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Damned Hot Work: The Steampunk Miniatures Game
Damned Hot Work: The Steampunk Miniatures Game
by (Web published) (2012)
Player Count
2 to 10

Player Ages
6+

Playing Time
1 hour
Categories
  • Science Fiction
  • Wargame
  • Fighting
  • Miniatures
  • Designers
  • Mark Chaplin
  • Mechanisms
  • Campaign / Battle Card Driven
  • Dice Rolling
  • Family
  • Steampunk
  • Rating: 0/10 from 0 users

    Description

    Damned Hot Work is a miniatures wargaming system primarily designed for 25/28mm models, and is a fast and simple game that should allow large battles to be fought easily in one evening - or a couple of skirmishes - recreating the drama of combat with dice rolls and a deck of cards.

    This is a wargame heavily dependant on a glorious theme - it's actually buried miles deep beneath the Earth's crust in theme! Fight melees between British regiments of Foot, coal-fired robots, fez-wearing villains, snarling, leaping mummies, knife-twirling Chinese warriors, hordes of spear-chucking natives, ferocious African-like wildlife, ravenous dinosaurs, mad scientists, vampire lords, and rifle-wielding Zikhs; or any bizarre combination that tickles your fancy.

    DHW is set in a romantic fictional universe, half a world away and over a century ago. Most battles and skirmishes take place in the hot, mountainous country of Quarajanistan. Though bloodthirsty action has also been spied on the dinosaur-infested Namajaro Plateau, in the steaming jungles and Lost Valley of the Baka-Mang, and the deadly, secret Kingdom of the Kuji-Gani.

    The game is based loosely on the well-known wars of British Colonialism: Northern India, the Zulu War, the Boer War, the Egyptian and Sudanese campaigns, but also includes many fantastical elements. In the world of DHW, it is not uncommon to spy an armoured airship, coal-fired borrowing contraption, Martian Tripod, steam-powered tank, or even lancers on unicycles! During the course of play, expect to encounter heinous villains, angry creatures, fearsome monsters - and the worst monsters of all: true-blooded Englishmen. Play may be accompanied by a stiff brandy and cigars.

    Inspired by books and films such as The Lost World, War of the Worlds, The Mummy, Zulu, Zulu Dawn, Master of the World, At the Earth’s Core, Twenty Thousand Leagues Under the Sea, Valley of the Gwangi, and many others, DHW is a light wargame.

    An often-cited shortfall of wargaming design, is that the player who rolls better dice than their opponent will always win. This is generally true, and some would say this reflects the chaos of battle and the vagaries of command. Damned Hot Work addresses this issue with Feather Tokens, gifted to each player whenever they fail certain die rolls. These tokens can be spent in multiples of four on later turns to buy instant-kills, or succeed morale checks, or move a unit more aggressively.

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