Light Bobs 250' Reviewers Wanted
This new version has been over a year in the works and we feel it is ready for others to have a look and hopefully share their thoughts on it. This is an entirely re-written set from the first edition. I am placing the Designer Notes here to help you decide it you are interested.
If you wuld like a pdf version please DM me here with an e-mail and I will send you a pdf version.
Those that find it of interest and help us with commenting, proofing and/or playtesting will get an autographed printed copy when it is released.
PARTIAL DESIGNER NOTES
INTRODUCTION
The game mechanisms in Light Bobs are designed to give a game that has the feeling of the period, not just the battle. Like most published games of the past and present, Light Bobs can be played as standalone game where players setup a game, have a great time and then pack up. To gamers just starting out in the hobby this is great, but it isn't too long before they yearn for a campaign.
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SOLO GAMES
The fog of war in the game due to the Command Card system and the First Move Generation of each game turn is so good that you can play a solo game and not automatically know which side will win. You would truly have to cheat to trick the game.
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CAMPAIGNS
In a campaign game you can truly prove who you are and how good you can be. But campaigns can be a black hole. When you rely on other gamers to participate in a campaign life always seems to get in the way. Players take longer and longer to submit orders or even play the battles generated by the campaign.
By using the Leader skill rules, the Mini-Campaign players can be in a mapless campaign. With the beginning of each new battle having been created by the Leaders themselves.
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LEADERS
The Leaders rules are designed to ensure that command is both a privilege and a peril. In Light Bobs your Leader is not an abstract bonus generator but a physical presence on the battlefield—inspiring men, altering momentum, and, falling to chance. By limiting each army to a single primary Leader (with additional subordinates in larger engagements), the system emphasizes hierarchy and responsibility. Command is centralized, but never safe.
Military Rank (MR) serves two purposes: it measures authority and determines survivability. A newly commissioned Captain (MR 3) is competent but far from invulnerable. As rank increases, so does resilience and command ability, but the risk never disappears. The fractional "Advanced" ranks reflect transitional stages in a career—moments where experience and growing influence have not yet fully translated into senior authority. This creates a natural narrative arc as Leaders rise through success or falter through defeat.
Leader Risk is intentionally unforgiving. The battlefield of the era was chaotic, and officers often led from the front. The simple dice thresholds and card-based injury table create suspense without excessive bookkeeping.
Promotion ties performance to progression. Winning improves prospects, but chance—represented by the deck—always has a say. Over multiple battles, this system encourages players not merely to win, but to preserve and cultivate their Leader. The result should be a growing attachment to the officer at the center of your story.
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PDF link :)
If you have gotten this far I thank you.
Chris Parker
Day of Battle Games
dayofbattlegames.com