I have had these rules for quite some time, but held off reviewing them until I had a few games to assess the game more clearly. Unfortunately, Covid got in the way of a lot of gaming, so it has taken much longer than I had first expected! With that said, I finally have two games under my belt, so I feel I can review the play of these rules with some confidence.
The 7TV Pulp rules are a follow on release of the version two 7TV rules that focused more on Cold War era secret agents and villains. There is also an apocalypse and fantasy version of the rules available, with another kickstarter for a Sci Fi version.
The game comes in a nice box containing all components for game play. You will of course need your own miniatures and measuring implements. The set starts with three booklets. The first is the Directors guide, which covers the rules of play and special rules. Next is the Casting Guide that containing listing for all the pre-made characters used for play and the special rules that apply to all characters. Finally, you have the Producers Guide contains some fluff stories to set up your adventures and a listings of pre-designed scenarios. You also get some laser cut wood counters, a weapon template and all the cards you need to play the game.
The cards cover individual character cards (stars, co-stars and extras) that you use to create your caste for play. There are also cards for vehicles, unit organizations (to help you match up character cards that work together, gadget cards (special equipment) and Maguffin cards (special objectives that provide abilities. Finally, you have the three part Cliff-Hanger Cards that you use to manage the game play.
The rules cover the various instructions for game play and are well laid out, with lots of color photos and straight forward text. The first section cover the use of Plot Points, which are basically order chits for your models. Based on the number and types of models in your caste, you get so many points. There are other events that provide additional points. You use these points for different things in the game. This includes activating your characters, using special abilities and improving your attach and/or defense die rolls. These points are collected and stay in your pool until you use them all up, so part of the game is building up your pool, so you have the extra points when you need them later in the game. Managing your pool is probably the heart of the game.
Next we have a section that describes the character profile cards and how to apply each factor. In practice, the weapon hit modifier and defense are the most used by far. The other stats are generally tied to special attacks or event in the fame. The exception would be spirit, which is your morale and becomes important when you have lost half your force and you caste counts as being axed. The card also shows the melee and shooting options for the character, along with their special attacks effects. You also see the number of wounds that character has. These range from one for Extras and up to three for Stars. Then there is the generic name, points, faction id, etc.
The fundamental section covers setting up your forces, based on a points total. The points determine the size of the table that you will want to set up for the game. This will also determine how may Cliff Hanger cards you will use for the game. You set up your deck in three sections with a fixed number of cards win each.
Next we have the Cliff hanger section. This tells you how to use the Cliff Hanger Cards in the game. The deck has three sections. First is the Act One cards that focus more on movement. Then you move into the Act Two cards that are more focused on combat. Finally, you have the Finale Cards that focus on game end. The game mechanic is very straight forward. Both sides roll a D6 at the beginning of the game to see who has the initiative. The player that wins the roll, goes first. They flip a card, apply the effects and activate each model in their caste, until they are either finished or they run out of Plot Points. There is an option to Advance the Plot and to flip two cards. This reduces your Plot Point generation, but moves the game along faster.
Next we have a section on the Action Phase. This section goes over using your Plot Points to activate or assist your characters. Then goes through how you move, shoot, fight and do special actions using Plot Points. You get two actions for each Plot Point, but can only repeat move actions (there are some weapon special rule exceptions). Most models move six inches per action, so can move twelve if they move twice. If you move once, you can also shoot, move or do special actions (like discovering objectives). All combat uses D6 (as does everything else in the game). You simply add your Defense value or Attack value to a D6, rolling against your opponent. The defender always rolls first to determine their number. The attacker then rolls their dice against that number to cause a hit (which may wound or cause some other effect). Now, the interesting mechanic is that you can roll extra dice by expending a Plot Point. You only take the highest roll, but more dice improve the likelihood of getting that six! You also get a plus one for each four through six you roll on the additional dice. There are also modifiers based on if you are disadvantaged or are using cover. It seems a bit clunky the first few turns, but once you get the knack, it goes quite quickly and is rather innovative.
This brings us to the End Phase portion of the game. This happens after both sides have moved there caste. First you have to determine if your caste is Axed and has to take morale checks. In addition, you deal with any long lasting effects (like being on fire). There is also a neat concept of Stealing the Scene. This is a special rule that allows each player to flip the initiative once per game. This can be very powerful when played at the right time to escape or do a double whammy on your opponent.
The Gadgets section just goes through the same gadget options that are available on the cards and goes over how you use them. Some are special actions that work automatically, others require an action by your characters, while some require Plot Points for use. This is almost a special rules option, as you can choose to use these or leave them out. Like all chrome, they add a little more flavor.
The last section in the Director’s Guide is the Attacks section. This basically lists all the special rules that apply to characters and all the various weapon and attack types that are available to characters.
With all that, you have everything you need to play a fun game in an evening. The mechanics are very straight forward and easy to learn. Once you get through a few turns, you will find that most everything you need is on the character cards. You will find that even new players will pick up the mechanics fast at be able to run their castes within a few turns themselves. So, no expert players needed! Managing the Plot Points and special abilities is the key to the game. This will really make it so no two games will play the same, even using the same mission and characters. I am very happy that I picked these up and have set them is my Pulp rules of choice going forward. If your into Pulp gaming and want something a little simpler, but not so random, check out 7TV. You will not be disappointed!
- Manteuffel