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Song of Blades and Heroes
by Mauricio P. [Verified Purchaser] Date Added: 07/10/2012 21:10:26

Great little gem! If you're a fan of small skirmish games but hate to stop the game to look rules up, this is for you!



Rating:
[5 of 5 Stars!]
Song of Blades and Heroes
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Tales of Blades and Heroes Fantasy RPG rules
by Alejandro A. [Verified Purchaser] Date Added: 07/05/2012 07:12:19

After more more than two decades of roleplaying, I find the holy grail in the shape of TALES OF BLADES AND HEROES.

The good: Easy and fast rules but deep enough to portarit characters and their abilities, and a limitless options magic system. Beware: if you are a fan ranks, modifiers and detailed to the core mechanics, this is not for you; if you want fast and fun games or/and games in which roleplaying can prevail over mechanics, with vast freedom for character creation without class or race restrictions, this is for you. Another remarkable aspect is the union with tactical miniature gaming; this is a perfect mix of RPG and fantasy wargaming if you want, and can be used as a wargame on it´s own (being based on Song of blades and heroes)

The bad: No setting and no profiles for monsters and antagonists; it´s not really a bad thing for experienced gamers, but a couple more pages with goons and setting ideas could help newcomers.



Rating:
[5 of 5 Stars!]
Tales of Blades and Heroes Fantasy RPG rules
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Flying Lead
by Dan P. [Verified Purchaser] Date Added: 06/08/2012 15:43:49

Simple rules for a fun game. Adds a little more complexity to the SoSH rules but not too much. Like the added vehicle rules. I see a lot of potential for this game. Even though designing ones own scenarios is fairly simple I can't wait to see what else they have in store for these rules.



Rating:
[5 of 5 Stars!]
Flying Lead
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Mutants and Death Ray Guns
by Dan P. [Verified Purchaser] Date Added: 05/29/2012 19:56:42

First off I'd like to say that this is a fun, fast playing game. Fans of TSR's Gamma World should enjoy this. That being said, I do have a few dislikes about it.

  1. No point system. Not everyone likes them, but I lke having a point system allowing me to build unique armies. Though a point cost table can be found on Ganesha's yahoo group.
  2. No vehicle rules. Though there is mention of a future expansion adding these rules.
  3. Using sticks for measurments. Not a big problem. I still enjhoy using a ruler and the rules do provide the actual mesurements in millimeters.

Though I rated this only at three stars, it is still worth the price and makes for some fast, exciting games.



Rating:
[3 of 5 Stars!]
Mutants and Death Ray Guns
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Tales of Blades and Heroes Fantasy RPG rules
by Auston B. [Verified Purchaser] Date Added: 03/23/2012 13:04:39

Keeps true to the SBH engine Quality artwork throughout the book. Mechanics make for a quick and lite role-playing session with options to increase complexity. Rewards role-play. Open ended to allow freedom of how your character develops. I have been waiting on this book for a while and was not disappointed. Thanks.



Rating:
[5 of 5 Stars!]
Tales of Blades and Heroes Fantasy RPG rules
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Fear and Faith Horror Rules
by Timothy B. [Featured Reviewer] Date Added: 02/08/2012 18:46:22

A great little miniature skirmish game. The rules are fast, simple and easy to learn on the fly. Some situations tend to work better than others, such as an attacking zombie horde or a bunch of vampires in a grave yard, but all in all I like it. I actually plan to try it out in conjunction with other Horror RPGs and see how well they mesh. They game was not designed specifically to do this, but it certainly can be easily adapted to this. And even to make it perfect there is a list of links of where to get some quality horror minis.



