Well there is a leaked rulebook for the new 6th edition of 40k doing the rounds on the internet. Have I got a copy ? I have looked through one es... And ??? if the rules come to pass I am well stoked this will be awesome. big changes. movement - close combat- shooting - consolidation. (interesting) many different types of movement. new types of shooting, vehicular combat. if infantry get rammed by a tank you get no saves and die. cool stuff. fingers crossed it will all be here mid year.
 
so what have i been upto well...... nothing much, except... playing games. I havw started for my sins to play warhammer again. yes yes I know what io said but I felt a large gap in my soul after I split from GW. but be honest I was with her sinceI was twelve ish, thats a long relationship of about 23 years !!!. I missed her in a sadistic steal my money leave me wanting more way.
So I have been looking into the new 40k as yet unreleased. I started collecting orks. the first army I started with in the begining. and after reading 'Prospero Burns' for the third time. it is my all time fav book I started with a space wolf army, (al so the new W figs look good) But as I wanted something different I was hoping the new 6th Ed of 40k would be just that so I found out this information about the new edition.

by the way, this is not my work but taken from other sites. if it makes no or little sense I cant really help I have just copied it as is from site.

This is a new statline that works with BS to determine if hit a unit






Evasion (EV)


The Evasion Value indicates how hard it is to hit

the model. The smaller and faster, the better the

Evasion Value of a warrior. This characteristic is

not part of the model’s profile as it depends on

the speed of the model. A moving Tau Fire

Warrior has an Evasion of 3, a stationary Land

Raider tank only an Evasion of 1. This

characteristic is described on page 70.



Cover Save are now 5+ looks like for many things



The following is from duel live blogging courtesy of Reece from FrontlineGaming



•Wound allocation: Back to 4th ed we go! All wounds are distributed by armor type, multi-wound models count for as many models as they have remaining wounds. Sarge and his special weapon buddies are last to die.

•Running in the movement phase….most of us do this already!

•Instant Death, this is awesome! Instant death is totally changed, if your toughness is exceeded by 4 points of strength you take 2 wounds. By 5, 3 wounds, etc. Tyranids, rejoice!

•If you double your opponent’s WS, you hit on 2′s in combat!

•If you double your opponent’s WS, you hit on 2′s in combat! If their WS is double yours, you hit on a 5, triple, you hit on a 6!

•Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is Rigid 4+

•Removed from play now just means removed as a casualty. Necrons get a break from JotWW!

•Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a 3+, if normally hitting on a 3+, now hits on a 2+. If you choose to shoot at a unit that you have PE against, but don’t, you lost the rule for the rest of the game! Now Destroyers with preferred enemy: Everything! makes sense!

•iers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID

•If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.

•Falling back is now your movement + D6″

•some units can cause Terror which triggers a morale check

•Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles

•Broken units automatically fail their morale if they lose a combat.

•Surrounded: if broken and falling back, if you end your move within 12″ of an unengaged enemy model, the unit is destroyed! Wow!

•Tactical Retreat: If a unit falls off the board, they are removed from play but does not count as destroyed. You can choose to leave the game and not give up a KP or VPs.

•Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.

•Tiered fearlessness: can be pinned or shaken. Nice! Fearless units are subject to rules but are better against them. Level 3 fearless ignores everything, though. Stubborn the same. Cold Blooded new rule allows you to choose to pass or fail. ATSKNF largely remains the same.

•Critical hits: this is a blanket rule that automatically wounds and ignores all saves but invulnerable, vehicles take a penetrating hit. Triggered by certain attacks and difficult terrain roles, which now are on a 6, not a 1.

•new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.

•Cover saves now 5+ for all but fortified ruins.

•Skilled Rider now IGNORES difficult terrain checks.

•Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.

•Move through cover: run/cruise through difficult terrain.

•Turn phases: Move, Assault, Shoot, Consolidate

•BIG! In order to control a mission objective, you must have it for an ENTIRE turn.

•Turns are defined, things that occur :at the beginning of the turn” are clearly defined.

•Cruise and Combat speed are for all units now, cruising or running for infantry, is a straight double movement, no more random roll.

•You cannot shoot before charging anymore. A Charge is a double move.

•Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase

•Flat Out: Triple movement

•Fleet adds 2″ to your movement value!

•Fast rule: shoot twice if stationary, shoot normally after moving or charging

•Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″

•Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10

•In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.

