Friday, 21 June 2019

Dino Safari - The Rules

Club games at wargame shows are tricky things and the most successful require a considerable amount of effort. This could be because there is an emphasis on creating spectacular terrain or displaying beautifully painted figures. I've been to many shows now and seen really super tables. Some are fantastically original whilst others are based on well known conflicts but just look spectacular.

Just one example, this Darkest Africa game at Broadside in 2015 has really superb terrain. I'd love to see this table up close again to get ideas for making realistic jungle!

Games can fall into different categories. Typically games are either demonstration or participation. The difference being that visitors to the show are encouraged to watch the former but get involved in the gameplay with the latter. Sometimes, clubs put on games that don't actually involve anybody playing and simply represent a large diorama.

My preference is to focus on creating a good participation game. Although sometimes, this can become a demonstration game if nobody actually wants to play! With demonstration games, clubs can rely on existing rulesets (even if they are homemade). There is no need to teach anybody how to play (although this can certainly happen). The club members know the rules and the game can progress at a good clip.

Participation games can certainly use existing rulesets and many excellent club games do just that. But I tend to find that it is better to 'simplify' things for games held at shows where participants may be younger or otherwise not experienced with playing wargames. By simplify I mean use a cut down version of the rules to reduce the need for too much looking up. Playing a game that runs along at a reasonable pace helps to keep everybody engaged, especially when multiple players are involved.

Friday Night Fire Fight Club typically attend three shows each year. These include Cavalier in February, Broadside in June and SELWG in October. Our strategy is to try and put on participation games that are either completely original or put a new twist on an existing ruleset or conflict.

Examples of FNFFC games include our take on Rorke's Drift played using SAGA at Cavalier in 2016Dr. Who at Broadside in 2014 and Vikings against Zombies at SELWG in 2015.

So this rambling preamble brings us on to Broadside 2019 and our game of Dino Safari.

I've already tried to cover the miniatures that feature in the game with some discussion of terrain, but thought that it may also be useful to discuss the rules.

My main design goal was to base the core rules on an established ruleset, but modify the rules to keep the game flowing when several participants are playing.

One of my favourite game systems is Congo and this provided the basis for my rules. I used Congo's stick based range system (for LOS, movement and shooting), the same dice mechanic (d6, d8 and d10 dice to represent worse/better chances of success), similar melee mechanics and very similar terrain mechanics (modified to account for larger figures such as dinosaurs).

The two major changes were to have a simplified activation system (based on a randomised card draw) and to remove the stress mechanic (too many small tokens on the table can bog a participation game down). Players also had only a limited number of figures. This ensured that players could join in with a high risk of being eaten quickly (!) That is, players needn't be too concerned that they would get trapped with the game for too long (hey, people have figure shopping to do you know)!

I also added some extra mechanics that were influenced by rulesets such as Dinomight (spotting rule to allow dinosaurs to ambush and explorers to hide) and Tusk (fire as a hazard). I also borrowed an idea from an old DWMG Weeping Angels scenario for hidden movement of T. rex (using multiple bases only one of which is the real dinosaur).

In truth, nobody hid during our game at Broadside and the predatory dinosaurs didn't attempt to ambush so nobody needed to use the spotting test. Although some fires did eventually appear, these were quite late in the game and so didn't have a significant impact. Still, I'm glad these features were available.

I created mechanics to allow figures to ride in the truck and control the mole. Since the game was centred around an erupting volcano, there was a mechanic to allow the volcano to gradually get more active. Lost World themed special event cards were also created to spice up each turn.

Despite my aim for simplicity there was still a lot going on and the game required some careful organisation. I'm hoping we will be able to run the game at another show in the near future. The main changes I would make are to designate a club member to be responsible for the herbivore dinosaurs and to have the storage boxes better organised under the table (there's a need to add and remove things to the table as the game progresses).

If anybody is interested in seeing the rules (remembering they are intended to be used as a club run participation game), let me know and I can send a pdf.

Thursday, 20 June 2019

New Blog Page with Links to Resources for Gaming in Darkest Africa

I was searching through some of my back issues of various wargaming mags to hunt down an article for somebody and decided I needed to better organise things. So I've put together a new page on my blog that details links to various resources for gaming in Darkest Africa.

It's meant to be a resource for me, but I thought it might also be useful for others. There are still other bits that I want to add (e.g. figure and terrain manufacturers), but it summarises lots of useful articles and scenarios. I've deliberately not added battle reports (there are lots!), but may do so at a later date.

