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…

Innsmouth 32 – Early Backer Bonus

May 4th, 2019
Innsmouth 32 Updates, Kickstarter

Friends and fans, back Innsmouth 32 now

if you want to get one of these nifty Deep One pins!

Click here to go to the Innsmouth 32 Kickstarter page!

 Exclusive Deep One Pin for Backers

Innsmouth 32 is Live on Kickstarter!

April 30th, 2019
Innsmouth 32, Innsmouth 32 Updates, News

The third and most terrifying game in our Shuffling Horror line!

Click here to go to the Innsmouth 32 Kickstarter page!

KS-a-game image 1360

HP-BAN-I32-961X277

Shuffling Horror News: The Roswell Rulebook Online

April 30th, 2019
News, Pittsburgh 68, Roswell 51, Rule Guides

The Roswell 51 rulebook has been published online, so all those who are curious can take a peek under the hood of the Shufflng Horror system. More importantly, the R51 rules fix some of the glitches in Pittsburgh 68 play, and so those who own that game should follow these rules instead (same great system, but it just got even better)! Two key differences are:

The Survivor Draw Pile: a new way to deal out the survivors that fixes the issue of unused characters.

Plot Device Cards: These are now player’s choice to Play Immediately or return to the discard pile (so that they come up later).

There are also advanced play options for both Roswell 51 and Pittsburgh 68 play!

Here’s the link to the rulebook pdf.

R51 RuleBook Online PDF

 

Shuffling to Origins 2019 : GameWick Events

April 4th, 2019
Conventions, GameWick News

FB-SQR-SHB-2018GameWick Games returns to Origins Game Fair (June 12-16) with a booth and a full event schedule, too. Booth details will be released later. In the meantime, check out our event listings below.

Join us for an one hour play-to-learn Shuffling Horror intro session or jump into one of our full length “horror movies”. Try to survive the zombie apocalypse in PITTSBURGH 68! Save the world from an alien invasion in ROSWELL 51! Spend an evening in creepy, old INNSMOUTH 32 (the third and most terrifying game in the Shuffling Horror series to be released this summer).

But wait, there’s more! We’re playtesting a new P68 expansion called Cannibal Creeps (think Texas Chainsaw meets Night of the Living Dead). And let’s not forget about the WEGS OLD SKOOL Saturday Night Special!

Yeah… we’ll be waiting for you in Columbus!
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THURSDAY, FRIDAY, and SATURDAY EVENTS  (unless otherwise noted).

10 AM & 5 PM : INTRO TO SHUFFLING HORROR
Don’t just play a game, play a movie! Shuffling Horror brings cinematic thrills and chills to your tabletop. See if you can survive the first reel of the movie in this play-to-learn session.

11 AM : ROSWELL 51
The Time: 1951. The Place: Roswell. The Problem: Sci-fi invasion! B-movie action awaits in this 1950s space invasion flick. Stop the pods, blobs, and UFOs in this cinematic card-n-dice game.

1 PM : INNSMOUTH 32
May’s Eve, 1932. On-the-lam bootleggers hijack a tour bus with Miskatonic Univ students and scholars on board. A fateful wrong turn brings them all to the shunned seaside village of Innsmouth… A night of mind-bending horror awaits!

3 PM : PITTSBURGH 68
The Time: 1968. The Place: Pittsburgh. The Problem: Zombies! Thrills and chills await in this cinematic card-n-dice game that plays like a creepy zombie movie. Slow moving zombies rule! Ghastly fun!

8 PM : INNSMOUTH 32 / ROSWELL 51  -Thurs and Friday Nights Only-
Science Fiction Double Feature! We’ll be running two “movies” at the same time – maybe three if there’s room!

10 PM : THE SHUFFLING HORROR PICTURE SHOW : CANNIBAL CREEPS!   -Friday Night Only-
What is worse than a zombie apocalypse? A zombie apocalypse with cannibal creeps on the prowl! Will you make it to the end of this movie – or will you end up on the menu? A sequel to Pittsburgh 68.

