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The latest news and releases from 2 Hour Wargames, 2 Hour RPGs and 2 Hour Sports.Chris Dhttp://www.blogger.com/profile/14456635589975818464noreply@blogger.comBlogger953125
Updated: 13 hours 52 min ago

The Big I - ATZ Evo Scenario Book now available!

Fri, 09/21/2018 - 21:49


Two more Battle Boards and ten new Counters.Twelve “use them as you want” Encounters to help you build your Story.Sixteen linked Encounters that tell you what’s going on in the Big I. Each builds off the other, like scene sin a movie.New pre-generated NPCs that you can use over and over in other Scenario Books as well as when you visit the Big I.All this and a bit more.
Get it here!
Categories: Tabletop Gaming Blogs

The Big I - Part Three - 1st Encounter - Find

Fri, 09/21/2018 - 21:44
Another new counter in the Big I.

The Big I - released today!
Categories: Tabletop Gaming Blogs

The Big I - Part Two - 1st Encounter - Find

Thu, 09/20/2018 - 19:48
Part One
Map of the The Big I. Our adventure starts in the Northeast area of Albuquerque. Our SurvivorsSpence
·        Star or a Grunt? Star.·        Reputation? 5.·        Skills?Savvy 5, People 4.·        Class?Survivor.·        Weapon?BAP – 2 and SG – 3.·        Age?Grown Up.·        Gender? Male.
Bee·        Star or a Grunt? Grunt.·        Reputation? 4.·        Skills?Savvy 4, People 3.·        Class?Survivor.·        Weapon?BAP – 2 and SG – 3.·        Age?Grown Up.
·        Gender? Female.
Spence and Bee are two of the new counters in the Big I along with SWAT, Military, EMTs and Civilians.
#1 FindYou come down the Sandias and hit the outskirts of town. These Northeast houses were high end back in the day. Many are empty now. You need to find someone, a human, you can interact with that can get you hooked up with supplies and maybe a recruit or two.************To advance to the next Encounter, you must first successfully Interact (All Things Zombie – Evolution page 16) with a human NPC, then successfully Further Interact with that NPC. 
We start the 1st Encounter - Find - by going down the Sandias and into the Northeast area of ABQ.I roll 1/2d6 and score a 1. There will only be 2 Possible Enemy Forces (PEFs) to resolve.

I roll 2d6, of different colors, to see what the 1st PEF will be. Why two different colors? Because if they double up, I have met Sheeple (ordinary people). I score double twos. Al right, Sheeple!
Rolling for how many, I score a total of 3. Here they are.
Type Rep People Savvy Weapon  Leader 4 4 3 BAP – 2 Grunt 3 3 2 P – 1  Grunt 3 3 2 P – 1

Spence and the Sheeple Interact.

Spence and the Sheeple Leader Interact. Sheeple that interact with non-Sheeple have a -1d6 penalty.  That means the Leader will roll 1d6 versus its People Skill of 4 while Spence rolls 2d6 versus his People Skill of  4. I feel pretty good about my chances, especially after the Leader rolls a 6! Hahahaha! I roll, for Spence and score - BOXCARS! Are you kidding me?! The Sheeple are not impressed, ignore Spence and leave.
Only one PEF left to resolve and here it goes. Roll the 2d6 to see what we've run into and it's one Rep 4 Militia man. More importantly his People Skill is 4, and he'll be using 2d6, unlike the Sheeple.Spence and Bee meet a Militiaman, one of the two new Militia counters in the Big I.Spence and the Militiaman Interact, Spence throwing in a little Sweet Talk  (gaining 1 Decreasing Rep d6), but this is important. Spence passes 3d6, the Militia man passes one. Now I can Further Interact with the NPC. Again Spence Sweet Talks (that's 2 Decreasing Rep d6). Both Characters pass 2d6 even though Spence rolled 3!
That ends the Encounter. But when playing the Big I, the Encounters combine, representing less than a month. So instead of limiting the players to two Encounters per month like normal. you can play all of the Encounters, more than once if directed to, and count it as one month. This also means you only cash in the Increasing and Decreasing Rep d6 once, at the end of the month - after all Encounters are done.
So night falls and Bee and Spence find a place to crash. Tomorrow, they'll go at it again.The whole adventure only took about 10 minutes and some dice rolls. ************
That was an eye opener and good example of why I  love the THW gaming system. You never know what's going to happen and where your Story will go.