Friday, 14 June 2019

Dino Safari - Figures and Terrain

A few folks have asked about the figures, terrain and rules that were used in the Dino Safari Game. So I thought I'd post a quick update with a few more details.

Most of the figures (including the raptors) are either Copplestone (via Northstar or Foundry), Artisan or Pulp (both again via Northstar). The German U-Boat figures were painted by my friend Dan. The captain was from Artisan, but the crew are from Tsuba Miniatures. The sailors are listed under the red sailors section as they are meant to represent the mutinous reichsmarines in 1919. Work perfectly as our pulp submarine crew though.

The dinosaurs come from a range of sources. I was lucky enough to find this box in a charity shop from which I sourced Triceratops and Iguanodon.

I also picked up a few more of the same Triceratops models off eBay. One or two of the larger sauropods are Schleich, whilst the dead ceratopsian (supposed to be a Triceratops but different colour scheme) is from Collecta (they do dead Stegosaurus and T. rex as well). This had the in game effect of creating a distraction for predators.

Tamyia make some nice model dinosaurs, but unfortunately they are the wrong scale. The Mesozoic Creatures included juvenile T. rex, juvenile Parasaurolophus and a few other smaller dinosaurs though so proved very useful. I used the crocodile as an immature Deinosuchus. He proved useful in terrorising the Germans - who deserved it since they were terrorising everybody else!

The remainder of the dinosaurs were sourced relatively cheaply from eBay. I think some may have been from Papo. I now have quite a collection!

Some of the dinosaurs were completely repainted, some were touched up a bit and some were left untouched. The only real problem is the pvc that some of them are made from. The material doesn't take varnish very well meaning the varnish doesn't cure properly and the model remains sticky. None of the pvc models were therefore varnished and unfortunately had a slight shine to them. But to be honest, barely noticeable. I tried to keep the theme to Cretaceous dinosaurs, but some of the larger sauropods are really Jurassic.

All of the pine trees were railway models, based to match the rest of the terrain. I made my area terrain from polystyrene pizza bases. Easy to cut to shape and quite thin. Looked the part when covered in sand, painted with a few small plants added for effect. All of the remaining plants were sourced from eBay. The cycads and palms were touched up with a wash and light highlight, based to match the terrain and given a matt varnish spray to remove any shine.

I've mentioned the volcano before. It consisted of a paper mâché model from hobbycraft that I added a broader base to and painted to match my other terrain.

I thought it would be fun to bombard everybody with lava bombs and was lucky to find some 'space rocks' in a pet shop. Painted up with a little stuffing material added and they do the job!

The objectives consisted of resin crystals (Wargames Terrain Workshop), fossils (both models and real fossils copied using blue stuff), resin oil drums from Anyscale (via their eBay shop) and some dinosaur skulls that are branded Toobs (I think).

To keep the theme going, I also made my own dice tray using some animal effect felt, a paint tray and blue foam. Having made it I wish now that I had included some fossils in the outer rocks, but I was a bit rushed. Next time!

Small dragonflies were made using a paper punch, painted and added to small strands of wire for a flying effect or glued to logs. These are bit difficult to see in the game shots, but here they are on the paint table.

The truck was a repainted die cast toy off eBay. The mole is the Emerging Tunneler sold by Ironclad. Rubber dingies are from AnyScale and the cage is sold by Sarissa. I embellished the cage with a few movie posters (these were downloaded, resized and weathered).

We also used a few 3D printed pieces. All done by Dave C. at the club. There were trilobites on the beach and a couple of pith helmets in the explorers camp. The paper maps were downloaded, resized and weathered. To create the folded effect, they were first soaked in water. They retain their shape once dry.

Dave also made some snazzy vp tokens by laser cutting coloured resin (no photo of these I'm afraid). All figure movement and shooting ranges etc followed similar rules as Congo. Dave H at the club made movement sticks in sizes of S, M and L.

Lastly, you may notice that there are a number of small twigs added to various terrain pieces and figure bases. Small twigs from coniferous trees have markings where the needles attach that make them resemble prehistoric trunks. I also had a few twigs with small stems that resemble fallen pine trees and a few pale twigs that look like driftwood. The rest of the club thought I had lost it when I produced three small tubs each with a different type of twig! To wind them up I then sprinkled a little scatter material over the game mat before adding individual fern leaves (created using a hole punch from Green Stuff World) to the mat with a paintbrush... Just a few leaves really helps to make the mat blend in with the area terrain pieces.

