The WEGS Fray

BOSS RPG | Basic Old Skool System

Are you ready for the BOSS? We are in full-throttle play test mode with our new Basic Old Skool System. For our WEGS Old Skool…

GameWick News

Big News! The New GameWick Games Shop is Live!

And here to celebrate with us is the talented Mr. H.P. Lovecraft who stars as The Night Clerk in Shuffling Horror: Innsmouth 32! (The Innsmouth…

Shuffling Horrors!

Big News! The New GameWick Games Shop is Live!

And here to celebrate with us is the talented Mr. H.P. Lovecraft who stars as The Night Clerk in Shuffling Horror: Innsmouth 32! (The Innsmouth…

Continuity (Alt Rules)

June 30th, 2013

As per the normal rules of Pittsburgh 68, a reel immediately ends when the final card of the Reel Pile is eliminated or taken. The current turn is over and no other player action may be taken. This is important, because the next reel resets the turn sequence to the first payer to the right of the Zombie Master.

GG-tm-ZedZombie tm

For this reason, it is to the players’ advantage to delay the end of a reel to allow as many Survivors to act as possible, while assuring that the Zombie Master does not get a final action.

In games with a large number of Survivor players (4+), the Continuity rule is encouraged. This rule simply resumes the action with the player whose turn was next, but was cut short by the end of the reel. This also gives the game a sense of film continuity, as opposed to a choppy non-sequitar grindhouse-style cut of a grainy, gritty B movie!

The Continuity rule also allows the Zombie Master’s turn comes up that much earlier during the round, too.

Keep in mind, that Reel 4 always plays around to the Zombie Masters turn.

The final reel is never over until it’s over!

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Background Zombies (Alt Rules)

June 30th, 2013

Experienced players know that the flow of Pittsburgh 68 can change in a heartbeat: the turn of one card can trigger an avalanche of zombies and immediately ruin the Survivors’ best laid plans. Then there are those odd games where the Zombie Master just can’t get their footing. What’s a ZM to do?

As per the rules for the Opening Scene of Reel 1, any zombie that appears in the first three cards automatically “stumbles” into the Zombie Master’s hand as lone zombies. This is not done for the start of the subsequent reels: Reels 2 through 4 have no Opening Scene stumble. However, if there are no in-play zombies at the start of a subsequent reel, the ZM can try to introduce some Background Zombies to get things started.

To do so, the ZM starts the reel as normal, shuffling the Dead Pile and dealing the requisite number of cards for the reel. The ZM then secretly draws a number of cards from the Dead Pile. The number of cards drawn is equal to the current reel number (two cards for Reel 2, three cards for Reel 3, and four cards for Reel 4). Just as the rules for the Opening Scene, any zombie that is drawn is immediately placed as a lone zombie. Non-zombie cards are returned to the Dead Pile.

Background Zombies

At the start of a reel, there can be no zombies in any Zombie Player’s hand.GG-tm-ZedZombie tm

After the shuffling and counting of the Reel Pile, the ZM draws a number of cards equal to the reel number from the Dead Pile. Two cards for Reel 2, three cards for Reel 3, and four cards for Reel 4.

Any zombies that are drawn may be placed in the ZM’s hand. All other cards are ignored and returned to the Dead Pile.

Drawn zombies cannot be used to create throngs, and must be placed as lone zombies in the ZM’s hand. The exception to this is Reel 4 if all four cards are zombies. The fourth card can be placed to create a throng or given to another Zombie Player’s hand.

The reel then begins as normal.

An advantage of the ZM secretly previewing the bonus cards is that they will get a sense of what cards are NOT in the Reel Pile. While drawing zero zombies is a bummer, the knowledge that The Cellar or Killing Machine won’t be coming into play can be very gratifying…

As with all other Alt Rules, at the start of the game, players should be told which Alt Rules are in play. For Background Zombies, wily Survivors can strategically thwart the ZM’s bonus by leaving a zombie in play.

But who really wants to leave one of those things around… Always leads to trouble… Remember Bub?

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P68 ZWS: The Origins Report

June 21st, 2013

The third quarter of the Pittsburgh 68 Zombie World Series began at Origins Game Fair in Columbus OH. Three games were run on the event schedule (Games 35, 36, and 37), and the Survivors won twice. For the Zombies, two outta three ain’t good!

Game 35 was a brutal zombie victory. Game over at the end of Reel 1!

Game 36 was a gripping 8 Survivor game that went the full four reels. By the end, it was 8 Zombie Players versus one lone Survivor, who succeeded Flail after Flail after Flail. Adding insult to injury, the player pressed their luck by spending only a single spoint for each Flail roll. An almost certain apocalyptic victory stolen from the zombies!

Game 37 was a 4 Survivor game that played out like a Scooby Doo episode. If it weren’t for those meddling dice rolls…

The Survivors now have a six game series lead!

P68-Q3-Origins

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Backseat Zombies (Alt Rules)

June 7th, 2013

To put a little more tension in the game, try using The Backseat Zombie rules when The Car appears. When it does, the Zombie Master buries a random card from The Dead Pile (discard pile) underneath it. This mystery card is only revealed when a Survivor enters the car.

When the card is revealed, the following applies:GG-tm-ZedZombie tm

If it is an ITEM card, the Survivor may automatically take it (free action) or they may leave it there for anther Survivor (who must move to The Car to get it)

If it is a ZOMBIE card, it gets an immediate attack on the Survivor. The zombie stays at the Car until the zombie is destroyed. Until then, there is no resting bonus in the Car…

If it’s a PLOT DEVICE or SHUFFLING HORROR card, it is played immediately. There is also a slight chance that The Cellar is revealed; in such a case it is immediately put into play.

