In part one I told you a bit about Home Raiders, the scale the scenery, miniatures etc, if you missed it you really should subscribe so you never miss another article, but you can recap by looking at it here.
So now you know a bit about the game and I am a bit further along with painting the starter set, I thought it would be an idea to take a look at how the game plays now we have the setting sorted.
Games are set out with x number of Stars on each side, this is flexible and agreed before hand as per normal. Each Unit has its own stat card which gives you all the normal information that you would expect to need, you can buy multiple units and these can either be seperate or can team up with an identical unit type, so for example I could have 2 units of three Lilliput Guardsmen or I could pay the same amount of Stars and have one unit of 6 Lilliput Guardsmen, there will be pros and cons to each method which I am sure you can have fun working out.
The game uses a token in the bag actication system, for each Unit you have you put a pearl into a bag, these are then drawn and the player whos pearl is drawn activates a unit and completes the activation before the next pearl is drawn, this alternative method of deciding whos go it is next is becoming increasingly popular at the moment, but then many companies are trying to find an alterantive for the you go I go method of play.
The rules aren’t laid out in an overly brilliant way with a lot off information needed for the sequence of play in cut out boxes and rules for things like shooting and close combat in the main body, but the game is simple enough to get to grips with and very easy and once you have read most of the information in a cut out box, it will seem very familiar and stick.
Home Raiders has seemingly done away with the +1 -1 penalties and bonuses, instead there are three types of Dice which weakest to strongest are coloured white, red and black, which of these dice you roll is indicated on the stat card, so instead of adding or subtracting you will be instructed to upgrade or downgrade a type of dice, so no rolling and then having to work out if you have hit or not.
All the traits or special rules needed for the game are included in the rulebook on the last two pages, now while I may have been a bit critical of the layout of the rulebook it must be said that including the covers there are just 12 pages, so it is very light and portable, and as I said after a read through or perhaps two most of the game concepts should slip into place, and there is a certain appeal to a slim and streamlined rulebook which still contains just enough ‘fluff’ to set the scene.