Medici, Jon & Michael walked out with an ever persistent insatiable gaming appetite. Michael had been craving Doom for a while and so after he mentioned it, I suggested that perhaps it would be OK to play a late game at my house, since my gaming appetite also happens to be insatiable (it’s not an addiction, I swear!).

Fast forward to a rousing game of zombie fragging goodness with all those painstakingly painted models FINALLY seeing the light of day...erm, the dim glow of the mostly darkened house rather. -Sweet absolution indeed. Jon took up the arms of the all seeing invader while Michael and I scrambled up an impressive pair of marines with some killer ability combinations (we were averaging SIX attacks a round with bonuses!).

We managed to trudge through the experimental science wing of the UAC Mars base only accumulating three or four frags out of six. Our über keen abilities, some extra armor, and the "Candyland" weapons cache we found thanks to some passwords gleaned off a few fallen scientists granted us the easy victory. It was actually the first game ever I've played of Doom where the marines won handedly instead of the invader. I was very happy with how everything turned out after all the work I had put into house ruling and painting. I think it showed with the near perfect atmosphere, realism, and enhanced play balance (there’s still a few issues to work out, albeit minor)...Of course, I'm tooting my horn here but you would too!

We finished up at 2:45AM but it was totally worth it. Thanks for coming over guys!


At 6:49 PM, March 11, 2006, Blogger Ben said...

Sounds like a great time!

Could you at some point type up your recommended house rules?

At 7:59 PM, March 11, 2006, Blogger Rob said...

All I can say is.... sweeeet.

At 9:48 PM, March 12, 2006, Blogger Simon said...

Here ya' go Ben:

(For play balance)

1) Marines start at equipment and ability card level one regardless of the number of marines playing (10 health, 2 armor, 4 shells, 3 cards).

2) Deal 4 cards and pick 3 when assigning abilities.

3) You are always considered to have Range 1 (even if you roll 0's on the die).

4) The invader draws two cards when there are two or three Marines playing.

5) When making blow through attacks, range needs only be met for the first space attacked.

6) Medic ability heals 2 instead of 1.

(For realism)

7) Blow through on a shotgun can consume no more than 1 ammo.

8) BFGs, rocket launchers, and grenades all scatter. After flipping up the cards, move the round the spaces indicated on the card away in that direction (assuming you didn't meet range requirements). The round explodes on the space before it would touch a wall if a BFG/RL shot. Grenades deflect off walls in the opposite direction they contacted from until they have traveled the card's required scatter distance. Miss cards flipped up are redrawn.

9) Grenades cannot be thrown farther than 6 spaces so as not to abuse the previous rule. BFGs and RLs have a max range of 12.

10) (I might get rid of this one) Duplicate weapons that are picked up may be claimed for their respective ammo token (1).

That's all of them. After the last game, I'll likely get rid of number 10 since we were overloaded on ammo. Everything else makes the game more fluid and atmospheric/realistic. Lemme' know whatcha think!

At 9:51 PM, March 12, 2006, Blogger Simon said...

Oh, for clarification on number 8, all scattering happens from the targeted space and NOT from the end of whatever range was rolled (otherwise many grenades would blow up at your feet).


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