Categories: Tabletop Gaming Blogs

The Big I - All Things Zombie Hits Albuquerque - Part One

Wed, 09/19/2018 - 00:46

Albuquerque New Mexico, home of the Big I. *
“Go West, young man.” You’ve probably heard it before, but you feel it applies even more so today. The whole East Coast is Zombie land, and not like the cool movie. You took off a few weeks ago, mostly walking, but riding whenever you could find that rare vehicle that’d stop for you. And then it always ran out of gas.
Now you’ve come into Albuquerque on Interstate 40. Weathers’ nice, not too crowded from what you can tell, looking down from the Sandia Mountains. The tram’s not working any more so it’ll be a bit to get down into the city. You wait until daylight and off you go.
 *Where I-40 and I-25 meet.


Part Two



Categories: Tabletop Gaming Blogs

Preview one of the 18 Game Kickstarter!

Tue, 09/18/2018 - 20:37

Coming in October, but here's a look at one of the games. 

Categories: Tabletop Gaming Blogs

16 Card Games? But where's the box?

Mon, 09/17/2018 - 19:32

Sample of what you'll get/with each game.Samples are coming in for the 16, no wait, 18 cards and dice games Kickstarter launching next month. Here's a pic of what a sample game looks like.

  • 8 1/2" by 11" rule book.
  • Deck of 54 - 72 professional quality poker size cards depending upon the game.
  • 11" x 17" map or card stock game board. 
  • Two Player Aid Cards with all the rules you'll need to play the game.
  • In a plastic zip lock bag.
What about the box? If you really want a box, we'll have them for you to add-on to your games. Waiting on the box samples to come in. 

Quality box with appropriate artwork for the game.Shooting for an October launch and 4 to 6 month fulfillment.

Categories: Tabletop Gaming Blogs

16 Card Game Samples Coming In!

Fri, 09/14/2018 - 22:45
It's all about the games!
These are rough samples, not the final artwork.

Samples of the card/dice games are coming in. Each will have full color, good quality playing cards, card stock Player Aid Cards, rules, and color 11" x 17" card stock maps when needed. Those that need counters will have counters as well. All will be in a plastic bag to keep your cost down!
Everything that you pay for in each game will be part of the game, not window dressing! 
More to come soon.
Categories: Tabletop Gaming Blogs

Cards and Dice Game Kickstarter - How it's going to work

Wed, 09/12/2018 - 17:07
After speaking with Jeff, the printer, I decided to offer between 12 -  18 games at the same time on Kickstarter. As he can print to order, I don't have to worry about minimums. I'll list a base price for the games, the more you buy of course, the cheaper per game. This is a good way for people to get their friends to buy games as well on the same order to get a cheaper per game price.
Postage will be billed and collected separate from Kickstarter to get you guys the best rate. No one charge does it all.
Samples are in the mail, look for more info next week.
Categories: Tabletop Gaming Blogs

Check's in the mail!

Tue, 09/11/2018 - 22:10


Okay, not really, but my printer says he's mailing out the 16 card game samples this week!
Stay tuned!

Categories: Tabletop Gaming Blogs

Forum Fixed and Good to Go!

Sat, 09/08/2018 - 22:00
If you're not a member you really should join. Lots of free stuff and answers to questions.

Forum
Categories: Tabletop Gaming Blogs

In Sight Test? Where have you gone? Right here! Part 2

Tue, 09/04/2018 - 19:34
Be sure to read Part One first to get a full understanding.








There's a Cure? Not exactly...

Download the free ATZ Tabletop and Convention Play doc here. Just scroll down to the bottom of the page.
Categories: Tabletop Gaming Blogs

In Sight Test? Where have you gone? Right here!

Tue, 09/04/2018 - 19:33
 Magic Door? Right here!
Want to play ATZ - Evolution or any THW title that uses the Action Table on the tabletop with rulers and ranges? Easy to do and perfect for running convention games. First, get the free download available here at the bottom of the page. Then read the following Bat Rep.








Part Two
Categories: Tabletop Gaming Blogs

Pink and the Orcs go Wandering

Mon, 09/03/2018 - 22:32
Having taken the Job from Grug (Part One) Pink leads 4 Orcs on an Encounter trying to find the entrance to a dungeon, rumored to be nearby.












Categories: Tabletop Gaming Blogs

Mooks - Can I Be a Human?

Sat, 09/01/2018 - 18:12
Mooks is a brilliant book that allows you to play as an Orc in a series of adventures. Well, what if you don't want to be an Orc? Jay, the author, has that covered. You can play as a human or any other Race you want because ...

the Orcs are hiring!








Categories: Tabletop Gaming Blogs

Talomir Tales for Big Battles?

