Scream Aim Fire: WW2 Wargaming Rules (2018)
Tempo de Jogo: 0
Idade Mín.: 0
Jogadores: 2
Editora: (Self-Published), CreateSpace
Designers: Jamie Kirkpatrick
Artistas: Desconhecido
Mecânicas: Measurement Movement, Dice Rolling
Idade Mín.: 0
Jogadores: 2
Editora: (Self-Published), CreateSpace
Designers: Jamie Kirkpatrick
Artistas: Desconhecido
Mecânicas: Measurement Movement, Dice Rolling
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Scream Aim Fire is a set of miniatures wargame rules for the Second World War.
Before play, a deck is created with a card for each vehicle or squad of infantry. In each turn, cards are drawn, one at a time, to determine which unit attempts to activate next. A unit that fails to active has to take a shock and awe test to avoid being eliminated! A unit that does successfully activate, or one that fails but survives the shock and awe test, gets three dice to divide between movement, loading, and firing. Fire is resolved by a mixture of dice rolls and chit draws.
In the interests of a quick and simple game, differentiation between different unit types is minimal: all tanks are the same, for example.
Before play, a deck is created with a card for each vehicle or squad of infantry. In each turn, cards are drawn, one at a time, to determine which unit attempts to activate next. A unit that fails to active has to take a shock and awe test to avoid being eliminated! A unit that does successfully activate, or one that fails but survives the shock and awe test, gets three dice to divide between movement, loading, and firing. Fire is resolved by a mixture of dice rolls and chit draws.
In the interests of a quick and simple game, differentiation between different unit types is minimal: all tanks are the same, for example.
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ag.gameitem.lastUpdated: 2025-05-04 22:51:19.53