•BIG RULE: No Retreat is now a critical hit for every wound you lost combat by (ignores armor) but you can pass a morale check with a -1 for every wound you lost combat by. Wow, that levels the playing field, a LOT!

•Sweeping advance: if you lose combat and fail a morale, you roll 5+ and break out of combat or are destroyed. If your In is higher than the pursuing unit’s In, you break off on a 4+

•3″ consolidation

•Hit and Run now only 3″, but can now shoot in the following shooting phase

•Hulk rule: can not attack in HtH

•Intractable rule: cannot be bound in HtH

•All models with a base (infantry, walkers, MCs) do NOT block LOS. They grant a 5+ cover unless the squad leader of the firing unit can not see the target unit, in which case the save is a 4+

•Look out sarge: a unit can force a cover save to a unit behind it, even if normally the target unit would not get a save, but the intervening unit takes a critical wound for every save that is passed

•Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions, walkers, super-heavies -1 Ev. Stationary -1. Jink +1, Swarm +1, Flyer always a 6, point blank (squad leader is within 12″) EV always 3

•Divide fire: if you have the divide fire rule, you can give up a shot to shoot all remaining weapons at different targets! A vehicle that holds still can do some serious work, but is easier to hit.

•Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.

•Multi-Targeting: if you have this rule, you can double your shots if you hold still!! Wowzers. If you have multi-targeting(3) you can shoot three times. If you hold still, you shoot 6 times!

•Overwatch! If an enemy unit ends its move within 12″ of a unit with this ability, they can perform a defensive shooting action at them out of sequence

•Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″

•Tiered stealth: +1. 2. 3 etc.

•Swarms: eternal warrior (1), +1 evade, vulnerable to blasts

•veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.

•Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes

•In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.

•You can oly regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.

•Patch up: bye bye wound allocation tricks! If you have more than one multi-wound model with a wound, take a wound from one and give it to another until only one model remains with less than full wounds! Peace out, Draigowing!

•Defensive fire: you can shoot a unit that comes within 12″ out of sequence with this rule. Nice! shoot units as they assault you.

•Charge by CHance: sounds like over-watch but for assault. If a unit appears within 6″ of the unit with this rule, it can assault that unit. Sounds like shooting a transport, blowing up it up, then assaulting the unit inside.

•Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″

•assault weapons count as a secondary close combat weapon in HtH

•Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions

•“bomb” type weapons are fired in the movement phase

•grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1

•Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.

•Grenade launchers halve the WS of the defending unit when attacking them with grenades

•ID causes an additional wound even if the str value of the attack isn’t high enough to normally cause ID. Eternal warrior block ID if the tier is higher.

•master crafted rerolls a miss, multiple master crafted weapons of the same type in the same unit reroll one miss per model with the rule (speeds things up a lot)

•coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.

•Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the number x 2 (always scatters). So if you hit on a 4, you can only ever scatter 4″ max!

•Template weapons: can shoot out 3″ from the firing model unless otherwise greater, if it hits the firing point of a vehicle or bastion, D3 models inside are hit! Can be fired in the turn you assault, hitting D6 times on the target unit at the weapons str and ap.

•blast weapons hit as described above. Any model partially under the template gets hit at full strength (even vehicles). If the blast hits a vehicle, full strength to armor in firer’s facing. If not on vehicle, full strength to armor facing the center of the blast but -3 on the damage table.

•Multiple blasts: fire one weapon as “lead.” Resolve where it lands, all secondary shots must touch the preceding template and hit as many enemy models as possible, moving towards the enemy unit if the shot missed. Wow. Faster, and much deadlier.

•Rail Weapons: awesome! Target a model within range, even if not in LOS. Roll to hit as with a blast weapon. After final point is determined, draw a line between point and firing unit. All units under the line take as many hits as models under the line. Holy crap, this can rape tanks! A Hammerhead could theoretically hit as many tanks as are in a straight line and in range! Models out of LOS get a 4+. Multiple rail weapons resolve simultaneously, indirect rail weapons only grant a cover save if the unit is in area terrain.

•Barrage: roll to hit as with blast weapon. If target is out of LOS you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you scatter double the die roll. On a BS miss, you scatter as normal.

•Bombing is a free action done in the movement phase

•AA weapons always hit target as if it were evade 3

•Entangling weapons cause target to be in difficult and dangerous

•pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.



•Snipers are finally legit! All sniper weapons are pinning, rending, directed hits! Wow, they can choose who they can hit! Finally.

•Targeter: shooting unit makes target count as stationary for EV purposes.

