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Gaslands: Post-Apocalyptic Vehicular Combat

Gaslands: Post-Apocalyptic Vehicular Combat

2017·Mike Hutchinson

2 - 8 players
45 - 90 min
Medium weight: Teach it in one sitting

From BoardGameGeek

Gaslands is a game of post-apocalyptic vehicular mayhem. Gaslands is a tabletop wargame of car-on-car destruction in a post-apocalyptic wasteland. Players form a racing team, and compete for money and fame, scrapping in between races for the resources they need for the next race. Movement consists of movement templates and custom "skid dice" to create a fluid and madcap game. Players race to get their vehicles through a series of makeshift gates to reach the finish line. Cars have to pass through the gates in the right order and the right direction, but the course is otherwise defined by the players, allowing for more flexibility. Each round is divided into six phases or "gears", similar to the "Impulses" system in Star Fleet Battles. Cars move forward by following a manoeuvre template on every phase with a number equal to or less than their current gear. A vehicle's gear determines which templates it can use, and therefore which manoeuvres it can perform, as well as affecting its other abilities. Combat and other effects are handled with a d6 dice roll; attackers hit on a result of 4+, while defenders cancel successful dice by rolling 6s.

Gaslands: Post-Apocalyptic Vehicular Combat

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Coffee with Kilroy - Gaslands: Post-Apocalyptic Vehicular Combat (Osprey)Review13:48

Coffee with Kilroy - Gaslands: Post-Apocalyptic Vehicular Combat (Osprey)

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About Gaslands: Post-Apocalyptic Vehicular Combat

From BoardGameGeek:

Gaslands is a game of post-apocalyptic vehicular mayhem. Gaslands is a tabletop wargame of car-on-car destruction in a post-apocalyptic wasteland. Players form a racing team, and compete for money and fame, scrapping in between races for the resources they need for the next race. Movement consists of movement templates and custom "skid dice" to create a fluid and madcap game. Players race to get their vehicles through a series of makeshift gates to reach the finish line. Cars have to pass through the gates in the right order and the right direction, but the course is otherwise defined by the players, allowing for more flexibility. Each round is divided into six phases or "gears", similar to the "Impulses" system in Star Fleet Battles. Cars move forward by following a manoeuvre template on every phase with a number equal to or less than their current gear. A vehicle's gear determines which templates it can use, and therefore which manoeuvres it can perform, as well as affecting its other abilities. Combat and other effects are handled with a d6 dice roll; attackers hit on a result of 4+, while defenders cancel successful dice by rolling 6s.

Designer

Mike Hutchinson

Artist

David Auden Nash

Publisher

HT Publishers

Categories

MiniaturesRacingScience FictionWargame

Mechanics

Dice RollingMeasurement Movement
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