The mat is the zulu mat (the one without the river and custom printed without the track) available from TinyWargames. Of course, it needed a good shake out after the game!

Thursday, 13 June 2019

Dino Safari at Broadside 2019

After several months of fevered terrain building and figure painting the day finally came and we introduced the world (well, the intrepid explorers braving this year's Broadside) to Dino Safari!

The day started off with some careful packing...

Followed by an even more careful drive to Sittingbourne...

Happily, everything arrived in one piece and at 1 minute past ten we were ready to face the crowds!

I was originally tasked to do the game last year, whilst helping out at SELWG. I gave the working title of Trophy Hunting in the Lost Valley, but over the months this evolved to the more manageable Dino Safari. The basic design aim was to create a fun participation game that includes numerous factions that each have different objectives. The factions were intended to be controlled either by club members or show participants. Since people tend to like to try a game but not be stuck with it for the whole day, I also wanted the factions to be reasonably short lived. There was a T. rex on the loose after all!

To keep things interesting, each faction was awarded victory points for achieving objectives and I made a simple leaderboard that was attached to one side of the table ('The Eaten' in the above photo). I was also keen to include characters from various classic pulp dinosaur films/books.

 We have the intrepid explorers of the Lost World who were searching for fossils...

The Big Game Hunter and Shooting Party...

And yes, there were rules that allowed them to drive the truck. How else would they capture the T. rex calf and get it back to the cage?!

The dastardly German U-Boat Captain and Crew who needed to collect oil from tar-pits and return it to the beach to refine and refuel the sub (!)

The Cavemen Chief and his Tribe who were hunting for fresh meat...

Last but not least, there was also a famous Geologist and two Spear-Armed Adventurers. Sadly, Prof. Blushing was trampled by a stampeding Parasaurolophus and failed to make it onto celluloid. So here's one I prepared earlier...

I was keen to make the terrain work as a dynamic part of the game. So, each terrain area was defined by the type of objects that were placed on it. Vegetated terrain included trees, cycads, ferns and other low lying vegetation. The various herbivore dinosaurs ate different types of vegetation and once all the plants on a terrain area was eaten, the terrain remained, but no longer blocked line of site. The idea was to make the table open up as the game progressed (depending on how hungry the dinosaurs were!). We did reset the vegetation when things got too sparse.

There was also a carefully placed piece of blocking terrain in the middle of the game area (hem!). This was of course the volcano, that rumbled progressively louder as the day progressed culminating in a rather large plume of ash that spat out lava bombs at anybody (adventurer or dinosaur) in range.

In the end the rotten Germans just pipped the Cavemen in VP. Although to be fair, the Cavemen withdrew back to their caves with their lives (and lunch) intact, whilst the Germans had some problems on the beach with a rather annoyed theropod....

The rules were inspired by Studio Tomahawks Congo, with a little bit of Dinomight thrown in for good measure. Player turns were based on a random card draw, with a special effects card each turn.

Overall I was pleased with how the game played and especially pleased that it was so well received, particularly by one or two younger adventurers. Unfortunately I was so busy with the game that I didn't get chance to look at anything else and so I don't have photos of any of the other excellent tables. I guess that being so busy also saved me some money, since I also didn't get chance to buy anything!

A very big thanks to Friday Night Fire Fight Club for helping with the game and to everybody who came along to either watch, play or with kind words.


Thursday, 6 June 2019

Broadside 2019

This Sunday Friday Night Fire Fight Club will be attending Broadside, the annual wargaming show organised by Milton Hundred's Wargame Club at Sittingbourne, Kent.

I put myself forward as the club's token John Hammond to come up with a participation game based on a lost world of dinosaurs (and a few cavemen)! Are you brave enough to come along on our Dino Safari?! But beware, T. rex won't have had his breakfast and it's not just the volcano that will be rumbling...

We're at stand G9, so come along and say hello!

Characters from some well known vintage films are likely to make an appearance.

Tuesday, 9 April 2019

Saga Age of Magic Review

Updating a firmly established ruleset can be fraught with difficulties. At the club many of us have pretty much abandoned X-Wing, Kings of War and Bolt Action after they jumped to v.2. It's difficult because often a group of people will invest in the same game, but when the game has a major version change not everybody may be prepared to upgrade. So there can be quite a bit of fragmentation amongst the available players.