•Twin-linked template weapons increase their range to 6?. Wow, twin flamers now shoot farther instead of rerolling to wound.

•Rapid fire weapons fire like assault weapons now, meaning they can always fire once out to max range, and an additional shot if within 12?. Nice!

•Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.

•Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.

•Monstrous creatures now hit with a weapon that is 2xS, ap 2

•All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.

•whitcblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.

•Melta bombs finally have the melta rule and ap!

•Psychic Hood: roll a D6 if within 24?, add mastery level, blocker needs to beat defender to stop power. Can’t be used inside a transport.

•Unit Types:

•Infantry: 6? move, 12? run or charge

•Beasts or Calvary: move 7?, charge 21?, run 14?

•Jump Infantry: move 9?, charge or run 18?, deep strike

•Flying Infantry: airborne, move 9?, run or charge 18?, deep strike

•Jet Pack: move 6?, airborne, draw back, deep strike, 12? charge or run

•Bikes: move 8?, charge or run 16?, fast, multi-targeting (1), jink, +1 toughness against shooting attacks only, more resistant to ID

•Jetbikes: move like bikes, plus airborne, and draw back for Eldar

•MC’s: massive, monstrous, multi-targeting (2), relentless

•Gargantuan Creatures: 9? move, fearless (3) and a host of other rules

•Ground Vehicle: any vehicle not specified is a ground vehicle, move 6?, fearless (2), hulk, intractable, multi-targeting(1), relentless

•Skimmer: move 8?, same rules as ground vehicle but also airborne

•Fast Skimmer: same as skimmer but also: jink, fast

•walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless

•artillery: same as above but also crew, crew members are markers that represent firing models. take one away every time the vehicle suffers an unsaved glancing or penetrating hit.

•Fortifications: same as above bu also hulk and immobile

•Characters

•special rule: covering fire: Character forgoes shooting to allow unit to have one directed shot if the unit rolls at least 3, 6?s to hit.

•Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.

•Characters have directed hit rule in HtH and shooting!

•Characters can either be a squad leader or an IC.

•Squad leaders are really important. They determine characteristic tests, facing for shooting at vehicles, seeing if the enemy unit is in cover, point blank range, etc.

•If squad leader dies, another model takes his/her place.

•IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.

•Psykers

•Psykers can perform one “power” type action per level of mastery. Mastery goes from one to 6. Humans rarely exceed 3, Eldar or Daemons rarely exceed 5.

•All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.

•Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.

•Psyker squads are cleared up. One model counts as using the power.

•Any psyker can attempt to stop a power, works on a 5+ so long as the defender is not in a vehicle and within 24?

•Vehicles

•No vehicles can go up levels in a building anymore, even walkers.

•Terrain checks for every piece of terrain moved through.

•Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.

•“Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo!

•Super heavies: -3 on the damage table.

•weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.

•Immobilized 2 times = dead.

•Explodes is now d6? radius. All units in range, or that were embarked roll a d6 for as many models as were hit. On a 6, the unit takes a critical hit. Exploded vehicles leave no debris behind.

•wrecks are a 5+, difficult, dangerous

•hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.

•skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.

•Sqaudrons: any stunned, shaken, immobilized result ignored on a 5+ with +1 for each vehicle in the squadron. If test is failed, each vehicle in the squadron suffers the result.

•smoke=5+ cover

•dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop

•repair rules got WAY better: on a 5+, repairing model removes a shaken, stunned, immobile or weapon destroyed result. Or, can boost the vehicle with the same role to add a level of multi-targeting! Techmairnes and Techpriests just got waaaaay cooler.


Wow I hear you cry, well take some of it with a pinch but I am guessing that most of the above will be implemented in some way. let me know what you think.
 
Hello to one and all. Taban are releasing more fig's fot the post apocalypse game EDEN. Eden I have to say looks really good, a nice diceless system that I hope keeps growing.
The figures are up and coming at around the middel of this month (feb 2012)
I am quite impressed by what they are producing so have added a few to the miniatures on parade tab above.
 
Well, I'm a sucker for goblins. love the little green bastards, and over the years there has been some awesome goblin figures. I'm not talking about these D&D or LOTR goblins. I mean real goblins. bright green, kinda stupid, love to play with explosives or guns that make big noises. we're talkin 40k style goblins. And none (at the moment) seem to do it better than Malifaux with their outcast range. Let me know your thoughts on the goblins. oh and not to forget a game called Freebooters Fate I will come to that another day as we all like pirates so can it get better than pirate goblins??? I think not.
 
