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Casualty Calculation MeterRules Clarificationsby Philip Viverito Having put on hundreds of games one of the most important things to do at demonstration games is to quickly explain how the system works. The purpose of explaining things quickly is that you do not want to spend more time explainiing the game than playing the game. Allow 10 to 20 minutes (20 minutes tops) explaining things. Personally I am rather dense and from my days at ROTC I learned a very important thing. Do not presume that people understand things. However do not over complicate explanations. Be clear, to the point and then using the Turn Sequence explain other things as you come to them. Also leave a lot of the nuances of the rules out. You are attempting to show people how the general ideas work. Too much information will turn them off. Dense as I am I knew that I had to create a game that was so easy even I could play. I have achieved this to some extent. I still do not win but I know why I am losing. Most players are playing by turn three without much help after a short explanation of the game system. The primary thing to know in order to play is how casualties are inflicted; which after all is the point of the game isn't it? Here's a good player aid I have created to explain casualty calculations. First find the number of figures' shooting or meleeing. Determine the unit 's factors. Modify these with the modifer tables on the Q.R.S. Then using the Casualty Calculation Matrix cross reference the number of figures shooting or in melee by their final modified factor. The Matrix works both ways; factors by figures or figures by factors. To expedite my game description I have created this Casualty Calculation Meter. It explains how the numbers apply to inflicting casualties. What numbers are bad, ok, good and better. Once players understand how this is done you will find that the game flies. To help you, open this gif up and print it. Feel free to use this tool and you will have a greater sucess at being a Game Master! Believe me it works.
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