Hobgoblin: Basic Rules (How To Play)
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- เผยแพร่เมื่อ 21 ธ.ค. 2024
- Learn how to play HOBGOBLIN: BRUTAL FANTASY BATTLES! This quick start video explains the basic rules of Hobgoblin to get you learning to play.
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Really smooth rule set, will watch the rest of the vids and add the game to my mountain of my ‘to buy’ list.
Just a thought…do you think a crunchier more complex rule set adds to the ‘feel’ and atmosphere of a game? Do sleek and shiny rules add themselves to a tactical sci-fi? Do crunchy, swingy and detail add to the brutal grime of fantasy melee - mechanics informing aesthetic or is an efficient and accessible rule set craved by all? (Sorry, I got a bit carried away with my comment 😅) keep the good stuff flowing 🤘
Great question. I definitely do, yes. The complexity is one vector, and also where the game makes your mental “camera” focus on. If I provide a complex damage chart in a mech game, I’m helping your imagination zoom in on an explosion ripping an arm off, if I zoom out the damage system (like in Hobgoblin) I’m trying to get your mind’s eye to zoom over the swirling action like in the battle of Helms Deep in the movie.
We did an episode on this topic recently on Rule of Carnage. Search for: “rule of carnage does you resolution system matter”
very concise and clear demo. well done!
Ok clean and fast rules but whats the point of individual bases, broken units are just removed. (Aside from allowing them to be useful in other games off course)
Yes! I wanted to show off the fact that if you already have miniatures based for other games, its a simple (and non-destructive) business to convert them for use in Hobgoblin, using regiment trays.
Its miniature agnostic, and a lot of minis come like that. However, you could just print out a top down picture of a block of troops. Since you don't need to remove individuals there is no need to cut them out. Just print the unit as a whole, put it onto the table, and start playing.
I'm quite excited about this.
Me too! Can’t wait to have the physical rulebook in my grubby hands.
As soon as I saw that you rotate a base of troops by pivoting around the opposite front corner I was sold. That is how blocks of marching men do it in real life. Just watch any marching band make a corner in a parade. The outside corner marches at full speed (movement points), while the inside corner just stomps in place to keep time.
Game looks neat. Leaving a comment for the algorithm!
I appreciate that! Gotta feed the beast.
Game looks good, what size is the frontage on these bases?
Each unit type has either the Wide Footprint or Narrow Footprint keyword.
Wide units (like infantry blocks)
100-200mm frontage
40-160mm deep
Narrow units (like chariots)
40-100mm frontage
40-160mm deep
Very clean
Thanks!
To be honest I'm most looking forward for your CyberPunk skirmish rules... there was such project on one of your web sites I think. Any news about it?
Oh man! That project (Skulljacker) has a storied history. Glenn and I picked over its corpse here: th-cam.com/video/Jucnh89GdM4/w-d-xo.html
Maybe one day I’ll use powerful necromantic magic to return it to this world. 😂
@@crikeymiles I would prefer a divine resurrection...:) As we really need some good CyberPunk rules with some unique/innovative twists, that make playing the game *feeling* as someone directing hight specialized and augmented unit of futuristic soldiers. Like in Ghost In the Shell SAC series...:) It's what we got i.e. from Garland's: some rules and twist that makes it *feel* like watching this postapocaliptic race! Besides CP is trendy recently;) I will watch mentioned video. Thanks!
You say at 5 minutes that you are not allowed to shuffle sideways into melee.
In the PDF rules it does not say that shuffle cause distracted. Is it old rules or a miss.
Does Shuffle cause distracted or not ? :) Thanks for reply.
Trust the rulebook! This video was made before the final round of post-Kickstarter playtesting and tweaks. :)
I like it - but why have Doom and Courage? Courage seems to be just another word for hit points or health, and surely it feels more natural to just have a health stat?
Game looks great. Came here from the GMG interview!
I write about it a bit in the rulebook, essentially it models both injury and morale, and a “health” stat wouldn’t quite tell the story I’m after (although, as you suggest they’re mechanically identical).
Here’s how I describe them in the rulebook:
“As units fight in combat, suffer grevious wounds, struggle desperately with their enemies, and watch their fellows fall broken and bloody beside them: death and despair close in like a grim cloak. Regardless of whether it will be their bodies or their spirits that fail them first, the approach of hopelessness and mortal destruction is represented by Doom Tokens.”
Courage is what you need to stay in the fight, though all around you are falling.
@@planetsmashergamesGreat explanation ty!
i want togeta rule book! ilike it!
You can pre-order right now, and you'll get the PDF copy immediately, with the hardcover book shipping this year. :)
@@planetsmashergames I saw that. Going to wait til payday ;)
While I like the hit chart, I hate when units just evaporate ... them running away and rechecking is far more fun
I can dig that. It’s definitely a thing I considered, but in the end Hobgoblin had to be what it was gonna be, and evaporating units removes the two or three extra turns you’d need to chase those units down, and so fits the “brutally fast” design mantra that runs through the game. :)