Tuesday, April 25, 2017
I am speaking at GX Australia this weekend on a couple of panels, one of which is about why you should make boardgames, so I have been making a ready-to-play cut down version of the core rules, and as you can see, it comes with cards and pogs. Oooh.
I will be busy on this for the next few days, so fingers crossed it is ready in time. You will be able to download it from here.
Thursday, January 5, 2017
I hope 2017 brings new energy to your projects as it has mine. Skulldred is currently ON HOLD until I ship my equipment up to Melbourne. Rather than redo perfectly good work, I am going to shift over to the science fiction version of the game STARDRED. I start a new job on monday, so finally will have the funds to get life back under control.
Thanks for your patience!
Tuesday, February 23, 2016
Wednesday, April 9, 2014
After pushing info around all day, my inner artist was itching to get out, so I decided to spend a few hours tonight refreshing the look of the cover. This resulted in a tweaked logo too, and certainly did raise my spirits! I have been staring at the old one for so long. NOW it feels like Skulldred is rising from the ashes. Here is a quick taste.
|New look, new counters, new cards, new pogs|
So the new quickstart cards come with matching pogs, so you can play immediately without any miniatures. Skulldred uses the top down view of the models base of the miniature for all line of sight tests, not the figure itself... which means you can easily play with counters, papercraft minis or 'pogs'- and of course all your miniatures are legal... regardless of pose, make manufacturer or size. So long as you can get it on a base, you can play!
(oops- I just noticed this version still has her bum sticking out... I will return her loincloth for the release!)
The new counters do not have english words on them- no need to translate! They are also hex shaped and are double sided- so you can flip over a reload to use as a hide counter, for example.
As far as rules go... well, you will just have to wait and see!
Another day on the book tomorrow!
Tuesday, March 25, 2014
YE COUNTDOWN BEGINNETH!
Phew, I just compiled the new beta player list from all the emails that have been gathering in my gmail folder. There is a LOT of eager Dredlings!
Rather than have everyone fill in a questionnaire, I am going to post one up on the forum and you can choose to fill it in as a forum post in the introductions- that way we can all get to know each other a bit- and you may find people you connect to that you can play Skulldred with. Ahh, community.
You will receive welcome mails shortly giving you the password to the new playtest forum- as well as a pleasant little surprise. I will announce the mailout on this here blog- so if you do not get a login, something is amiss- flick me an email!
NEW BETA NOTES
The new free beta is a cut down version of the book release. It is formatted to A5 paper (pocket size). Though it is rather sexy looking, this is only the word file and does not represent the final layout, photography or illustration of the book. Rest assured. It will be even sexier.
The free beta is missing some modules, which will be privately emailed to NDA members.
As promised, with the release of the new beta, I will be reinstating the Skulldred Warband painting competition that got halted when I fell ill. The warband must have between 5 members and 12 members, and must feature either the Skulldred 'S' skull logo or 'Ace of Dread' logo. You are invited to make custom character cards for your warband, and a backstory. Prizes are Darkling Games miniatures- awarded for creativity, painting chops, conversion skillz, profile cards and general craziness- as judged by me. You have two weeks from beta release to finish your entry. May the maddest, paintiest Dredling win stuff! I m looking for diverse and clever use of minis from ranges from any era, any manufacturer. 'Tis the Skulldred way.
The new counters are language free with just an icon. Yep- I am listening!
Combat and wounds/health rules are done. So much nicer now.
Boost dice now equal 1 dreadskull per dice- lowering their worth so it balances out using skulls for extra pips and for standing. Basically you get double the dreds now, and have more ways to use them.
I only had a few hours tonight so I tackled the character card .psd file today and got that ready. I know making custom cards was a big enjoyment for everyone. I have still to do the gimp version.
Now that is done I can make the updated diagrams for the profile building section, pregenerated starter cards.
Only a few days to go. Tomorrow I am training a studio in a software package, but the day after it is fulltime on Dread!
Monday, March 24, 2014
I have just wrapped a big FX job and am back on 'Dred. Yay.
The forum is down thanks to spambots- apparently the inbuilt catchpha in phppbb was hacked ages ago and is useless. I have to install another security measure when I get the time- hopefully the old forum is working so we can use that for this beta. Any advice would be appreciated in the comments below...
Combat is up and running- with fresh color coded diagrams for damage. I ended up going with a drop dice system for damage for this edition. Scoop up winning dice, drop your opponents hits- then any armor they have (most have none- big 1, huge 2 etc).
If the result left is zero- you gain advantage (knock back, drive back, circle or disengage). 1 =down, 2= wounding blow and 3 killing blow. Step up one level if opponent caught off guard.