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Thrilling Adventure Playtest Rules Now Available


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Rattrap1 writes:

Received a couple of questions and I thought I would share the answers.

Q) What will be the average faction size?

A) I'll probably plan my factions out at roughly 150 points. That would give you two characters, a unit and enough points for weapons and upgrades (about 4-6 models). If you go with larger point sizes and more units, you could end up with 20+ models per side. The final Faction decks will contain 3 characters and 2-4 units. That will give you up to 29 upgrade cards to mix and match.

Q) Do Units get a bonus on Defense like they do on Attack for more models?

A) No. More guns firing means there is a better chance of hitting. More guys doesn't mean they are suddenly harder to hit (though each individual might have a lower chance of being hit, the unit as a whole does now.)


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Rattrap1 of Rattrap Productions writes:

I am opening Thrilling Adventures to public playtest.

The playtest version of Thrilling Adventure is now available for free download. The goal of these rules is to provide players with a straight "out of the box" way to play a Pulp game. You'll have all the stats on the character and unit cards, and you will have cards that allow you to add equipment, abilities, and special actions to your characters or units. There will be no prep time of figuring out characters or putting force lists together. Also, the rules you need to know, for the most part, fit on a single double-sided page. Different scenarios might have different special rules, but those are on a case-by-case basis.

And feedback, I would love any and all feedback (with exceptions shown below). The more comments I get, the better I can make the game. Just keep in mind the goal is not to end up needing a 20-page rulebook to play. It should be simple to play, but complex to master.

The Heroes

There are a few of things you should know before you sit down to start using these rules:

  1. You do not need dice. I know I've lost half of you after you have read that, but if you can keep an open mind, give the rules a try. You might find you don't need dice for every miniatures game.
  2. These are playtest rules. Approach them as a work-in-progress, and if you have questions, please ask (on our Facebook page or email me at raj@rattrapproductions.com). I have tried to make things clear within the rules sheets, but if something is not, I'd like to know so I can address it.
  3. There are only nine Character Cards per faction, whereas the final decks will have 36 and offer a lot of customization. Please don't write-in to tell me that there aren't enough choices for the characters. I know that, and I hope to release a few more after Gen Con, so that you can try different combinations.
  4. Ignore the point costs on the cards. They are rough guides and still need a lot of refinement.
  5. There are only 24 Action Cards supplied. The final deck will have 36.
  6. You have 22 Scenario Deck Cards. A full deck will come with 36. You may want to play around with the number you use, depending on how long you want the game to run. Two of the cards do not go into the Scenario deck to be drawn, but are Guardian Stat Cards that appear based on the Scenario Cards that are played.
  7. There are no rules for cover. I know that seems odd for a miniatures game, but the game assumes that all models are always taking the best advantage of the available terrain and only occasionally (specific Scenario Card) will they get a bonus to their Defense.
  8. There are no units in this playtest demo set, only characters. I will add a unit to each of the factions after Gen Con.

Enough jabber. The link to the PDF is here at Thrilling Adventure Playtest Rules.

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Text edited by Editor Hebber
Graphics edited by Personal logo Editor in Chief Bill The Editor of TMP Fezian
Scheduled by Personal logo Editor in Chief Bill The Editor of TMP Fezian