Help support TMP


"AAR and Review - The Chicago Way" Topic


11 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 be courteous toward your fellow TMP members.

For more information, see the TMP FAQ.


Back to the Blogs of War Message Board

Back to the Pulp Gaming Message Board


Areas of Interest

General
Fantasy
World War One
World War Two on the Land
Science Fiction

Featured Hobby News Article


Top-Rated Ruleset


Featured Showcase Article

6mm Sci-Fi Jeeps

I found more models, now I have to paint them to match!


Featured Workbench Article

Fidgeting With Paint

Can a silicone fidget be your next paint palette?


Featured Profile Article


Featured Book Review


2,059 hits since 22 Apr 2016
©1994-2024 Bill Armintrout
Comments or corrections?

TamsinP22 Apr 2016 4:54 p.m. PST

picture

This evening I decided to play a solo test game of The Chicago Way – AAR and review posted on my blog: link

picture

picture


All in all, it was a fun game and the rules mechanics worked well.

Stuart at Great Escape Games22 Apr 2016 8:38 p.m. PST

Great blog, Tamsin.

tberry740322 Apr 2016 8:56 p.m. PST

Thanks for the rules review/overview and the AAR.

mghFond23 Apr 2016 9:00 a.m. PST

Thanks for the review! I think you described the game mechanics quite clearly.

andysyk23 Apr 2016 11:27 a.m. PST

Good review thanks for explaining the card deck total,its not fully explained in the rules. I'm going to be using these for Gangster vs Gangster. No need to buy multiple card decks make a simple reference sheet with all the card details on then use either use cheap mini playing cards or tokens. Already tinkering and adding rules for BARs and Semi Auto Rifles.

GGouveia23 Apr 2016 12:23 p.m. PST

Very cool, looking forward to these.

TamsinP24 Apr 2016 10:59 a.m. PST

@ Stuart – thanks!

@ tberry – you're welcome :)

@ mghFond – phew! I was worried that my stream of consciousness rambling might have reduced the clarity!

@ andysyk – cheers! I think I did suggest exactly that as a way of overcoming the need for multiple decks to get enough of the cards to play multiple gangs of the same type.
And great minds think alike – I was planning to work up some house rules for BARs, etc and also for some melee weapons. I mean, how can you play out Bonnie & Clyde without BARs?

@ GGouveia – I hope you enjoy them when you get them

GGouveia24 Apr 2016 1:07 p.m. PST

Tamsin, I thought the same thing when I played DMH recently. An idea I had was play the cards on the outside of the table but lined up with the characters. So how does the campaign work? Can you have the Italian mob going after the Irish mob?

TamsinP06 May 2016 3:38 a.m. PST

@ Terrement – it was confirmed in the comments on my blog post that I had played the rule correctly (first card face up, the rest face down). Which does work well for solo play.

For games with more figures in each gang, or more than two gangs, the main effects will be that each turn takes a bit longer, you are more likely to have ties for activation that need to be resolved by rolling dice and (for larger gangs) a more frequent need to reshuffle the table deck. As you need to allow for the "hand" cards, the maximum playable gang size is probably 18, although that could make the turns rather long and involve a lot of clutter on the tabletop.

@ GGouveia – that could work if your table is larger than the playing area – nice idea. I haven't looked that closely at the campaign section, but I don't think there's anything to stop you using it to chart the conflict between Italian and Irish (or other) gangs.

Sorry - only verified members can post on the forums.