This rule only can occur if The Car appears (and so might never be triggered). It should not be used for The Cellar. This way there is at least one Sanctuary card that is completely safe for the Survivors to enter during play. This rule also forces the Survivors to explore The Car early, to clear it of any zombies should they want to make use of the sanctuary later in the game.

Besides, we’re working on some special Alt Rule for The Cellar

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Origins: The WEGS Old Skool Menu

June 7th, 2013

(Note: The full GameWick Games events schedule is found here.)

Here’s our WEGS Old Skool events running at the Origins Game Fair. Some games are designed for beginners (like Dungeon Fun 101), but we teach the rules at all sessions. We delve into some campaign play with a special game on Sat night!

Dungeon Fun 101 with WEGS!
A beginner’s intro to dungeon crawling with WEGS, the Wickedly Errant Game System. Character creation is a breeze and you’ll be face-to-face with some dungeon monsters in minutes. In fact, you get to choose how difficult the first encounter will be: Mild, Medium, or Spicy! With its easy rules and wild dice rolls, WEGS delivers full throttle sword-n-sorcery adventure.

Dwarf Walks Into A Bar
A rag-tag assortment of adventurers are having a real slow night at the Tongue of Dung, a seedy tavern in the bad part of a town called Ikkspatt. In one dark corner, a drunken Dwarf slumbers. In the other, the Goblin chieftain Borkfu and his gang are getting rowdy. Keep one hand on your tankard and the other on your hilt, it’s gonna be one of those nights. A great intro to WEGS, the Wickedly Errant Game System!

How Many Heroes Does It Take To Slay A Dragon?
Come join the dragon-slaying party and let’s find out! But be warned, this ain’t no ordinary dragon. This vicious dragon has been bred for use with WEGS, the Wickedly Errant Game System. New players start with intro characters. Experienced WEGS players can bring a character of their creation (100 point spread). Multi-classing allowed. WEGS rules will be taught, so don’t fear the system or our wacky lingo. Just jump into the fray with us and have some fun.

Frankenwegs Rising!
A WEGS Old Skool campaign starter. Welcome to the murky moorlands of Kraybania, where the things that go bump in the night are the least of your worries. As entry-level members of The Grand Arm, you have the task to collect taxes from the shunned towns of the Far Country. You are never treated well by the locals (except when they try to rob you), but this time things are different. This time you are offered a cold meal, moldy ale, and a chance to become a hero (just like a high-level member of The Grand Arm, well… almost). Do you have what it takes?

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 WEGS Old Skool Event Menu at Origins

(Please confirm times with the onsite program book)

Thursday
11 am – Dungeon Fun 101 with WEGS! (2 hrs)
9 pm – WEGS: Dwarf Walks Into A Bar  (3 hrs)
9 pm – WEGS: How Many Heroes Does It Take To Slay A Dragon? (2 hrs)

Friday
11 am – Dungeon Fun 101 with WEGS! (2 hrs)
3 pm – WEGS: Dwarf Walks Into A Bar  (3 hrs)

Saturday
11 am – Dungeon Fun 101 with WEGS! (2 hrs)
9 pm – WEGS: Frankenwegs Rising! (3 hrs)

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Origins: The Pittsburgh 68 Menu

June 7th, 2013

(Note: The full GameWick Games events schedule is found here.)

Here’s the Pittsburgh 68 events we will be running at the Origins Game Fair. A portion of these games are part of our Zombie World Series (Third Quarter). The Survivors are ahead by 5 victories, so the Zombies need to catch up. If you play in one of the Zombie World Series events, the Zombies are going for the win!

Pittsburgh 68 Zombie World Series
Join in the grim fun and try to keep the Survivors ahead of the Zombies! This game is part of a series run by GameWick Games this summer. Each game scores a point for either the Survivors or the Zombies. You start as a member of the Survivor “home team” (in Pittsburgh of course), but you might end up playing for the “visiting” team before the game is thru. Pittsburgh 68 is a fast-paced card-n-dice game that plays like a good old creepy zombie flick.

Shuffling Horror-Pittsburgh 68
A cooperative little card game until it’s not! Pittsburgh 68 is a fast paced card-n-dice game that pays homage to a time when slow moving zombies ruled. Players face an ever growing zombie problem (which they might end up being a part of). When eliminated, players are not out of the game – they shuffle back in as zombies. A new and creepy game from GameWick Games!

GG-Banner-P68-77

Pittsburgh 68 Event Menu at Origins

(Please confirm times with the onsite program book)

Weds Nite Special
Join us as we kick off the third quarter of our Zombie World Series!
9 pm – The Pittsburgh 68 Zombie World Series

Thursday
10 am: Pittsburgh 68, A Game of Shuffling Horror (2 hrs)
2 pm: Pittsburgh 68, A Game of Shuffling Horror  (2 hrs)
4 pm: Pittsburgh 68, A Game of Shuffling Horror  (2 hrs)

Friday
10 am: Pittsburgh 68, A Game of Shuffling Horror (2 hrs)
4 pm: Pittsburgh 68, A Game of Shuffling Horror  (2 hrs)
9 pm: The Pittsburgh 68 Zombie World Series (2 hrs)
10 pm: The Pittsburgh 68 Zombie World Series (2 hrs)

Saturday
10 am: Pittsburgh 68, A Game of Shuffling Horror (2 hrs)
2 pm: Pittsburgh 68, A Game of Shuffling Horror (2 hrs)
4 pm: Pittsburgh 68, A Game of Shuffling Horror (2 hrs)

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