Each to their own. And As I have been banging on about Dieselpunk for more than a year you might guess (correctly) that this is my cup of tea!
Ok what do you get? A full colour, soft back, stapled rule set 54 pages in all.
Production: I would say a lot of time, effort and energy has gone into the production values of this set of rules. Which is not to say they are well padded with junk, however there are a lot of Photos and a lot of things that could easily have been condensed. (More of this later). The booklet when you pick it up feels of good quality and is a pleasure to flick though. Being stapled is not a bad thing it allows the pages to be turned very easily with no fear of it falling apart in your hands. Overall I do like the production, it is so much better than many rule books as it feels as if the whole thing was a passion project and not started just to take money from the gamer. Good Quality throughout the book.
So 0-12" no dice added, 12+"-24" a negative dice added, 24+"-36" two negative dice are added to the dice roll (and so on ever 12" an extra die is added). Like I said Simple and effective an straight forward. So Simple logical and straight forward that it is easy to explain as a show game for participation purposes!
There is a section on Building the cars to play the game ( NOT a section on Model making but all the starts needed and there are not too many.)
A couple of weapons have been left out, no smokescreens for example, but no silly weapons have been included either. |So a very healthy 1930's feel is maintained.
Overall the mechanics are very sound.
Negatives: There is in my opinion too much wasted space. Take the double page spread above and to the right. If the publisher and games designer feels this is absolutely essential to the rules (you may guess that I do not)Putting it all on a single page should be quite sufficient, not a page for each vehicle. I do realise that the publisher does try to make the page numbers devisable by 4 but as there are more than 4 pages of "Fluff" I feel it could be reduced.
Conclusion: I will admit to being bias towards this period so please be aware of that before I sum up. The rules are clear enough for a dyslexic (I am one) to understand. They are not complex and they are (to me at least) logical. The main drawback is the lack of vehicles that are available without conversion and model making. I know at my club if the rules take off there will be some "GOD AWEFUL!" contraptions . I guess at many other clubs as well. Therefore I have 3 choices. 1) Make everything myself. (this is currently my favourite option). 2) make players stick to the official Eureka miniatures (I know this will be limiting) or 3) just put up with it (he types through gritted teeth).
Overall I am impressed and look forward to getting some vehicles done and up and running.
Thanks for reading al this. If you have any questions more than happy to answer them. If no questions comment as you choose or choose not to comment. I am happy either way.
Take care, have fun and paint/game if you can.