Studio Tomahawk's SAGA v.1 was a game that was very widely adopted at the club. Almost everybody had it and the game was a firm favourite being played on a very regular basis.

And then came v.2. A few of us upgraded quickly, but a few folks didn't see the need. Fragmentation. Personally I believe the v.2 rules do improve on the original ruleset and help to iron out some of the inconsistencies that can affect any game. I've bought the new Viking supplement and have the upgrade pack for Aetius and Arthur (now called Age of Invasions). I won't be re-buying Crescent and Cross (Age of Crusades) though.

One of the big selling points of SAGA v.2 was the promise of different Universes. The existing supplements represent three such Universes. Games are intended to be played within a Universe. It is possible to play between Universes (e.g. Vikings against Picts), but Studio Tomahawk has warned that such games may not be balanced and there may be unexpected interactions between abilities and battle boards.

The fact that different Universes are contained in their own books also means that there can be a single rulebook for the whole game that won't become out of date as new Universes are published.

Studio Tomahawk has also released a scenario book (Book of Battles) that provides a range of generic scenarios that can be played across different Universes. Both the SAGA rulebook and Book of Battles are paperback and relatively inexpensive. Universe books are hardback and cost quite a bit more (AoM is approx. £30 at the time of writing).

Age of Magic (AoM) is a new Universe for SAGA v.2. The book isn't yet widely available but can be pre-ordered at Gripping Beast. I was lucky to collect mine at Salute on Saturday.

Each Universe book follows a similar design and they are all very nicely illustrated throughout with high quality photos of various figures and terrain. The AoM is a little different in that it introduces some significant changes to the basic rules and these will require a little explanation.

The basic premise of AoM is to allow SAGA to be used in a Fantasy setting. To be honest some battle board abilities in the more historical Universes can already be somewhat fantastical, but that's a discussion for another day! Of course, fantasy SAGA probably means that we will also see SciFi SAGA at some point as well. Who knows, we may also get a Pulp SAGA.

But rather than limit players to specific traditional fantasy factions (e.g. dwarves or elves), AoM has generic factions that can be used to suit the warband that you wish to field. There are six different factions: The Great Kingdoms, The Lords of the Wild, The Undead Legions, The Horde, The Otherworld and The Masters of the Undereath.

If you wish to play a warband that is composed of vampires and skeletons, then The Undead Legions is an obvious faction to use. But what about say dwarves. Well, you could decide to base these around The Great Kingdoms where their cultural and technological abilities may be the main flavour of the faction. Or you could choose The Masters of the Underearth with abilities that focus on a life lived underground. Really, the choice is yours and this makes the AoM very appealing.

It's also worth stating that Studio Tomahawk encourage the use of any figures that you have in your collection. There will not be an 'official' range that you need to stick to in order for your warband to be 'legal' with respect to the rules. Companies will no doubt start releasing figures for AoM, indeed Gripping Beast have already released undead miniatures for The Undead Legions, but you don't have to use them. I'm sure I'll end up buying new figures, but I have a mountain of zombies and skeletons from my days playing Warhammer and I've already started putting together a standard eight point warband.

This warband includes the following units:
Necromancer (Warlord)
8 Hearthguard (from the Oldhammer Nightmare Legion boxset) - 2pts
10 Skeleton Warriors - 1.5pts
10 Skeleton Warriors - 1.5pts
20 Mindless - 1pt
2 Giant Bats (flyers) - 1pt
2 Werewolves (quadrupeds) - 1pt
1 Skull Thrower (static War Machine) - purchased by discarding 4 warriors

Eight points? Well, the new rules introduce new troop types and magic. Both of which require points to be spent, so a slight increase in the basic six point game is needed.

As well as the now familiar hearthguard, warriors and levy; AoM introduces Sorcerers, Lieutenants, Creatures, Monsters and War Machines.

Lieutenants are hero characters (similar to the warlord) that have their own characteristics and also a faction specific special rule. For example in The Undead Legions, the lieutenant is a Black Knight that can take a fatigue instead of another hero. So if the warlord used resilience to cancel a wound, the fatigue could instead be put on the Black Knight. Lieutenants are not purchased using points. Instead they are 'purchased' by discarding either 1 Creature, 2 Hearthguard, 4 Warriors or 6 Levy. Lieutenants may also be mounted. Details are provided in a handy table that is specific to each Faction.

