Help support TMP


"Dynamite Bombs" Topic


8 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 make fun of others' membernames.

For more information, see the TMP FAQ.


Back to The Old West Message Board

Back to the Victorian Colonial Board Message Board

Back to The Sword and The Flame Message Board


Areas of Interest

19th Century

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Horse, Foot and Guns


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


Featured Showcase Article

1:600 Xebec

An unusual addition for your Age of Sail fleets.


Featured Profile Article

Council of Five Nations 2010

Personal logo Editor in Chief Bill The Editor of TMP Fezian is back from Council of Five Nations.


294 hits since 8 Jun 2025
©1994-2025 Bill Armintrout
Comments or corrections?

oldjarhead08 Jun 2025 2:30 p.m. PST

I have come , once more, to the well of knowledge. I would lke to use dynamite bombs in my TSATF games (ala the Mexican Revolution). Does antone know of any rules or have any suggestions?

robert piepenbrink Supporting Member of TMP08 Jun 2025 4:04 p.m. PST

Ask around. Someone used to produce a "dynamite deck" which replicated the uncertainties of fuses. You stacked a number of shuffled cards above the Big Bang, each card giving you a turn--but of course they might represent a fuse going out or a premature blast. I'd look for one in this context, though I'm sure you could improvise something with playing cards.

Stryderg08 Jun 2025 5:27 p.m. PST

Here's a not very well thought out suggestion:

Bomber picks the turn that he want's the bomb to explode on.
Pick a card: Black = fuse goes out (stop here), Red = fuse stays lit
Ace,2,3 = bomb goes off 2 turns early
4,5,6 = bomb goes off 1 turn early
7 = bomb goes off as planned
8,9,10 = bomb goes off 1 turn later
J,Q,K = bomb goes off 2 turns later

robert piepenbrink Supporting Member of TMP08 Jun 2025 6:31 p.m. PST

Oh, easier than that, Stryderg! Each card is a turn or whatever. Just place as many shuffled cards face down as you want turns, and the bomb goes off when last card is turned up. BUT Ace means the fuse went out, and your character will have to relight it. Joker is a premature blast. The more time you want for your getaway, the better the odds of something going wrong, and you'll never know how early it might go off.

"And a mile in the air goes Big Jim Goff!"

Grelber08 Jun 2025 7:35 p.m. PST

The Virtual Armchair General has a number of game decks, including one for dynamite on his website: link

I don't have this one, so I can't answer any specific questions, but I suspect he would be willing to answer your questions.

Grelber

Personal logo ColCampbell Supporting Member of TMP08 Jun 2025 8:27 p.m. PST

I don't have that deck, but I do have a number of Patrick's deck. I can say that they are very well produced and very useful for playing TSATF.

Jim

oldjarhead09 Jun 2025 9:02 a.m. PST

I will order the deck from Patrick, Thank you everyone for your help

Personal logo The Virtual Armchair General Sponsoring Member of TMP09 Jun 2025 10:43 a.m. PST

Gentlemen All!

Since I am the worst promoter of so many TVAG products, it is amazing that so many of you remember the original "Dynamite Deck!"

Yes, it is still quite available this link

And, yeah, it adds the drama and uncertainty that belongs in any game--pulp, gangster, horror, and not least, TSATF!

TVAG

Sorry - only verified members can post on the forums.