Help support TMP


"Large multi-player convention style game rules?" Topic


13 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the WWII Rules Message Board

Back to the WWII Discussion Message Board


Areas of Interest

World War Two on the Land

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

FUBAR


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Christmas Stocking Stuffer for Armor Fans

These "puzzle tanks" are good quality for the cost.


Featured Workbench Article

CombatPainter Makes a Barbed Wire Section

combatpainter Fezian has been watching some documentaries lately set in the Western Desert, and was inspired to create this...


Featured Profile Article

The Simtac Tour

The Editor is invited to tour the factory of Simtac, a U.S. manufacturer of figures in nearly all periods, scales, and genres.


995 hits since 12 Sep 2014
©1994-2024 Bill Armintrout
Comments or corrections?

ScribblerM12 Sep 2014 5:47 p.m. PST

If you wanted a set of rules that would be well suited for a multi-player convention-style game, which would you use?

The keys as I see it are a system that is easy to teach and learn, reaches a result in 4 hours or less, does not force people to stand around watching other people play for long periods, is fun for a more causal setting.

Thoughts?

Stryderg12 Sep 2014 6:44 p.m. PST

Nuts! by Two Hour Wargames. Works well with all players on the same side, or with opposing teams. Relatively easy to teach. Only down side is the style is not to everyone's liking (you don't have total control of your minis).

Oh, and their are expansions for pacific theater, eastern front, and airbourne ops.

PzGeneral12 Sep 2014 6:45 p.m. PST

Scale?

In 6mm I would suggest my Tigers and Stalins. Random player activation, the only chance of standing around is if all your units activate quickly. The game was designed for quick convention play. Played many years at local game conventions…

Sergeant Paper12 Sep 2014 7:09 p.m. PST

All Things Zombie, by Two Hour Wargames.

sillypoint12 Sep 2014 7:33 p.m. PST

Period? Scale? Mumakils, undead army, Ents and Trolls make a spectacular LOTR game, that would be great at a convention..
Crossfire for WW2- could slow down a bit if you have eight players. Our group use Might of Arms for ancient games. OTR for ACW.

cosmicbank12 Sep 2014 7:37 p.m. PST

I have played Nuts and All Things Zombies at conventions. Both are great ATZ was the most fun 15mm at the mall was great.

Rich Bliss12 Sep 2014 8:45 p.m. PST

I actually run Command Decision at conventions. As long as you do a good job on play aides and don't burden players with more than 2-3 companies, it runs pretty well.

Martin Rapier12 Sep 2014 11:41 p.m. PST

Write your own or go with extremely simplified versions of a commercial set. Depends on your audience expectations really. The largest multi player game I've run had 50 people in it, you need to keep it really, really simple for that sort of thing.

Bill McHarg13 Sep 2014 3:26 a.m. PST

Fistful of Lead. Great western gunfight game that is fun and easy to run.

Marc33594 Supporting Member of TMP13 Sep 2014 4:55 a.m. PST

Rapid Fire 2nd Edition. And I do exactly what you say. Large scale, easily learned and fit into a 4 hour convention block. One way to really speed things up is to run any rules you pick as a classic battle problem with the GM/GMs running a pre-scripted opponent.

Ed the Two Hour Wargames guy13 Sep 2014 7:18 a.m. PST

NUTS is easy to run at conventions and everyone is playing all the time. Give each a four man fire team. When they get down to 1 guy or less have them sit one turn then get a new fire team.

David Manley13 Sep 2014 9:59 a.m. PST

Depending on the subject to be covered I'd probably devise a bespoke set for the occasion

Thomas Thomas15 Sep 2014 2:15 p.m. PST

I created Rapid Decision so that I could run a Command Decision type game at conventions without all the rule overhead.

This eventually evolved into Combat Command. For convention games stay away from card or unit activation. Games based on these conventions mean only one player is active while everyone else sits around and watches.

Go with Side A moves; Side B moves; Simo fire phase (stationary first then moving); Morale; Repeat.

Keeps all player envolved.

TomT

Sorry - only verified members can post on the forums.