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Freebooter's Fate
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==Crunch== [[File:Freebooter's Fate Play.jpg|thumb|right|400px|The creators playing the game.]] The game relies on cards rather than dice to play. According to the creator, this was to go with the feel of a naval game as dice are bad to have on a rocking ship (I guess he imagines you magnetize your bases to the table, and keep your cards in your pocket?). Fate cards have an assigned value to fulfill the purpose of rolling. You simply draw a card for your result. Movement is measured in centimeters, rather than inches like most wargames. As a result most models move quite slowly. In addition, ranged weapons are somewhat weak and require reloading, as well as an action to take aim to pull off a shot with a measure of success. Characters have a number of actions they can make per turn, differing based on the character. Reloading weapons is actually one of them, as the game doesn't allow constant shooting. You can make any in any order, rather than having things like "movement subphases". Actions come in two groups; simple, and complex. Two simples are equal to one complex, and most characters can only make one on their turn. The game disallows pre-measuring. Instead of taking an entire turn for each player, all moves are based on the Initiative of the models plus a Fate card "roll" at the start of each round of play. As a result the fastest models get to move first each round, and each in succession until every model has been moved that round where you start over with another Initiative+Fate roll again. This rapid fire between the two players allows for a more engaging game, and as a result feels more fast-paced. In an outright Skirmish, the game ends in 8 rounds. Otherwise, each scenario has it's own length and conditions. When in combat, you may actually select what part of the opponent's body to attack. Arms (right or left), legs, torso, head, or abdomen. The attacker selects his target(s), the defender selects where he blocks/dodges. The number of cards chosen by the attacker increase the better the attacker is at fighting, but never exceed 4. The defending model then picks as many cards as they have a defense rating for, never more than 5. If the defender fails to pick the same card, the target gets hit and they take damage if the attacker's stat (Strength for melee, Ranged Attack Value for ranged) is over the defender's Toughness, which incurs one point of damage regardless of how many points it's exceeded by. When the character loses all their Vitality (hit points), they are knocked out of the fight (not killed, since the game has an ongoing narrative). Characters who receive too many attacks to the same location suffer ill effects, and enough blows to the same region even if it doesn't do Vitality damage will still "kill" a character.
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