Creatures represent figures that are generally larger and more imposing than a normal human, but still able to follow orders. This latter point is important as we shall see later. It basically means that they can take advantage of advanced Saga abilities on the battle board. Creatures are formed into units of 2 to 6 figures and can be either Bipeds, Quadrupeds or Flyers. Seasoned SAGA players will remember that a point buys either 4 hearthguard, 8 warriors or 12 levy. In AoM a point can also buy 2 creatures. So each Creature is effectively worth half a point. But there's more. An extra creature can also be purchased by discarding half a point's worth of other figures: either 2 hearthguard, 4 warriors or 6 levy. But there is an important restriction here that is tucked away in a box on page 15 of the book.

"it is forbidden to recruit a unit by removing a mix of several troop types"

This is an important rule to remember. If you want four Creatures in a single unit, you can only acquire them by (1) spending points, (2) discarding figures of the same type or (3) a combination of (1) and (2).

In SAGA v.2, standard troops have an exhaustion limit of three. So once a unit takes three fatigues, they must rest before the unit can be activated to Move, Shoot or Charge. But in AoM some units such as Creatures have a new rule called Imposing. This increases their exhaustion level from 3 to 4.

What would a fantasy game be without Monsters?! Well, in AoM there are three different types of Monster available: Behemoths (most aggressive), Titans (slow but better armoured) and Scourges (flyers). Each Monster forms a single unit and can be recruited by a warband for just 1 point! But not all factions are equal and the number of Monsters that can be recruited will depend on the faction that you choose to play.

So Monsters are big and tough. Behemoths have an Aggression rating of 14 (!), whilst Titans have a Resilience of 2 (meaning 2 wounds can be ignored for each fatigue taken). Like Creatures, Monsters are also Imposing meaning that they only become exhausted once they have taken four fatigues.

But, Monsters also have a new rule called Primitive. This means that they do not obey orders as well as other troop types. In game terms, a unit that is Primitive cannot use any of the advanced Saga abilities that can otherwise be used to activate a unit or enhance their melee or shooting. Monsters are tough, but they aren't overpowered and with a bit of thought, they can be overcome.

War Machines have previously made an appearance in other Universes (e.g. Age of Invasions), but in AoM there are now three different types to choose from: Static (e.g. stone thrower), Mobile (e.g. chariot) or Flying (e.g. a dwarf gyro-copter). Not all factions can recruit a War Machine and even those that do don't spend any points. At least not directly. In a similar way to Creatures, War Machines can be purchased by discarding other figures. But this time only 4 warriors or 6 levy may be discarded. As far as I can tell, this is the only way that a War Machine may be purchased.

The new troop types and different ways of purchasing them means that building an AoM war band will initially take a bit more effort than SAGA players are perhaps used to.

The final new troop is the Sorcerer. Sorcerers cost 1 point and are organised like heroes as a unit consisting of a single figure. Some Sorcerers can be mounted. But perhaps most importantly, Sorccerers can use Magic.

Studio Tomahawk has clearly put a lot of thought into the use of Magic in SAGA. There are six different realms of magic, each of which includes six different spells. Spells are fully described in The Grimoire found towards the back of the AoM book. Sorcerers from each Faction have access to two specific realms, but can only choose a maximum of three spells. Some Factions can recruit more than one Sorcerer, but if they do the same spell cannot be taken by different Sorcerers within the same warband.

Magic is handled in a way that fits in with the general feel of SAGA and introduces new dice. Like standard SAGA Dice, Magic Dice have symbols that represent common (1-3), uncommon (4-5) and rare (6). Each warband has a Magic Pool that determines the number of Magic Dice that are generated each turn. But unlike standard SAGA Dice, Magic Dice are not rolled at the start of the turn. Instead, they are rolled when-ever a Sorcerer wishes to cast a spell. Casting a spell is not an Activation, so a standard SAGA Dice isn't required to activate the Sorcerer that wishes to cast a spell.

To cast a spell, the Sorcerer rolls up to four of the available Magic Dice and consults the chosen spell. Each spell has three effects that increase in power. These are defined as Minimum, Optimum and Maximum. The most powerful effects being more difficult to achieve. For example, some effects require only a single Magic Dice with a blank symbol (meaning any die will suffice), whilst the most powerful effects may require a rare or even a rare and uncommon.

