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"Stop, or I will shoot!" Private Bakewell warned bravely. The 30-foot high, coal-fired automata paid him no heed.
Queen Victoria's Steam-driven Battlespider Walker was a true wonder of the Age.
"Fire a shot into the air, man, to show these unearthly brutes that we mean business!"
Amazed that such a structure had remained undiscovered since the fourth dynasty, Sir Samuel Wolseley advanced warily.
Scenario conclusion: Expedition to the Lost Temple of Amtok-Ho-Az.

Gaslight (2000)

Players
2–10
Best: 2
Playing time
120–120 min
Age
12+
7.24
Average rating
38
Ratings
2.57/5
Weight
#18589
BGG rank
Outside top 5,000
Alternate names:G.A.S.L.I.G.H.T. +1 more
Designer:John R. "Buck" Surdu, Christopher Palmer
Publisher:LMW Works
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 5.1, Theme 6
Strategy7.0
Luck7.0
Interaction5.0
Complexity5.1
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

Science FictionWargameMiniaturesVariable Player PowersDice Rolling

Overview

G.A.S.L.I.G.H.T. (Glorious Adventures in Science Loosely Involving Generally Historical Times) is a set of miniatures rules for conducting skirmishes in the Victorian era. Bands of stouthearted Extras are led by Main Characters -- from the streets of London to the hills of South Africa and from the glorious charges of the Crimea to the maelstrom of the American Civil War. The rules are written with the works of Victorian science fiction authors in mind, such as Wells, Verne, and Haggard. In addition to standard colonial era actions, special rules are included for adding various science fiction elements to the plot, including, but not limited to, steam conveyances, fabulous inventions, glorious weapons, and strange creatures from the depths of the jungle or the core of the Earth.

In G.A.S.L.I.G.H.T., units generally consist of ten figures led by one or more Main Characters. A player normally controls one or two units. A player may also control one or two vehicles and their crews. G.A.S.L.I.G.H.T. includes rules for creating Main Characters with somewhat more detail than the Extras. The games then are a combination of unit actions and individual heroism in the tradition of adventure novels and swashbuckling films.

Command and control is accomplished through a card-based turn system. Movement is based on moving individual figures. Firing is done by figure as well, but the firing procedure is very quick. Morale is accomplished through a unique, stateless system that treats loss of cohesion in an novel way.

Detailed charts are provided for creating personal weapons, heavy weapons, vehicles, and fantastic creatures. The concept used in G.A.S.L.I.G.H.T. is that of imperfect mechanization -- machines don't always work as intended. This often adds a bit of excitement and humor to the games.

The authors of G.A.S.L.I.G.H.T. made the specific design choice not to build their own world for these rules. Instead the rules allow for the generation of vehicles, weapons, and creatures that allow groups of players to tailor the rules to their perception of Victorian science fiction. As a result, the rules are flexible.

The system now includes The G.A.S.L.I.G.H.T. Compendium which includes most of the expansion books. It adds some new material and revises some of the old material. It is 190 pages of G.A.S.L.I.G.H.T. information.

Expansions

The American Civil War by Gaslight, Part I:1861-63
Battles by Gaslight
Not available yet

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