Sat, 09/01/2018 - 00:29
53 figures from Splintered Light Minis Goblins, Wererats, Orcs, Thieves, Adventurers and Dungeon Divers.Had some free time and was wondering, can Talomir Tales rules handle larger battles and what would I need to tweak, if anything, to make it work. So I grabbed my copy of Distant Shores , the Talomir Core Rules and got started.
I knew there were too many figures for the Battle Boards so I pulled out a TV tray (!) and placed some terrain on it. Distant Shores isn't concerned with movement distances, but more about actions.  So when it's time to act, Casters cast, Shooters shoot, and melee guys charge into melee. 
Here are the two opposing sides laid out on the table. I divided each side into three groups - Left Center and Right.  I decided with that many figures to divide each side into three groups. Each had a Leader and how large the group was, didn't matter. They would just function as a group, taking their actions separately.

The first thing I did was roll for the Advantage on the Action Table. I rolled for each group - Left, Center and Right. Made sense to me that you'd be focusing on the enemy to your front so dividing the battle into three sections was the result.
The Thieves on the left and the Dungeon Divers on the right of the human side gained the Advantage against the Goblins and Wererats respectively. The Orcs on the other side, had the Advantage over the Adventurers in the Center. Advantage is rolled for.

 Next, each Leader (6) rolled on the Action Table. Their results would be compared to the opposing group deployed across from them. The Thieves and Dungeon Divers won and would act first. this wasn't a surprise as they had the Advantage. What was a surprise is the Orc choked - passing 1d6 and allowing the Adventurers to act first!
The whole human side will act first.The table is set and the Battle Begins!






Categories: Tabletop Gaming Blogs

Talomir Tales for Big Battles? Yes you can!

Sat, 09/01/2018 - 00:23
Part One
The Battle begins and in order for the Action the Caster s Cast. The Adventurers Caster can only fire off a Dazzle spell ad can only affect one target. At least she hits the Orc Leader who will ow count a -1 to Rep this and next turn.  The Dungeon Diver Caster fires off a Damage spell, but can nonly affect one target - he hits and kills the Wererat leader!

Red arrows represent the spells cast by the human Casters. Next in order of action is shooting. The two archers fire. One causes the Orc Caster to Duck Back out of sight while the other takes out one Wererat.

Green arrows represent archery fire. Red splashes are Obviously Dead (large ones) and Out of the Fight. Next on the Action Table, in order is charge and the humans weep forward! The five archers on the Goblin and Orc side open fire at the chargers. The Adventurers Leader is forced to Duck Back while two humans go down.

Green arrows for archery, yellow for ducking back - the Orc Caster and one of the human Leaders.Going down the Action Table makes the game play very quickly and easily to track. melee now happens as the lines collide. Casualties are doled out. Some of the figures don't melee the first time as some of the human groups attack larger enemy groups. The Will to Fight is taken and Goblin, Wererat and Adventurers suffer losses - figures drift away from the fight. The Caster is one of the first to go!
Add captionThe melee is vicious and the humans are starting to fail. The Adventurers in the center break and flee allowing the Orcs to help the Goblins.

The Orc Caster returns and fires a Damage Spell as the archers pour arrows into the remaining humans. .The last of the humans run away and the Orcs are victorious. Time to recover the wounded and take care of the human Out of the Fights.*****************************************Over all very easy to play by going down the Action Table across the board...all Casters casting, then shooters shooting and finally the melees which took the longest. Over all the humand had one turn of action, the Orcs and allies one turn, then the humans a second - breaking at the end due to the Will to Fight Test.

Looks like I'll be using this for larger games and campaigning as well.



Categories: Tabletop Gaming Blogs

Mooks and Druid's Children for Talomir Tales Now on Sale

Fri, 08/31/2018 - 16:53
Mooks and Druid's Children

The 5th and 6th Books for Talomir Tales release today!

Mooks  You got a problem with one Orc?
Then you got a problem with our whole Tribe!
Remember the Orcs? Known for being ugly, stupid mooks used as cannon fodder by the Big Bad? Well, not this time!
Mooks! This time around the ugly beasts are The Good Guys!Okay, okay; you can still play as a human if you want! :)
Druid's Children Befriend a new race of beings. Check!
Stop the Liche Lord. Check!
Save the Kingdom. Sure, but …
Will there be Ale?!
A simple criminal investigation puts you on a collision course with mystery and conspiracy at the heart of the Kingdom. It’s time to get on the road, but remember…

Not all may be as it seems!