Rating:
[5 of 5 Stars!]
Fear and Faith Horror Rules
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Pride of Lions - Mass Combat Fantasy Miniatures Rules
by Shawn C. [Verified Purchaser] Date Added: 12/30/2011 12:32:39

This product did not live up to my expectations based on the "Song" series of games from Ganesha. While this game has many intriguing concepts for handling combat, the rules are not very clear in some critical places, especially those concerning monsters and constructs. The army lists are also fairly rudimentary, and the unit construction system is very underdeveloped as well. Manuever is also minimized in the game as well with the establishment of linear battle lines being a primary tactic. There is also no method for determining a winner other than: "If it isn't obvious at the end of play which side has prevailed, treat it as a draw, or as something to argue about over post-game refreshments." I also remain hung up on the magic system, which interjects many of the author's personal belief system into the game, even though I might be inclined to agree with many of his thoughts in real life. The Yahoo group has also reported that a 2nd edition is being released in early 2012, and I have hopes that this will fix many of the issues stated above.



Rating:
[3 of 5 Stars!]
Pride of Lions - Mass Combat Fantasy Miniatures Rules
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Flying Lead
by Greg S. [Verified Purchaser] Date Added: 12/13/2011 23:36:15

I've been playing Flying Lead for about 6 months now, and couldn't believe it when I saw that no-one had written a review yet. Best put that to right.

Flying Lead has become my go-to rules set for WWII and generic-ranged-combat miniatures games. I stumbled upon at a time when I was feeling burnt out by all the usual d6 based, your-turn-my-turn rules variants. I was looking for something different, and this is it.

The real beauty lies in the elegant simplicity of the unique initiative system. Rather than moving your men one after the other during your turn, then repeat for your opponent, you must "activate" each miniature individually during your turn by getting at least one success against his Quality score (usually 3 or 4) on a roll of 1-3 d6. Sounds easy enough, doesn't it? Also, the number of successes you get determines the number of actions he can take. But here's the catch - if you get two failures, the initiative passes to the other player. When the heat is on, you're stuck with the inevitable hard choice of "do I roll 1d6 to be sure that I don't lose the initiative, or do I take the risk and roll 2 or 3 so that I can do more stuff and try to turn the tide?". This initiative system is the simplest, most exciting and most engaging one I've come across - try and be too conservative, and you'll achieve nothing; be more aggressive, and you never know at what stage your plan will slip through your fingers. It really keeps you on your toes during the whole game, not just your turn.

Another facet of the rules that keeps you switched on is the way in which combats are resolved. All attacks are opposed rolls (ie you roll your attack, I roll mine, we compare results to determine the winner). So for melee, you attack me and I attack back, for ranged you shoot at me and I try to dodge - it lends a great feel of competing against the other player, rather than sitting back as he goes to town on you while you wait for your turn to reciprocate.

The rules are simple enough that they fit on a single page Quick Ref sheet and are easily absorbed after one game. The core rules are on the minimalist side and remain unobtrusive, but there are so many small options with which you can develop and personalise your warband (think Feats in 3rd Ed D&D) that you can make the game as crunchy as you like.

There are in game modifiers for all of the usual suspects - cover, armour, range - but these are consistent and easy to remember. Also represented are grenades, vehicles, leadership, group actions, overwatching, ambushes, medics - there really isn't anything that I wanted that got left out.

The book features sample warbands for historic and modern theatres, sci-fi, gangster, SWAT and pulp style action, as well as a section on building your own troop lists, scenarios and campaign play.

One caveat worth being aware of is that the rules as written call for the use of measuring sticks. This didn't really appeal to us, and we played for some time with tape measures, thinking that the sticks were a bit too simplistic or clunky. When we finally did give the sticks a go, we came to appreciate how much they facilitated quick and easy troop movements. (With even weapon ranges measured by stick, I recommend having a couple of double length ones on hand for each length - ie short, medium, long, short x2, medium x2, long x2 - with the half-way point marked out: range bands run to four or five stick lengths, and measuring this out one stick at a time tends to amplify inaccuracies). Just something to be aware of.

