Help support TMP


"Tombstones n' Tumbleweeds (Loooooong)" Topic


9 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.

For more information, see the TMP FAQ.


Back to the 19th Century Product Reviews Message Board


Areas of Interest

19th Century

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Fire and Steel


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


Featured Showcase Article

GallopingJack Checks Out The Terrain Mat

Mal Wright Fezian goes to sea with the Terrain Mat.


Featured Workbench Article

VSF Vessels from the London War Room

Mardaddy has an adventure with two Victorian science-fiction vessels.


Featured Profile Article


4,377 hits since 21 Jan 2005
©1994-2026 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
tberry740321 Jan 2005 10:42 a.m. PST

T

tberry740321 Jan 2005 10:43 a.m. PST

Oops! Here's the rest...

Tombstones N’ Tumbleweeds Review

Name: Tombstones n’ Tumbleweeds
Author: Chris Brackett
Company: Game Werks (www.game-werks.com)

Availability: Download from (www.rpgnow.com)
Format: Black-and-white PDF
Cost: $8.95 USD

Game Type: 25mm Wild West miniatures combat
Scale: Skirmish (1 model = 1 Character)
Turn Sequence: Uses a standard deck of cards. Each character and/or event is assigned a card value. When that card is drawn it is that character’s turn or that event occurs.
Game Length: A 500 build point per side shootout between two players should last about 2 hours.

Forums: There is currently only the zombie-apocalypse Yahoo group. A TnT Yahoo group is planned for.
Extras: Full Color Templates in PDF format (1” Blast, 2” Blast, 3” Blast and Scattergun triangle)
One day soon the Quick-play Rules, Character Sheets and Tokens will be available online. The PC they were stored on took the trip to Boot Hill. They will be available when the disk can be transferred to a new computer.

GENERAL
Tombstones n’ Tumbleweeds (TnT) is the first game to be produced by the newly formed (2004) Game Werks company. “Zombie Apocalypse” and “New World Disorder: Urban Combat in a Dark Future” are their other releases.

The rulebook itself is 58 pages and includes a Table of Contents, an Index and a template sheet in full color (see Extras above). The rules are well laid out with few typos. To get you into the “feel” of the “old west” there is a lot of “western dialect” used (shootin’, fightin’, doctorin’, etc). Each game is called a “Shootout”. A one-off game is called a “Throwdown” and is basically a last-man-standing affair.

LAYOUT
Section 1 is “The Basics” for good reason. It describes what you need to play (miniatures, 6-sided dice, ruler, etc). It also defines how the dice are used. Most die rolls use a single die modified by the character’s ability and any environmental factors. TnT uses the “Rule of One” where a natural one is an automatic failure and the “Rule of Six” where sixes are re-rolled and the result added to the previous roll (the “Rule of One” does not apply for these re-rolls). As long as you roll a six you continue re-rolling the die.

Section 2 describes the Abilities that each character has. These are AP (action points), Fightin’ (hand-to-hand combat), Shootin’ (ranged combat), Muscle (stamina/health), Savvy (power of observation), Reflexes (agility and coordination) and Guts (courage).

Three basic character types are defined each with a preferred skill set: Gunslinger (Shootin’), Scout (Fightin’) and Dude (Tinkerin’). As a character gains experience (XP) he also gains Character Points (CP) that can be traded in for increases in abilities (to a max of 5 per ability). Guts cannot be bought; they can only be increase as the character increase in level (Character Title). Additional skills can be purchased at a cost of 1 CP if in his preferred skill set or 2 CP is not.

There are five levels (Character Titles) based on XP: Legend (300+), Boss (180+), Hombre (60+), Greenhorn (20+), Tenderfoot (0).

There is also the optional Character Trait. You roll 2d6 and consult a table that lists some traits that can help or hinder your Character.

Section 3 shows you how to go about “Buildin’ Yer Gang”. The scenarios listed in Section 12 give Build Point (BP) limits to be used in building your gang. The BP cost a character is its experience level. If building a brand new character with the Title of Boss he would cost 180 BP. You then need to buy equipment for you character. The amount that character has to spend equals 1d6 x $10. USD Some items are common and so readily available while other are of various rarity whose availability is determined by a die roll.

Section 4 defines the various types of move actions available such as mosey (a 1d6” move), leap, crawl, drop down, get up, drop/pick-up/trade an item, spot, reload, etc.. Part of the action’s definition is the AP cost.

Section 5 defines the shooting actions and their AP costs. A quick shot only costs 1 AP but gives you a -1 modifier to hit your target. Taking a deliberate shot costs 2 AP but has no modifier. Aiming a shot costs you 3 AP but gives you a +1 to-hit modifier. TnT gives you a HOLD action (Holdin’ Yer Fire) that uses all of you APs but allows you a quick shot at any time (before or after any die rolls) during another player’s turn.

There are 4 range modifiers as well as modifiers for your moving, your target having moved, shooting while wounded, various types of cover, etc..

Gunslingers, even if they have already moved this turn, can attempt a “Quick Draw” (out draw an opponent) if a Shootin’ action has been declared against them by making an opposed Reflex Test.

Section 7 defines hand-to-hand (Lockin’ Horns) actions and their AP costs. You’re allowed to try to shoot your opponent while in melee combat with him (getting a -2 to-hit modifier). You can even declare some attacks as non-lethal.

Section 8 explains how to determine the damage done by a successful attack and describes the effects. Damage is determined by rolling 1d6 adding the damage (dmg) done by a weapon and subtracting the muscle (Mu) of the target. Damage ranges from none through various levels of wounding up to dead (Pushin’ up Daisies). Wounds also result in morale (guts) effects and can involve the character being knocked down (or knocked out).

