
"Coming Soon --- So Convenient for Hewing" Topic
10 Posts
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Ponder | 14 Apr 2020 7:42 p.m. PST |
Howdy, I think this is the final cover; awaiting printer's proof.
Ponder on, JAS
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coopman | 15 Apr 2020 8:05 a.m. PST |
Teaser! Please let us know how to purchase once it is available. |
Ponder | 15 Apr 2020 9:22 a.m. PST |
Howdy, Will do; planning to post here and take out a banner ad on TMP. Thanks for the interest. Ponder on, JAS
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Ponder | 29 Apr 2020 9:04 a.m. PST |
Howdy, I've now created a Facebook group for the rules. Search title: So Convenient for Hewing. Ponder on, JAS
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Ponder | 18 May 2020 7:23 a.m. PST |
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Ponder | 26 May 2020 7:22 a.m. PST |
Howdy, Designing and developing the rules, So Convenient for Hewing, has been a labor of love. The rules were created and developed by Jessee A. Scarborough, whose prior publications include three scenario books for Test of Battle Games. The design of the rules was inspired by Men Under Fire by Frank Chadwick and Glenn Kidd, Chainmail by Gary Gygax and Jeff Perran, and The Devil to Pay by Nathaniel St. John. So Convenient for Hewing is Mr. Scarborough's first set of self published historical miniature game rules. The rules are for skirmish games in a Dark Age setting. The Skirmish System uses action cards to control an ever-changing order of play. Command chits are used to activate individual units. The action deck for the game consists of twelve action cards, 2 shoot cards, 2 move cards, 2 charge cards, 2 rally cards, 2 Free Choice of Action cards, and 2 end-of-turn cards. Half the cards are red, and half are blue --- showing which side has the initiative on a given card. A game turn consists of going through the action deck, one card at a time. Each turn, Veteran units and Senior Leaders receive 2 command chits, Warrior/Regular units get 1 command chit, and Green units do not get a command chit. Thus Green units are dependent on Senior Leaders to act. When a card is drawn, the designated side has the choice of first action. To act, a unit or commander must spend a command chit. Once the action is resolved, the other side may choose to act. If a player does not, or cannot, spend a command chit, the player passes. If a pass, the other side may then choose to act. Two sequential passes, one from each side, ends actions on that action card --- a new action card is then drawn, and the process is repeated. Resolving actions in the game is bases on rolling d6. The mechanics for turn sequencing occasionally give a surprise. Making the game system unique and fun. So Convenient for Hewing is available from lulu.com. lulu.com/en/us/shop/jessee-a-scarborough/so-convenient-for-hewing-the-skirmish-system/paperback/product-1y59rrd8.html[ Ponder on, JAS
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Ponder | 29 Aug 2020 9:02 p.m. PST |
Howdy, Been a rough year for gaming. Hard to post AAR's of games to highlight the rules, when you can't gather to play games. Ponder on, JAS
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greenknight4  | 03 Sep 2020 3:30 p.m. PST |
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Ponder | 11 Sep 2020 10:49 a.m. PST |
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Ponder | 29 Oct 2020 9:36 a.m. PST |
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