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	<title>Game: Rezolution: A Dark Tomorrow</title>
	<link>http://www.boardgamegeek.com/boardgame/17433</link>
	<language>en-us</language>
	<lastBuildDate>Mon, 01 Dec 2008 17:28:35 -0600</lastBuildDate>
	<pubDate>Mon, 01 Dec 2008 17:28:35 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
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		Ronin Maven &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/316084</link>
	<pubDate>2008-03-27T07:50:36+00:00</pubDate>
	<dc:creator>Harkonnen13</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>Thanks for the review.&lt;br&gt;&lt;br&gt;I'm interested in getting the starter sets mainly for the minis for other games we play, but i'm curious about the CD terrain files -- what type of terrain pieces do they have?  Does it include city roads/buildings or just small obstacles like barrels and such?&lt;br&gt;&lt;br&gt;thanks.</description>
	<link>http://www.boardgamegeek.com/article/2037668#2037668</link>
	<pubDate>2008-01-27T10:22:02+00:00</pubDate>
	<dc:creator>grimbergen</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>&lt;b&gt;dedindahed wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;eep!&lt;br&gt;i hadn't planned on turning people away from the game.&lt;br&gt;&lt;br&gt;Dark age was the other game I was considering before i got into rezolution, both games stand out by having unique (relative to each other within the game world) and interesting factions, the lack of invincible superheroes and the fact that a combat shotgun at point blank WILL kill you I liked in rez.&lt;br&gt;The thing that put me off dark age is that when the rulebook was released they seemed to focus on the factions I wasn't interested in and the rules for the factions i did like temporarily dissappeared.&lt;br&gt;&lt;br&gt;Although activation is the same, there are some differences, Rezolution dispenses with armour saves and instead armour reduces damage dice.&lt;br&gt;All damage dealt is a number of d6, 3d6 for a 9mm pistol, 8d6 for a point blank shotgun, armour reduces the number of dice, although some weapons have a penatration stat and ignore up to that many points.&lt;br&gt;A point of damage is inflicted for each dice that equals or beats the targets body stat, which is 3 for an average human.&lt;br&gt;Any damage that comes up 6 is re-rolled indefinately, meaning that a single pistol shot always has a chance of killing the target.&lt;br&gt;I'm not clued up on dark age, but my impression is that Rezoution ofers more depth for scenario based games.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Please, don't view it like that.  I'm already up to my eyeballs in mini games (40k, Nin-Gonost, etc.)  I just wanted a review on how the game was played.  It sounds like a great game, but Dark Age found me first, and I like the models better (I'm a Brom fan).  I'll be investing in that one.  &lt;br&gt;&lt;br&gt;Thanks again for your review, though.</description>
	<link>http://www.boardgamegeek.com/article/1913896#1913896</link>
	<pubDate>2007-12-07T16:44:35+00:00</pubDate>
	<dc:creator>Rliyen</dc:creator>
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	<title>Thread: Teaching a new player</title>
	<description>Last night I was approached by a new member to our wargames group and asked if i wanted to game.  I had my rezolution case with me, so rather than sitting watching a warhammer game i broke out a few minis.&lt;br&gt;&lt;br&gt;We kept it small scale as it was quite late by the time we got started.&lt;br&gt;&lt;br&gt;I played the CSO and took a marshal, 4 troopers and a sergeant.&lt;br&gt;&lt;br&gt;The new guy opted for APAC (seems to be the choice of most) and took an Arashi, 4 enforcers and a bishojo senshi (thats ninja schoolgirl to most of us)&lt;br&gt;&lt;br&gt;After a couple of minutes explanation we got going, the other guy had already played games like 40k, necromunda etc so was familiar with a lot of the concepts.&lt;br&gt;&lt;br&gt;First turn was rather uneventful, my Marshal advanced up the left side of the board keeping covered behind buildings.  The arashi failed to raise his stormshield, and proceeded to ride the storm winds across the board (think lightning gods from big trouble in little china).&lt;br&gt;&lt;br&gt;The CSO troopers began a slow advance into the centre of the board and the remainder of the APAC moved up behind cover.&lt;br&gt;&lt;br&gt;Turn 2 saw more cautious advancing, The Arashi floated out from behind cover and attempted to summon an arc of lightning towards the cso troopers, but failed.  The bishojo senshi appeared from behind a building fired and wounded one of the cso troopers, who dropped to the floor stunned.&lt;br&gt;&lt;br&gt;At the start of turn 3 the wounded trooper managed to make it back onto his feet, and the cso team saw their chance to take out the APAC leader.  The Sergeant gave the order to Concentrate Fire! and the whole team bought their assault rifles to bear on the arashi.  