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After fixing up a couple of cars, and digging out a few old bikers and their bigger buggy brother, it was time to try out the rules and make sure this was going to be a game that we would enjoy playing.

Test games are good to get an idea of the basic rules of a game and, in this case especially, it helped to get to grips with the car creation templates too. In this test game trying out the movement and shooting rules were my main plan.

It was, in that case, a success. Although I made some rookie mistakes. You would think, that in a game that uses a set template for movement, it would be easy to predict where you will end up at the end of a turn. It is, but then you have to move out of that position,where you may have had a great line of sight to the enemy, but now are pointed at a brick wall or rough ground that cannot be easily avoided.

The other real test for any game in the shed is to see if I have sufficient quantities of the ‘right’ sort of scenery. In this case, I think I should do ok… To start with anyway. A simple town track with a few buildings and plenty of lampposts to trouble my movement attempts.

That said, when avoiding lamp posts I should remember to look out for any fences and other scenery that could make me come a cropper…
That’s a nice game set-up there, Mr. S! 🙂 Looks good to me! I’m getting the impression that scenery items are less for providing cover and more for providing immovable objects that you’d like to avoid crashing into! Cool!
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Scenery is less about cover and line of sight blocking and more about lining a track or roadway with things that force speed changes and cars to manoeuvre. As most cars follow the same path they are often either in front and a target or behind and shooting at the car in front. I often leave rat runs through the terrain for cars to take alternate paths so as to reduce the predictability of the ‘track’ layout. Often with things that make these alternate paths more challenging. Pile of bricks or oil slick anyone?
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Looking good
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Cheers
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