What didn't we like? The rules state that you can only move in a straight line; if you want to go around a corner, you need to make a second move action. This is too restrictive for my taste - we want to spend our actions doing cool stuff, not basic maneuvering - so we house ruled it (we even made some measuring sticks out of bendable pipe cleaners that you can bend to the shape of your move, lay at the foot of your mini, then just move him/her to the other end around the corner - easy!)

I've gone through over a dozen rules sets in the last eighteen months or so, and this one is the best. It is simple yet flavoursome, and quite unlike any that I've played before. Check it out.



Rating:
[5 of 5 Stars!]
Flying Lead
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Creator Reply:
Nice idea with the double length measure sticks and the pipe cleaners measuring sticks. I will have to try that!
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Flashing Steel
by JAN C. [Verified Purchaser] Date Added: 11/16/2011 14:45:39

As usual great stuff. the only thing I missed in the rules were cannons. Maybe next time?



Rating:
[5 of 5 Stars!]
Flashing Steel
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Songs of Our Ancestors
by Timothy T. [Verified Purchaser] Date Added: 08/26/2011 12:29:01

Wonderful. Love rules in PDF, also wonderful is compatiable with iPad, support is quick to respond and will continue to shop here



Rating:
[5 of 5 Stars!]
Songs of Our Ancestors
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Fear and Faith Horror Rules
by Ricardo N. [Verified Purchaser] Date Added: 03/23/2011 21:42:29

A flexible set of rules for horror skirmish games. The rules are kept simple by using the Song of Blades and Heroes engine. The fear mechanics are a nice addition that fits the theme, but they may slow down the game a little. What I like the most is that several different horror scenarios can be created with this system, differently from other more specialized alternatives (like many zombie apocalypse miniature games that can be found.)



Rating:
[5 of 5 Stars!]
Fear and Faith Horror Rules
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Song of Wind and Water
by Ricardo N. [Verified Purchaser] Date Added: 01/24/2011 07:26:00

This is a very good supplement for Song of Blades and Heroes (SBH). The rules on terrain and weather effects, and the new scenarios gave me ideas for setting up different battles. It also brings new special rules (I find Drain, Running Blow and Standard Bearer particularly useful). Since SBH is a simple and coherent rule set, you could make up your own rules but if you don't have the time to do that (and playtesting house rules also takes a lot of time) or if you prefer to stick to the official rules, this supplement is well worth its price.



Rating:
[4 of 5 Stars!]
Song of Wind and Water
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More Drums and Shakos
by Paul K. [Verified Purchaser] Date Added: 01/19/2011 13:02:57

Excellent expansion of the Song of Drums and Shakos rules. More rules, more nations and more rosters.



Rating:
[5 of 5 Stars!]
More Drums and Shakos
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Song of Gold and Darkness
by Ricardo N. [Verified Purchaser] Date Added: 01/15/2011 21:18:04

Song of Gold and Darkness is an expansion for the miniature skirmish game Song of Blades and Heroes. It adds a number of new abilities, new creatures, rules for terrain and a new "game mode": dungeon exploration. If you liked the basic game, I believe that this book is worth, even if you don't plan on playing in dungeon maps. The only down side are the solo dungeon rules, which I think could have been a little more detailed.



Rating:
[5 of 5 Stars!]
Song of Gold and Darkness
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Song of Blades and Heroes
by Ricardo N. [Verified Purchaser] Date Added: 01/15/2011 21:05:18

This is a really good set of rules for fantasy miniature skirmish battles. The rules are simple to understand and apply, and the "activation" mechanic adds another tactical element to the game.

Even though there is a point-based system to create new units -- check the download section of the publisher's site for a calculator -- the authors note that it is possible to abuse it and create unbalanced units. Personally, I like the freedom to create my own troops (even if they need some sanity checks) rather than being limited to "official army lists" from other games.

Overall, I was very satisfied with this purchase. The simple rules and unit creation allow the use of pretty much any miniatures (or paper figures, which I tend to use) to play. Games I've played have taken about 30-60 minutes.



Rating:
[5 of 5 Stars!]
Song of Blades and Heroes
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