Categories: Tabletop Gaming Blogs

Mooks - Talomir Tales Bat Rep

Thu, 08/30/2018 - 18:23
With the release of Mooks and Druid's Children tomorrow, I thought I'd play a game where a band of Orcs run into a Band of Wererats. All minis from Splintered Light .

Grug is a Rep 5 Orc Star and he has 4 other Orcs with him - a shooter, a Caster (?), and two Warriors. Hmm, an Orc Caster - rare indeed, but let's see what he can do...if anything.
************








The Orcs were lucky on two accounts. The 1st one being that they won  on the Action Table. This allowed them to attack first 5 on 5. If the Wererats would have attacked first, they would have been able to double up on two Orcs as they had numbers on their side.The 2nd being the Caster got off a successful spell. Not the Damage Spell I had hoped for, but the Dazzle Spell helped a lot, reducing the Rep of each Wererat by 1 point in the first round of melee.
All in all, a fun game. Watch for Mooks and Druid's Children tomorrow.
Categories: Tabletop Gaming Blogs

Welcome to the THW Vault?!

Wed, 08/29/2018 - 00:22

25+ of our out of print old books now on sale as PDFs. * All are either complete rules or scenario books compatible with our current rules. Priced at Free, $5, $7.50 or $10.
The Vault


* If you really want a printed copy email me direct at   twohourwargames@gmail.com
Categories: Tabletop Gaming Blogs

Talomir Tales - The City Below Bat Rep - Part Two

Tue, 08/28/2018 - 16:52
Part One
#1 Carousing

Something about the bodyguards having their throats slashed without drawing their weapons just didn’t sit right with Pink. Victaii was a sell-sword and he knew of the bodyguards. They had a good reputation and weren’t easily surprised. Maybe Magic or someone had slipped something into their drinks? Pink thought it best to start at the Velvet Slipper Tavern where the trio had been last seen.
***************************There will be 5 PEFs (Possible Enemy Forces) that can be resolved. Pink only knows that he could run into local Civilians, Altengard Soldiers or Thieve while in the Velvet Slipper Tavern. That is all Pink (and I) know about the Adventure.


1st PEFI roll for the 1st PEF and score 3 Altengard Soldiers. Looking on the Altengard List they are ## Type Class Rep AC Align 1 Leader Knight * 5 6 RS 2 Grunt Soldier 4 4 RS 3 Grunt Shooter 4 2 RS
I roll for the Leader’s Random Attribute in case it can influence the Interaction between Pink and the Soldiers. Slippery – it’s a melee based Attribute so no effect.Rolling 2d6 on the Interaction Table versus Rep:·        The Altengard Knight passes 2d6.·        Pink passes 1d – less.The Knight makes snarky comments about Pink and nothing else. Pink gains 1 Decreasing Rep d6.
2nd PEF
I roll for the 2nd PEF and score Altengard Soldiers, again. This time Pink only meets 1. Interaction takes place as outlined above and …The Shooter makes snarky comments about Pink and nothing else. Pink gains 1 Decreasing Rep d6 – that’s 2. I can imagine Victaii smirking the whole time this is going on.
3rd PEFI roll for the 3rd PEF and score Altengard Soldiers, again. I figure I’m cursed. Pink only meets 1 Soldier. The Soldier is friendly and says he is looking for a side job if Pink is hiring. I figure recruiting a Soldier would be bad news as he has to report to duty most of the time and would have limited availability. Pink gains 1 Increasing Rep d6 – that’s 1 Decreasing Rep d6 total as they cancel each other out.


4th PEF
I roll for the 4th PEF and score Thieves. Pink and Victaii meet two Thieves. # Type Class Rep AC Align 1 Leader Thief 4 2 N 2 Grunt Thief 4 2 N

I roll for the Thief Leader’s Random Attribute in case it can influence the Interaction between Pink and the Thief.  Casting Spells – Interesting, but no effect.Rolling 2d6 on the Interaction Table versus Rep:·        The Thief passes 1d6.·        Pink passes 2d6 - more.The Thief is friendly and says he is wondering if Pink is hiring. This sounds good.  Pink gains 1 Increasing Rep d6 – so he’s flush right now.
The 2nd Thief is a female. Pink decides to question her as well. Since he got a positive result when interacting with the Leader he can interact with her directly. Pink passes 1d6 more and she gives him 1 Increasing Rep d6 (that's 1 Increasing Rep d6 total) and agrees to be recruited as well.
In addition, she says the Duke’s daughter was talking to those “creepy Companions” before she left. Two of them left with her and her bodyguards. The two Companions haven’t been seen since.************I decide I’ve done enough and end the Encounter. I roll the 1 increasing Rep d6 and score a 2 – nothing. 
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