And let’s not forget about WEGS…

8 PM : THE WEGS OLD SKOOL SATURDAY NIGHT SPECIAL (Experienced Players Only, 18+)
How Many Heroes Does It Take To Slay A Beholder? We’re not sure but we’re going to find out! A gathering of WEGS friends and fans who want to have a rip-roaring, dungeon crawl experience that only the wickedly errant Old Skool system delivers!HP-BAN-I32-961X277

 

WEGS Old Skool-Shield Use

March 5th, 2019
The WEGS Fray

We’re dropping some down-n-dirty basic shield rules into our WEGS Old Skool Fantasy games at Gary Con this year – and it’s about time! Of course, there are some rules and limitations to go along with the upgrade (and these are all playtest rules). Read on, you shield-carrying dungeon dwellers!

(Oh yeah, here’s the full GameWick at Gary Con events list.)

Shield (Odd Skill, 77%, 1 spoint)PIC-SQR-DICEY-SHIELDRULES
The shield is a warrior skill; so, warriors automatically have this as part of their base skill set. It is an Odd Skill, with a 77% success rate and costs a spoint (spell point) each use. The shield is activated in lieu of the character’s INVULNERABILITY roll (a really good thing to use, if your invulnerability has been gimped by an opponent). If successful, the shield stops ALL damage. If it fails, the character takes HALF damage.

Shield Limitations
A shield takes one attack action to ready; when active, only single-handed melee weapons can be used. The shield is only beneficial versus melee attacks that the character is aware of (not back attacks) and may also be used versus short range hurled weapons or ballistic attacks.

Wear and Tear
A shield suffers wear and tear. Each full hit it takes is tracked by the player (basically, the shield is suffering the damage that the character isn’t). When a shield has taken a total of 200 wounds, each and every hit after that is the percent chance the shield is rendered useless. It must be mended or fixed. Alt Idea: Every 200 hits reduces the shield one level in effectiveness: Level 4, 77%. Level 3, 55%. Level 2, 33%, Level 1, 11%. If reduced to level zero it is useless!

Good Shots, Bad Shots, and the Wicked
For any shield defense roll, if a Wicked Success and Good Shot is rolled, the shield does not take any damage. However, a Wicked Failure causes double damage to the shield and knocks it into a non-ready state. A bad shot failure (rolling an 80 or 90) causes the character to suffer FULL wounds (instead of the normal HALF for failure).

Currently in the works… the WEGS BOSS Rules.

BAN-WOSF-2019

BOSS –  Our Basic Old Skool System

WEGS Old Skool-Basic Spellcasting

March 3rd, 2019
The WEGS Fray

For those of you joining us at Gary Con for WEGS Old Skool Fantasy game and who love playing spellcasters, below is a quick run-down of how spellcasting works in WEGS (Wickedly Errant Game System). Even at intro level, spellcasters wield a lot of power. There’s no starting number of spells or limits on how many spells they can cast a day, but there is, of course, a catch. Read on, dear wizards and acolytes!

(Oh yeah, here’s the full GameWick at Gary Con events list.)

Magic User or ClericPic-CastBlast-Series-600
Spellcasting classes are either a Mage (magic user) or Sage (cleric). Each archetype has ten basic spells to use, however, we will have our draft BOSS spellbook with us (which has over 30 spells per class now). If you want a sneak peek at these spells, shoot us an email (wick@gamewick.com) and we’ll send you a link. If you are in our BEYOND THUNDERDOOM event, you will want to check this out before the game!

Spell Power (Spoints)
All characters have a pool of spell points (spoints). These are used to cast spells. Unlike other systems, you can cast as many spells as you want, as many times as you want – AS LONG AS YOU HAVE THE SPOINTS TO PAY FOR IT. Once you are out of spoints, you can no longer summon magic or call upon the spirits to help you out.

Cast & Blast
Like aim + fire for ballistic attacks, spellcasting takes two turns. The first turn you must summon the spell energy (CAST) and the next you unleash the spell (BLAST). Each phase you must succeed a success roll. Casting has a 77% of success (roll d%). Blasting is based on the spellcaster’s stat score (also a d% roll). Both phases cost spoints, too: 1 spoint to cast and 4 spoints to blast. So, every spell inevitably costs 5 spoints.

Spell Duration
Spells typically do not have a set duration; a spellcaster owes 1 spoint per turn to keep it going. If you want to keep that wall of fire burning, just pay that spoint. If you don’t have any spoints left, down comes that wall of fire.

Currently in the works… the WEGS BOSS Rules.

BAN-WOSF-2019

BOSS –  Our Basic Old Skool System