I came accross this on my tinternet travels, not sure about it to much, and not even to sure on the scale, but it looks kinda interesting. any input on this would be great guys. Anyone play it ?
 
yes, yes...... by demand I have found out how to creat a basic forum, my age and poor computing skills did not hold me back this time. so please guys lets make the figures look good and join the forum. keep in touch and I promise to bombard you with tabletop gaming news from all over the world.


Also take alook see at this cool space ship for Firestorm Armada. Which is on its way to me. (the rule book for it , not the miniature) I used to love Battlefleet Gothic by our old GW so I'm really looking forward to playing this, the ships are also very big resin pieces so fingers crossed this is gonna be awesome.



 
I was most fortunate to have an email interview with the gentleman who createrd Pulp-city Heroes, the Skirmish superhero game which I am enjoying playing and collecting at the moment. so big thanks to Maciej Zylewicz.

Please vist their website @ www.pulp-city.com

how long have you guys now been up and running ?

I started working on the game roughly 5 years ago, first stuff was announced online 4 years ago and we opened up the sales 3,5 years ago.





how did you start out ? was it very small scale or did you come from other larger projects?



It started and pretty much still is a hobby project. From the very beginning it was just me, now I have one formally employed co-worker and an amazing team of consultants, designers and friends who help me out with the game.

The initial idea was to provided top concepts turned into miniatures sculpted by professionals. Initially we were super tight on budget as the miniature games do not have fast or instant returns.

Over the years I pressed on to warrant the highest artistic quality of the sculpts and the presentation and you can probably see that each next wave is usually better than the previous one ( I guess it is like with the musicians, they tend to like the last album best).



also why super heroes ? was it from a love of super heroes or was it just because you had noticed a gap in the market?



There is as gap in the market. There are very few well sculpted super-heroes on the market. But it is a niche within a niche. While the comic-book tag attracts some Customers, it shuts the door in front of the others.

I am a huge comic book fan. I love retro 50's stuff as well as the modern day series. Pulp City had been walking both worlds, taking a bit from the Golden&Silver eras and from the modern, where spandex isn't an obligatory item.



how long did play testing take? did you always use cards to represent the characters or did you toy about with other things like army lists ?



Playtesting is a process. Coming up with the core rules is 10% of the success, maintaining interesting rules for Supremes is the ongoing process.

Every game lives a certain life-cycle, after which it has to fine-tune itself because 100 models = 100 little rules sets and they have to work together!

I am a big believer of the "ockhamization" - cutting out irrelevancies from the game rules to allow the players to focus on the core of the experience: strategy and fun!



How hard was it to get a foot hold in a market that seems dominated by bigger model companies ?



Yes, it is. For big companies, direct productions costs are the biggest challenger (hence striving to switch to plastic or cheaper alternatives to pewter), for smaller companies it is the creation costs (as they are exactly the same as for the giants, but they are spread over fewer copies of each model sold).

Please mind most of the small companies assume the break-even policy as they are run by people with dayjobs etc.



and finally where do you see pulp city going ? would you ever move onto plastic miniatures or even smaller scale resin models?



Not at this point. Pewter is the part of the appeal and part of the magic of the hobby - it is as old-school as it gets.





a year from now what do you see pulp city looking like? are there anymore factions or super teams on the horizon?



I see a much higher model count then in 2011. We got some amazing things down the line, so it is worth waiting.

First on the agenda is to complete all current subfactions. So you may expect likes of VH or Papa Zombie.

Then... we may have a small surprise for all the Pulp City citizens!



thank you for your time.


Thanks!
Maciej Zylewicz (morf)


 
Ok I promised a review of infinity the wonderful sci-fi game that is doing very well at the moment. I have ordered the rulebook and a collection of 2 factions to use, all of which have turned up and at the moment I am going through the motions of reading and gluing etc.

 

I have (as I usually do) been a little side tracked over the past 48 hours with a game I stumbled upon, and now think it deserves a mention. And since I have brought  (ordered) a starter box on the strength of a 20 minute tour of there site, I want to run you guys what little I know about it in the hope of giving it some coverage, as everyone I’ve spoken too has never heard of it.

The game in question is by a French company called Taban and the game in question is called EDEN.

