The guys over at Ready Steady Play were kind enough to look at Wreck and Ruin after visiting the stand at UKGE. They talk about the components, give a quick rules overview and give their thoughts on the game.
Another week out in the Wastes, and I’m glad to see you all made it back! And mostly intact- mostly. My name is Mark, your wasteland guide, and I would like to welcome our newest warriors – come grab a seat by the campfire and I will tell you of wondrous powers and terrifying storms: the card decks.
I always knew I wanted cards in the Wastes- some secret information: tools and weapons that you could use at the right time to turn the battle in your favour. Wreck and Ruin features 3 different type of cards:
FACTION CARDS: each faction has 4 unique cards which symbolise the beliefs and core values they represent. The cards are your most powerful weapon in the game – you will take one at random at the start of the game and when it’s used it is gone for good so timing is critical. Want to get a feel for each faction’s powers? Reapers are violent and aggressive, their cards deal death and destruction. Salvoes are hardy, their cards allow improve their survivability and their ability to gain resources quickly. The Ruin Army command the most advanced technology, capable of tactical strikes where they are needed most. The desertkin use their mastery over the wasteland to call upon the aid of beasts that do their bidding.
EVENT CARDS: The wasteland is an unpredictable place fraught with danger, which this deck represents. At the start of each round a card is drawn and that will affect each player in turn. Maybe you are lucky and clear skies improve your movement; or maybe a lightning storm threatens to melt metal and flesh alike. You are all at the mercy of the cards, the only good thing is that everyone else is affected too!
SALVAGE CARDS: these unique cards are collected as you explore the Wastes gathering salvage sites and represent the lost technology buried under the sands of time. Some help your own faction, others allow you to hinder your opponents. They are free to use, all you have to do is decide when! Perhaps you will use armour piercing rounds to inflict double damage. You may be a stunt driver that can jump over occupied hexes. There are no duplicates so you know when you have it that nobody else does – all you have to do is pick the right time.
Aaaand that is the 3 cards types – which are you most interested in? Do you prefer to play conservatively or to jump in all guns blazing? I’m sure you’re already leaning towards a faction that suits how you would play, am I right? That’s us for another week – remember to be safe! and if you can’t be safe, make sure you bring more guns to the fight than your opponents…
Hello warriors, old and new! My name is Mark and I am your wasteland guide, here to tell you about the wasteland we call home. Why does it always change? Because it’s more fun of course!
It has been 16 months since I first started this project. Those of you who have been there from the start, or have spoken to me will know that re-playability is a big deal for me: if you know a map inside out, you know how… to beat it; how to work it to your advantage. I want to create a game that you don’t just play once – I want you to play it again and yeah, you’ll know how to play the game, but there will be new challenges in play. So I decided to create a play area made of 7 tiles, each of these can be placed together to create any map you can think of. Being double-sided, this means there are 14 possible faces which can be flipped, rotated, set up whatever way takes your fancy that day! So what makes the tiles different? Let’s talk about what is on them.
Setup areas: There are 4 of these for when you have the ultimate in vehicular violence happening. Only 3 players? 2? Simply flip them over and place the number you need in the right places, then use the remaining tiles to complete your map.
Rocks: the Wastes would be boring if it was just sand stretching as far as the eye could see! Rocks are impassable hexes and have a red hex border. You cannot enter these hexes, and they block movement and line of sight.
Water: bubbling up from subterranean caverns, water is rarely seen on the surface but when it does it can make travelling quite difficult. Water is a hazard, marked by orange hex borders. Water blocks movement but not line of sight so feel free to stay on one side and attack your enemies on the other. Be careful though – you can’t move into it, but sometimes you can end up in there with a well-placed nudge! If you end up in water it can be very difficult to get back out so just be careful!
With tiles containing one, or both kinds of obstacles, how you create your map will change how players cross the Wastes. The fight will move about though, so what helped you hide from your enemies can be the thing stopping you from winning later on!
I look forward to see the maps that all my warriors come up with!
I had the pleasure of speaking to Richard from we’re not wizards about my gaming past, and the bright future that is Wreck and Ruin! Be sure to give it a listen, and also follow them as they’re pretty cool!
Good morning warriors, I can see that some of you managed to find some caches of chocolatey goodness yesterday! You, in the back – the one with the helmet on – you’ve still got it all over your face. My name is Mark, your wasteland guide, here to warn you of the horrors I have witnessed out in the Wastes. Today however is not all doom and gloom: today I would like to tell you of the Salvoes….
Good morning wasteland warriors, I can see a few more have come to heed my words of wisdom. My name is Mark and I am your wasteland guide – my job is to keep you alive out in the Wastes, warning you of the many, MANY dangers out there. Today we talk about the faction of savages who terrorise the Wastes, the very uttering of their name is enough to strike fear in the hearts of most. Today I will tell you the tale of the Reapers…
Very… few survive an encounter with Reapers, and some that do wish they did not as the scars of what they have witnessed cut deep into their minds and nightmares. The Reapers represent all that is wrong with our world: barbaric and cruel, they have shunned a more civilised path to satisfy their base needs. The Wastes affect us all differently: those counted amongst the Reapers are sadistic and violent who kill for greed, for pleasure, for sport, and for food. They are ritualistic, eating the flesh of their enemies to gain their strength and adorning their vehicles with what remains: crude trophies as testament to their fighting prowess.
Reapers do not recognise authority: strength and power is what they obey. Only the strongest and most aggressive Reapers can control the horde, and if they show any sign of weakness they will be challenged for control. Reapers regularly fight amongst themselves, and it is not unheard of for groups to be reduced to a handful of warriors when things invariably grow out of control. They would gladly watch as the world burned, then they would turn on each other. Fuelled by insatiable appetites and the pleasure of killing, they are rightly feared.
I hope I have made the threat they present clear – they are aggressive and to be avoided at all costs. Should you become a target of their attention I only pray that you have enough rounds to kill them all. I would recommend however leaving aside a bullet for yourself, which would be a small mercy given the alternative….