Board Game
Blam! Blam! Argh!
By Daniel Mersey
In BLAM! BLAM! ARGH! you get the chance to move and lay down impressive amounts of fire with a handful of soldiers, to compete against your opponent in a bidding mechanism, and complete defined objectives to win victory. As the subtle title suggests, these rules are inspired more by comic book heroics than history or science. As part of the abstracted game play, a gridded table is used as this simplifies movement, ranges, line of sight, and the effects of terrain. I designed these rules so that I could use diverse small collections of my ‘shooty’ models in a game without needing to build up larger squads or invest in new, page-heavy skirmish rules. This has been a nice way to introduce some of my non-miniatures gamer friends into a game with my miniatures. The intended setting is near future and Sci Fi military or policing actions involving around a Squad’s worth of models (usually ten or so), however I’ve also used them for the Weird Wild West and Weird World War Two skirmishes so the rules are really usable across any gunfight setting. Occasionally, the rules have had a run out for a standard Dime Fiction Wild West shoot-out, Hollywood Colonial adventure or World War Two section-level encounter, using Primitive weapons and no armour (except for Clint Eastwood’s boiler plate). The rules are simple to pick up, but the turn sequence is a little unusual compared to many games: make sure you understand this before playing. You’ll need a couple of dozen tokens for Initiative Points, and a few markers to place beside Stunned models. In addition, you will need a handful of six-sided dice, and if you’re not using a gridded tabletop, a ruler marked in 6” lengths. —description from the designer
- Wargame
- Science Fiction
- Miniatures
- Modern Warfare
- World War II
- American West
- Grid Movement
- Dice Rolling
- Line of Sight
- Auction / Bidding
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