Again we are talking cards and characteristics, both look good and much fun. I have been driven toward the Clown gang called the jokers and have brought their starter pack to have a look into it. The setting seems very post apocalypse almost MADMAX style game, but with slightly larger than normal figures about 36mm. (some upto 80mm)  there seems to be the now standard action / order points and I have been told the system plays very similar to Freebooters fate game, (which I haven’t played) which I hear is very fun with, hit locations, head, torso and arms etc. Unlike other games you have mission cards and tactical cards which from what I can see describe mission parameters do’s and don’ts and victory conditions. If this is true it might mean each faction / opponent can come to the table with there own set of mission cards and place them in such a way that there should be loads of combinations of game play. But…. Watch this space….. some more.

 
Picture
So here it is first game under my belt. And first off it all looks very good. I ordered about £200 worth of stuff for this game including scenery, rulebook etc.
The figures turned up in sets of 2 - 4 models in not blisters but boxes, all well illustrated and looking good in a nice matt/ gloss finish. the models all come with stat cards again looking fine well finished no problems at all. Finally the pewter models all seem well formed very little if any flash and simple mold lines. excellent.
    The rulebook is hard back colour illustrated and nicely finished with comic style pictures.
 I used a 4X4 board to play my first game on  using warhammer 40k city section scenry, about 4 large buildings and 1 small.

The game play'd very well, we started off with 3 (me and my 2 friends) players each with a duo (thats 2 figures each!!) The play to begin with was slow. in an activation of 1 model, doing 2 combined actions or some exclusive, slow, single action.  the turn then passes to the next player until a pool of action points are spent. There is a limit on how many actions each model can take in any 1 turn. lower level characters having a  4-5 point allowance, but you can activate a character more than once in a game turn. one of my opponents did feel a little limited by his low level character, he was wanting his character to drop from a building ledge, move into close range and execute an attack, which was more actions in 1 round than his was allowed. This did seem a little frustrating but I could see as some of the characters being used were of greater level that  if these guys had more freedom they would start to over dominate the game.

Overall the game played well. each character is like a mini RPG character with a good set of statistics and skills but also exclusive powers, shooting attacks auras and deffeensive abilities. This led to us taking along time to play even with just 2 characters each, I enjoyed this level of complexity but as I owned the game I had the priviledge of having more understanding of skill sets. It also became apparent that some characters worked really well together, but apart, they were absolutely useless, as I found out! I let my 2 friends choose their characters first, (to be fair) , then I chose after. I decided to choose a character I liked the look of, a cool vampire guy who has 2 sets of cards, 1 day time and 1 night time, this seemed a really nice touch. 1 of my opponents also picked an undead banshee style character but sadly when I matched up with my vampire against him I soon realised that all of my exclusive special powers only worked against LIVING characters. (so not chatacters with living dead,construct or mechanical skill) so I ended up in a fist fight for 3 rounds. This was again frustrating but as we only used 2 characters each, obviously with a normal sized game of 4-5 models + each this would not happen so offten and be so limiting.

Conculsion:  An excellent game really fun. the mechanics are simple, just opposed rolls of D6 + abilities Vs. opponents D6 + abilities, the difference is the damage or efffect.
the models are good, very simple but good. they do the job and are not cluttered with unnecessary objects. The feel, at least first off, is that because each character seems like a mini RPG character there is alot going on there, alot to remember, alot of coins and markers floating around the table. But I think give it a few goes with the same charatcers or factions and this would rectify itself.

Presentaion: 8/10
Mood & feel: 9/10
Complexity: 8/10
Miniatures: 6/10
Fun:               8/10
 Overall:       7/10




All in all an excellent game. But not quite what I want as my Rackham Confrontaion world consuming game.
 
Hello all,
Well After some long late night dedication to the internet. (no..no.. it's all above board!!)
I have decided on the first 2 games to be reviewed by me on the quest for the ultimate tabletop game.
First off is not so daring, it is INFINITY the sci-fi skirmish game. this is also the game that has the 1st miniature I have rated on miniatures on parade. I have been recomended it many times by many people so in i jump. I have ordered from my local games company 2 starter sets with a few extras, and a rules book. all of which I will get back to you with soon.

secondly is a little out field. I will be looking at PULP-CITY. an odd chice as it is a game I have asked many friends about over the times and they have all said oh yeah the super-hero game I heard thats really good; Have you play'd it I'd ask ? No. do you know anybody who has ? errr.. No. and so it goes on. a game everyone talks about but never plays.
Oddly I spent about £200 on ths game rules figures the lot and never played it. So I have ordered a few more bits and some replacement cards I've misplaced and this will be my second game of choice.
Stay tuned