The assault rifles blazed, but the arashi was left untouched as none of the troopers found their mark, phased by the rising storm winds as the Arashi floated his way across the roof tops.  He landed again perched directly above the troopers, and this time managed to send arcs of electricity coursing through the CSO team, wounding 3 of them leaving one of them collapsed and unable to go on.&lt;br&gt;&lt;br&gt;The marshal hearing the ruckus moved back towards the centre of the board and raised her hammerhead assault pistol towards the arashi, who was just out of range of the devastating weapon.&lt;br&gt;The bishojo senshi turned towards the marshal and fired hitting but failing to cause any serious damage. The enforcers emerged towards the hapless troopers, machine pistols blazing the wild hail of bullets finishing of a wounded CSO trooper.&lt;br&gt;&lt;br&gt;Turn 4 saw the wounded cso team charged by the eager enforcers, one of the troopers managed to fight off his attacker but the sergeant fell outnumbered 2 to 1.  One of the troopers took a nasty wound which proved to be too much for his weakened resolve as he turned tail and fled.  The one remaining trooper panicked, alone and outnumbered and he too fled.&lt;br&gt;&lt;br&gt;The marshal advanced again and once again took aim at the Arashi, this time scoring a direct hit and seriously wounding the APAC leader, but he managed to stay on his feet.&lt;br&gt;&lt;br&gt;The bishojo senshi closed the gap with the marshal and again opened fire.  From close range the snipe pistol heavily wounded the marshal, and she collapsed, unable to go on, leaving a resounding victory for Asia Pacific.</description>
	<link>http://www.boardgamegeek.com/article/1913152#1913152</link>
	<pubDate>2007-12-07T12:02:53+00:00</pubDate>
	<dc:creator>dedindahed</dc:creator>
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	<pubDate>2007-12-02T14:41:48+00:00</pubDate>
	<dc:creator>Mark Theurer</dc:creator>
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	<pubDate>2007-12-02T14:41:22+00:00</pubDate>
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	<pubDate>2007-12-02T14:40:19+00:00</pubDate>
	<dc:creator>Mark Theurer</dc:creator>
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	<pubDate>2007-12-02T14:39:48+00:00</pubDate>
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	<pubDate>2007-12-02T14:38:06+00:00</pubDate>
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	<pubDate>2007-12-02T14:36:53+00:00</pubDate>
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	<pubDate>2007-12-02T14:36:23+00:00</pubDate>
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	<pubDate>2007-12-02T14:33:51+00:00</pubDate>
	<dc:creator>Mark Theurer</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>Thanks for the compliment.&lt;br&gt;&lt;br&gt;The ref sheet was my first big project after getting a colour laser printer, initially i was trying as many different effects as possible to see which one i wanted to use, but i liked the way it came out as is so i stuck with it.&lt;br&gt;&lt;br&gt;Unfortunately the translucency effects on some of the boxes will not print, so they have to be printed solid.&lt;br&gt;&lt;br&gt;All created using the completely free Open Office package.</description>
	<link>http://www.boardgamegeek.com/article/1876898#1876898</link>
	<pubDate>2007-11-22T10:43:03+00:00</pubDate>
	<dc:creator>dedindahed</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>&lt;b&gt;dedindahed wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;glad to see a new player on board, could really use a few more in my local area.&lt;br&gt;&lt;br&gt;The quick reference sheet i uploaded to the files section i think should be a big help in resolving all the little details that crop up during play, also be sure to check out the FAQ which is in the rules questions sections on the official forum.&lt;br&gt;&lt;br&gt;The outbreak supplement allows a continuous campaign with character progression ala necromunda, but with slightly less detail in terms of available equipment and skills.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;OutFREAKINGstanding!&lt;/b&gt; Wow, your player aids have to make some kind of top 10 list around here. They are brilliant.&lt;br&gt;&lt;br&gt;I actually created a simple aid while trying to learn the game, mostly for turn order issues. Everything is there in the core rule book, but it is kind of all over the place.&lt;br&gt;&lt;br&gt;I can't wait to get my hands on Outbreak. It looks incredible.</description>
	<link>http://www.boardgamegeek.com/article/1875397#1875397</link>
	<pubDate>2007-11-21T19:08:25+00:00</pubDate>
