Good progress on our Pirate game!

Been hard at work on the rules today for about 5 hours! I must say, this is very quickly becoming a fairly ambitious project. Over 7000 words already, gulp!

Roll call for pirates and more! I am currently planning the following characters and crew ( for those up on their pirate history! ): Anne Bonny, Ben Hornigold, Captain Maynard, Black Bart, Blackbeard, Calico Jack, Charles Vane, Emanuel Wyyne, Edward Ballamy, Edward Low, Stede Bonnet, and Mary Read.

Added: Embarking/disembarking, dozens of explanatory diagrams, boarding ships, ramming, broadsides, swimming, draught rules, more weapon variety and ammo types, misc.

Pirate Game Update!

Huzzah! The pirate game seems to be coming along quite well so far! It’s structured like a hybrid of my different systems so far. Tell you what though, I’ve had to do so much research so far it feels like a high school history assignment! I hope you all will like the flavour it adds to the game!

Heads up! I still need a title for the game, if anyone has any suggestions. Other ideas are appreciated as well!

Currently implemented: Sailing system, Ship hitpoint allocation areas and table, Ship Weapons, Crew Weapons, Historically accurate flags for kingdoms and pirates.

Idea for a new game! (Pirates!)

Hello readers!

I’ve been thinking about writing rules for a “Golden Age of Piracy” game! I’m still throwing some ideas in the air and would like my readers to contribute to the design process. Here’s your chance to impact the game design!

Here are some Questions I have for you all about the game. What aspects would you prefer?

– Die system: D6 or D8?

– Focus on naval or land combat, or both?

– Include famous historical (and/or ahistorical) pirates and vessels?

– Mood: Swashbuckling Fun, or Historical Accuracy?

– Game Style: Simple or complex?

– Campaign Mode? Yes or no?

– Character Creation? Yes or no?

Post replies below or on our Facebook page here or email me at

I would also like suggestions for possible characters, ships, game mechanics, etc, you would like in the game! Similarly, we need a cool sounding name for the game itself!

I appreciate any feedback!

“Even Death May Die” 1.0 Released!

My latest wargame “Even Death May Die” is out now!

Yup, version 1.0 is here!

Get it at the link below!

“Even Death May Die” 1.0

Clocking in at 33 pages and nearly 8000 words, “Even Death May Die” is a 28mm zombie themed wargame. It uses eight-sided die and features rules for user-constructed battles as well as a campaign game rule set! There are multiple factions in the game, including Survivors, Zombies, Bandits, and the Military.

So yeah, this thing here has been a labour of love for me for the past few months, so I hope you guys find it enjoyable!
I look forward to hearing what you have to say!

“Even Death May Die,” update and questions.

Well, “Even Death May Die” is entering the last stages of it’s conception right now! Right now I’m working on a “Campaign Map” mode for the game! However, I’m not so sure about whether I should keep it, scrap it, or replace it with a “Random Scenario Generator” instead. The last one might actually be a good option, because it would allow me to add in a bunch of the things I wanted in the campaign, but it would be a lot easier to write.

What do you guys think?

Also, as a bonus, I made you guys a nice sample map that you might like to use if the campaign mode ever gets off the ground!

Even Death May Die Sample Map

More news soon!

Update on “Even Death May Die”

Wow guys, I had some massive surges of inspiration today for our 28mm Zombie game! The game is now about 70% done, I estimate, and had a complete rewrite not once, but twice!

The game now utilises a D8 system as a compromise between the simplicity of D6, and the range of D12. The game will also have rules for several types of factions (survivors, zombies, bandits and military.) and even a campaign game option.

I know there’s tons of competition for 28mm zombie games, but I hope you guys will be willing to give mine a shot! I aim to make it as fun and simple as possible, while keeping enough complexities to make it interesting and engaging. I think I have succeded to a good extent! (*knocks on wood*)