Every character, regardless of Title (level) has 5 wounds: Healthy, Lame, Crippled, Maimed, Dead.

Non-Lethal attacks can cause no more than 1 wound per attack.

Other was go “Getting’ Hurt” include Fallin’, Burnin’, Poisonin’ and Hangin’. A Hangin’ character takes 1 wound each time a Joker is drawn. He can be rescued by a Capture action or by have the rope severed by gunfire (with a -4 Shootin’ modifier). A roll of 1 results in the bullet hitting the hangee!

Section 9 covers the minimal moral rules. Whenever a character is “menaced” by a template weapon or another character 2 or more levels higher he must make a Guts test.

A player can quit the game anytime all his characters are 6” or more from an enemy. If this isn’t true and he still decides to quit and of his characters within 6” of an enemy is captured instead.

Once a gang has lost more than halt its members it makes a Guts test (based on the leader’s Guts). If it fails the gang runs away (Skin Out) and any members within 6” of an enemy is captured.

Section 10 contains a list describing various guns and melee weapons. There is also extensive sections on dynamite (including the “Rio Bravo” method of detonation) and gatling guns.

Section 11 covers the rules for running a campaign including: looting, collecting rewards, gaining experience, recuperatin’ from wounds and the “ransomin’ n’ sellin’” of prisoners.

Section 12 is a catch-all section covering the riding of horses, fires, hired guns and the presence of townsfolk (including “Kidnappin’ Womenfolk”).

The last page consists of the templates for the various weapons. There is a 1”, 2” and 3” round blast template and one 8.5” triangular scattergun template.

Summary

I have playing around with the game for about a month in a very simple fashion trying to familiarize myself with the system. I find it a very simple, easily understood system that is about one level above GW’s “Legends of the Old West” in complexity.

While some players may find the lack of pre-defined characters a minus the character generation rules are easy to follow. You can quickly build a gang with varied abilities/handicaps giving it a flavor lacking in LotOW.

At $9.00 USD USD for a book that is packed cover-to-cover with rules and no fluff I consider it a GREAT buy.

Meiczyslaw21 Jan 2005 12:32 p.m. PST

Hm.

I cannot find any mention in your review of a scenario list, or of a detailed campaign system (think Mordheim). I think it's the only thing keeping me from jumping all over it.

tberry740321 Jan 2005 1:15 p.m. PST

Scenario List:
There are three basic scenarios.
1) Robbery - a bank robbery. Both side get 500 BP. They set-up on opposite sides of the town, one group at the sheriff's office and the other at the bank. Each "bad guy" gets a loot token and is trying to make it off the board. The "good guys" are trying to stop them. They get $10 USD for each loot token retrieved and $20 USD for each bandit captured. Bandits get $(1d6x50) for each loot token they take off the board.

A bandit that kills or maims a lawman gets a price on his head.

2) Ambush! Lawmen wait in hiding in a village that is the next target for a group of maurading bandits. They get money for preventing the bandits from looting the village and for each bandit killed/captured. Bandits get 1 loot token for each building they loot.

3) Jailbreak! It's Hangin' Time in the ole town tonight. A gang is trying to rescue some of its members before the law can hang them.

=============================

Campaign System:

After each game (Shootout) any loot or reward money is allocated. Each character gains experience points (XP) depending on his health at the end of the game, any opponents he has injured and how much reward money he gained.

Maimed characters roll to see the effects of being Maimed. This varies from dying to permanent or temporary effects on one or more of his scores. In this case a die is roll to determine hit location which determines which score is affected.

You can buy new weapons/equipment with no restrictions on what you can buy except for availability (how rare is it).

Certain skills allow characters to buy items at half price or at one level of availibity lower (Rare becomes hard to find).

Gamblin' skill allows the character to try to earn more money from gambling (duh). You can however end up losing money.

Personal logo mmitchell Sponsoring Member of TMP22 Feb 2005 4:33 p.m. PST

Sounds interesting. Think I'll cruise by RPGnow.com and see how it compares to Gutshot...

Thanks for the thoughtful, detailed review.

tberry740322 Feb 2005 5:48 p.m. PST

Just ordered Gutshot!

Personal logo mmitchell Sponsoring Member of TMP22 Feb 2005 10:48 p.m. PST

And I just ordered TnT! Wow, these forums are great for moving product!

tberry7403 - Thanks SO MUCH for the order. I was stunned when I logged in tonight and saw the order sitting there. Yes, part of the reason I signed up here was to spread the word about Gutshot, but I don't want people to think that's the only reason I'm here. I enjoy gaming and it's nice to be someplace where minis don't take a back seat to Magic or other Card games!

Thanks again for the order... and for turning me on to TnT.

Zenwired23 Feb 2005 12:39 p.m. PST

Doh! I've been so danged busy with tthe day job, I hadn't even noticed Gutshot was out. Guess I'll have to squeeze a few extra dollars into this month's budget for a special purchase!

Thanks for ordering TnT, Mike. I'm looking forward to hearing (or reading, as the case may be) what you think of the rules, as well as how the two games compare.

Now, I just need to work some numbers to free up $19.95... Heh.

Chris (Game Werks)

Personal logo mmitchell Sponsoring Member of TMP24 Feb 2005 12:24 a.m. PST

Chris,

Howdy there, amigo! I skimmed TnT last night and liked what I saw. I like how direct you were about things - straight and to the point. I'm really looking forward to reading it this weekend, and may even manage to wrangle a few guys in to play it.

Up front, though, I like what I see and am actually surprised by the number of similarities between our games. I guess great minds think alike!

Mike
hawgleg.com

Sorry - only verified members can post on the forums.