	<dc:creator>Sky Knight X</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>&lt;br&gt;glad to see a new player on board, could really use a few more in my local area.&lt;br&gt;&lt;br&gt;The quick reference sheet i uploaded to the files section i think should be a big help in resolving all the little details that crop up during play, also be sure to check out the FAQ which is in the rules questions sections on the official forum.&lt;br&gt;&lt;br&gt;The outbreak supplement allows a continuous campaign with character progression ala necromunda, but with slightly less detail in terms of available equipment and skills.</description>
	<link>http://www.boardgamegeek.com/article/1875263#1875263</link>
	<pubDate>2007-11-21T18:05:05+00:00</pubDate>
	<dc:creator>dedindahed</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>&lt;b&gt;Rliyen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thanks for the review, but the game sounds like it plays too much like Dark Age. I'm taking this off my wishlist. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Yep, they seem similar in many ways, and I understand the decision to only invest in one game. Miniature gaming is expensive!&lt;br&gt;&lt;br&gt;When I decided to take the plunge into miniature gaming, both &lt;b&gt;Rezolution: A Dark Tomorrow&lt;/b&gt; and &lt;b&gt;Dark Age&lt;/b&gt; were on my short list of games. (My decision ultimately came down to two games: &lt;b&gt;Rezolution&lt;/b&gt; and &lt;b&gt;Infinity&lt;/b&gt;). I had decided that I was going to choose one miniature gaming world and jump in fully, including painting, collecting, and everything. I actually spent a few weeks researching because I knew this would be a long term investment in both money and time.&lt;br&gt;&lt;br&gt;I am not knocking &lt;b&gt;Dark Age&lt;/b&gt;. I read the entire rule book and researched everything on the website, but I never played the game. Like I said, I almost went with it, but ultimately, I chose &lt;b&gt;Rezolution&lt;/b&gt; for a few reasons:&lt;br&gt;&lt;br&gt;First of all, the figures, special abilities, and universe setting for both games are ultra cool. You can’t go wrong with either.&lt;br&gt;&lt;br&gt;The most important factor to me was the activation system combined with off-turn activation (overwatch, op-fire, hold, etc). For me, this has the most impact on tactical depth, and it is the main weakness in games like Mage Knights and Heroscape, where battles devolve into I hit - you hit. &lt;b&gt;Dark Age&lt;/b&gt; has an excellent system for spending action points for movement and combat. It is better than the standard ‘move then fire.’ However, &lt;b&gt;Rezolution’s&lt;/b&gt; off-turn activation seemed superior to Dark Age, and like I said, it is a very important factor for me.&lt;br&gt;&lt;br&gt;&lt;b&gt;Rezolution&lt;/b&gt; is designed for skirmishes with a smaller number of figures. &lt;b&gt;Dark Age&lt;/b&gt; requires more figures for each side. I like &lt;b&gt;Rezolution's&lt;/b&gt; design because it seemes easier to get into a game and be competitive. It also seems to play more quickly.&lt;br&gt;&lt;br&gt;The Ultimate Starter Kit for &lt;b&gt;Rezolution&lt;/b&gt; is outstanding. You get 10 miniatures representing two factions, Shadow Wars - a scenario driven mini campaign (Which was an absolute blast to play through to learn the rules), a CD with printable terrain, the core rule book, and accessories like measuring tape and dice. It sure sold me.&lt;br&gt;&lt;br&gt;Edit to add quote&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1875211#1875211</link>
	<pubDate>2007-11-21T17:44:08+00:00</pubDate>
	<dc:creator>Sky Knight X</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>Nice review - I picked up the Limited Ed base set plus Dravani, Ronin zombies and a couple other packs a week or two ago. Haven't done much besides flip through the rulebook as of yet, really looking forward to playing this. &lt;br&gt;&lt;br&gt;I used to have, and really enjoyed, Necromunda and was looking for something similar.</description>
	<link>http://www.boardgamegeek.com/article/1875070#1875070</link>
	<pubDate>2007-11-21T16:56:08+00:00</pubDate>
	<dc:creator>cmchavis</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>eep!&lt;br&gt;i hadn't planned on turning people away from the game.&lt;br&gt;&lt;br&gt;Dark age was the other game I was considering before i got into rezolution, both games stand out by having unique (relative to each other within the game world) and interesting factions, the lack of invincible superheroes and the fact that a combat shotgun at point blank WILL kill you I liked in rez.&lt;br&gt;The thing that put me off dark age is that when the rulebook was released they seemed to focus on the factions I wasn't interested in and the rules for the factions i did like temporarily dissappeared.&lt;br&gt;&lt;br&gt;Although activation is the same, there are some differences, Rezolution dispenses with armour saves and instead armour reduces damage dice.&lt;br&gt;All damage dealt is a number of d6, 3d6 for a 9mm pistol, 8d6 for a point blank shotgun, armour reduces the number of dice, although some weapons have a penatration stat and ignore up to that many points.&lt;br&gt;A point of damage is inflicted for each dice that equals or beats the targets body stat, which is 3 for an average human.&lt;br&gt;Any damage that comes up 6 is re-rolled indefinately, meaning that a single pistol shot always has a chance of killing the target.&lt;br&gt;I'm not clued up on dark age, but my impression is that Rezoution ofers more depth for scenario based games.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1874877#1874877</link>
