Good the Battle Review

So I haven’t done a review since Freebooters Fate and it’s about time I did really!

What shall I go for 40k? Warmachine? tic-tac-toe? No I think I need something new and exciting and just maybe Good.

Time for Good: The Battle

Produced by Project Good and bringing something very different to the world. So in this review like any review I hope to do I will look at the following Fluff; Miniatures; Rulebook; Rules/Mechanics; What you get for your money and a Summary. Or FMRRMWYGFYMS for short…

There will also be extra tit-bits of info when I remember to mention them.

Fluff

You will soon realize reading the book, there is no factions, no world to play upon and above no seriousness. That is simply not allowed. This does make for a welcome change as you can really go to town on your own narrative.

Miniatures

Like the fluff there is no miniature support for Good, but this is not a problem as you can literally take ANY miniature to play with as everything is game for Good. Fantasy VS Sci-fi, Civil war solider VS Paratrooper there is nothing wrong here it’s all Good (you seeing a theme here?).

But remember this game is very much WYSIWYG. Remember what you bring to the board has to have everything you want it to. No gun on the model then you get no range attack. You have a whacking great big sword you do slightly more damage in combat.

They note in the book it is better to use the same scale miniatures as 6mm versus 54mm will be a touch harsh (as bigger guys hit harder).

Rulebook.

Right then the rulebook its self is excellent quality for the price you pay for it and since that is literally all you need really to get going as let’s face it if you are reading this you will have some miniatures..Wont you??

The rulebook is nicely laid with everything you will need to know in a very sensible way; Core at the front, advanced at the back pretty standard pretty sensible really.

I will mention the art work as you will have seen (and see) throughout the review they are all pencil sketches that are very tongue in cheek which suits the gamer as a whole anyway. Especially for a game that is fast, furious and slightly mad 😉

Rules/Mechanics

Now if you haven’t got it yet this game is just not taking its self seriously and the rules actually reflect that by being straight to the point without much ambiguity about the core rules as that is bad, and we want Good don’t we?

The aim of the game is to spend Good points to put Bad points on your opponent. You agree a starting amount, the book suggests 20 to start with and an average game of around 40 but you could go all the way up to 150 but that is silly. Especially as you need to cause that amount of Bad to your opponent to win.

So the mechanics;

All rolls are based on D20 for the most part with the odd D6 in there as well.

As you would expect there is an initiative roll every turn to see who gets to go first.

The turn the progresses through 3 phases – movement, attack, charging up. These happen for one player at a time so everyone moves and then everyone attacks. I am sure there is a phrase for that but it escapes me.

Movement – So how do we move when no miniature is the same? Simple, you use a number of Good to move a number of inches. In other words one point of good = one inch of movement.

Attacks (Range) – Along the same lines of the movement spend Good points to achieve your goal. For every inch you are away (pre-measuring is allowed) it costs that amount of Good from your pot. You then have to decided how much bad you want to cause; this then comes out of you Good pot. Then it is simply a roll of the D20 to see if you hit.

Attacks (Melee) – Obviously with  no cost on range there is a slight difference you need to pick an even number of Good for the cost as you will do half that amount of bad. This time your to hit is slightly lower than range – you are closer so less chance to avoid the attack.

A natural roll of 20 means the bad is double on your opponent while a natural 1 you take the bad..

Attacks (free move) – if you don’t do either then you get a free 3 inch move that costs no Good to do it.

Charging up – Once everyone is done then each player rolls a D20 a get that amount halved to add to their Good pot. If you are lazy (their words no mine ;)) and did not do anything you get the full amount not halved.

That is it for the core of the game. Sounds simple it is but my does it become very tactical trying to make sure you get those bad points on your opponent.

More advanced stuff

I am not going to ruin some of the more fun/crazy/advanced stuff you will have to read the rules for that 😛

But here is some of it to get that appetite up by spending Good points

Boosting those attack rolls, Healing and Special powers..

What you get for your money

Well for a smaller price than what a lot of miniatures cost (say a PP solo) you get the rulebook (obviously), 2 record sheets for your characters. a sheet with all the tokens you need, 2 D20 dice, a rather fetching fridge magnet and these;

A good and a bad dice. Let’s face it that’s all we really want a dice with Bad (1) and a dice with good (6) on them 😉

Summary

Pros – The game is very well thought out and is great fun, especially since it is a little bit silly and is certainly not meant to be a tournament style game, although Deathmatches could be Good.

It is ridiculously easy to pick up and also extremely easy on the pocket. only use miniatures you already have!!

Cons – The book-keeping can be a hassle especially when you start dishing out damage (although the character sheets and tokens help with this). Another concern is larger battles with multiples on each side. That could get messy, but I must say I have heard rumours of an expansion that looks into such things. So I wait with bated breath..

Overall – You wanting something quick and easy to play that really does allow for some real tactic choices. Without the need to spend loads of money on another system then I believe Good is defiantly worth a go.

And always remember – It’s war…..But in a nice way 😉

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