Why isn't the most powerful effect called Optimum? After all, players will want to cause as much carnage as possible. But casting spells may have unexpected results. A Sorcerer that uses the Maximum  power of a spell risks abusing his power and disappearing in a thundering detonation! A Sorcerer that does use the Maximum effect must roll 2d6 on the Abuse of Power Table. High or low scores will end badly... A player can choose how to spend their Magic Dice to avoid this unfortunate side-effect. In other words they can play it safe and select the Minimum effect, even if the Magic Dice could be used for the Maximum Effect.

Like other Universe books, AoM provides an overview of each faction. This details the troop types that are available, general rules for the faction (such as number of War Machines available etc) and Special Rules. One important Special Rule affects levy in The Undead Legions. With this faction levy are called Mindless and cost 1 point for 20 figures. The minimum size for a unit is 12 and the maximum is 24. However, unlike the levy in other Factions, undead Mindless can't be discarded to obtain other troops. Note that this latter rule is missing from the rulebook, but will be corrected in the FAQ.

All factions have a new terrain type available to them: Sacred Ground. This terrain is a small, high and impassable area that has special rules depending on the faction. For example, The Great Kingdoms Faction has a Memorial that allows the warband to re-roll (for free) a SAGA die during the Orders Phase - so long as a unit of eight or more figures is within VS and there are no enemy units within S.

Each faction also has Legendary Units and Legendary Warbands. Legendary Units are a little like the more familiar Mercenaries.  They cost a certain number of points (or require upgrade/downgrade of another unit) and have special rules associated with them. For example, The Lords of the Wild can recruit four Shapeshifters for 1 point.

The Legendary Warbands look very interesting. These represent two different variations of each faction with unique rules that define how the warband can be assembled. For example, The Horde can deploy Morrow Island. This is a warband that consists only of Monsters that includes a Monster
as a Warlord - Gulp! By discarding a Magic Die, the Monster Warlord can select other Monster units within L to temporarily remove the Primitive special rule. Nasty.

I would definitely like to see more Legendary Units and Legendary Warbands being developed. They can add new ways to play without publishing whole new factions.

Finally, there is a new Quick Reference sheet that summarises most of the new rules introduced in AoM. This doesn't replace the standard QR sheet, but will be very useful in games.

There are no new scenarios in AoM. Since we have the Book of Battles this isn't really unexpected, but some fantasy scenarios that make the most of the setting would have been fun. There are also no War Banners or Relics & Artifacts. Both are included in the Vikings Universe and would have been great additions to AoM. Perhaps they proved too difficult to balance.

So there we have it. AoM looks like a great addition to SAGA and will I'm sure encourage more folks to finally make the jump to SAGA v.2. Very much looking forwards to getting my first game in!

Loot from Salute

We once again visited the ginormous extravaganza that is Salute. Unfortunately, my phone was on the blink and since I was giving folks a lift I couldn't risk the battery going - so no photos of the show I'm afraid...

A couple of observations though. Getting in was pretty painless with the online tickets. We arrived just after ten and there were no queues. Lighting is normally awful at Salute, but this year it was perhaps a tad better than last? I still needed my glasses for things that I should be able to see well in normal light though, so it still wasn't ideal. Less people than I remember in previous years? Fewer really large games (although the Boudicca games looked pretty good).

I spent most of the day carefully scrutinising the various traders for bits and bobs that I didn't know I needed till I spotted them (hem)!

All said and done, we had a great time at the show and look forward to going next year.

Anyways, here's the loot shot.

- Saga Age of Magic supplement with dice and spell cards

- A new necromancer and some suitably rotten undead shields for my AoM faction

- Cavemen from Northstar (a faction in the Dino Safari game I'm putting on a Broadside)

- Various small dinosaurs from Northstar

- Some Ghost Archipelago treasure tokens (I don't really play GA, but thought they would be useful for Congo)

- Various African wild animals (you can never have too many for games set in Africa!)

- Savage Core rulebook

- Various cards and supplements for Pulp Alley

- Various bits of jungle ruins terrain for Congo and PA, and a druids temple that will be useful in Age of Magic

- Finally, some new brushes. I find that my GW base brushes wear out very quickly so trying something new

There we have it. Oh, one last thing. When I got home I found a golden ticket in my Salute bag! Since we were collecting lots of pre-orders, we rushed around to grab stuff so it could be safely stashed back in the car. Unfortunately this meant I didn't find the golden ticket till I got home... Happily the guys at Salute have said I can still claim the prize - Fifty big ones!

A very good day indeed!