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Report from Historicon 2006


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Areas of Interest

18th Century
19th Century

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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

Turgut Reis-Class Aerial Cruiser

The first aerial ship proper for my Turks.


Featured Profile Article

First Look: Battlefront's Rural Fields and Fences

Personal logo Editor in Chief Bill The Editor of TMP Fezian gets his hands on some fields and fences.


Revision Log
20 July 2006page first published

4,421 hits since 20 Jul 2006
©1994-2024 Bill Armintrout
Comments or corrections?

Pete Mancini writes:

I've played in one game using an experimental set of rules with a cheeky name: Naughty, Naughty Sepoy.

Naughty, Naughty Sepoy

What makes them stand out is a very interesting mechanic. The game is card-driven. Tea Time cards come up that hasten the end of the turn. If the third comes up, the turn is over. Strange Events are interesting random bits of command friction.

The majority of the deck are Order cards - however, instead of dictating what the order is, the players consider what they would like to do (move, fire/load, react, rally, etc.), and then they vote on it! Each player rolls a die and the winner decides what the available order will be for every unit on the table! You need to spend an order point from your command stand in order to follow the order. Higher-level command can use an order marker for all sub-units, and overall command can use an order for an entire side.

It's very clever, and I hope the author makes an effort to publish or make them available online. Lots of fun.

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