	<pubDate>2007-11-21T15:49:52+00:00</pubDate>
	<dc:creator>dedindahed</dc:creator>
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	<title>Thread: Re: Rezolution, A player's review.</title>
	<description>Thanks for the review, but the game sounds like it plays too much like &lt;a class='gamelink' target='_blank' href=&quot;/game/13936&quot;&gt;Dark Age&lt;/a&gt;.  I'm taking this off my wishlist.  </description>
	<link>http://www.boardgamegeek.com/article/1874786#1874786</link>
	<pubDate>2007-11-21T15:02:03+00:00</pubDate>
	<dc:creator>Rliyen</dc:creator>
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	<title>Thread: Rezolution, A player's review.</title>
	<description>I've been really impressed with rezolution, and rather than a technical overview review I'm going to try and give an impression of how the game feels to actually play, This is probbably more informative to people already familiar with miniature gaming.&lt;br&gt;&lt;br&gt;The leader of most forces has an attribute called Reputation which is used to determine turn order and inital placement of miniatures.&lt;br&gt;Most rolls in the system are made by adding 2d6 to a stat, Reputation rolls work the same way.&lt;br&gt;&lt;br&gt;The side that scores highest on the Rep roll can choose one unit or individual on their force to activate, or can choose one opponents unit and force them to ativate immediately.  Activations then proceed to alternate from one player to the next, a single team or individual at a time, in one complete round each team may only be activated once, the side with the greater number of activations gets to finish all their moves once their opponents entire force has activated.&lt;br&gt;&lt;br&gt;I Really like the activation system as it gives a great deal of tactical depth.  Acting first is ofen an advantage, but so is forcing a dangerous ranged unit of your opponents to activate while it has no worthwhile targets.  Having the choice of which unit to activate next also leads to interesting decisions as you try to either calculate where you can inflict the most damage to your opponent, or counter an area where yoor opponent has an opportunity to damage you.&lt;br&gt;&lt;br&gt;In many IGO - UGO systems it is possible to lose a battle in a single turn due to bad/good rolls or by good planning by your opponent or possibly due to a single seemingly harmless mistake, alternate activation makes a single turn crushing much less likely.&lt;br&gt;&lt;br&gt;A common feature in many wargames is an overwatch rule, allowing a unit to shoot during an opponents turn.  In many games overwatch became silly, as in many cases there was no disadvantage to putting your entire force into overwatch, allowing you choice picks for every shot which could be taken while your opponent moved their force.  Overwatch is handled very nicely in rezolution by use of the &quot;hold&quot; order.&lt;br&gt;A team can only hold while it has a leader nearby, independent models may always chose to hold. A team with a hold order can interrupt another action but if shooting does so at a penalty to it's ranged combat attribute.  The downside of holding is that if the team is affected by any ranged weapon, phsychic power or engaged in combat it loses it's hold status, this prevents you from always holding till the a prime target becomes available.  Another nice option is that close combat units may choose to hold and make a limited range charge move, imagine a ninja waiting crouched in a room ready to pounce on the next enemy to walk through the door.&lt;br&gt;&lt;br&gt;The game is designed to have a cinematic feel, so hitting a target is more difficult than in some other skirmish games, but the damage system is nice and brutal so when you do hit something they are going to feel it, none of the 50% survival rate if hit with an assult rifle here!&lt;br&gt;&lt;br&gt;While characters are dangerous they are far from the invincible monsters seen in many systems, especially against a team of regular troopers using the &quot;take him out&quot; order allowing them to combine their attacks increasing the chance to hit and damage inflicted.&lt;br&gt;&lt;br&gt;Attacking is done using opposed rolling, 2d6 + ranged combat ability must equal 2d6 + targets size and agility modifier to hit.&lt;br&gt;Alternate activation reduces downtime between turns, and the opposed system means that you have even get to roll dice during most of your opponents activations.&lt;br&gt;&lt;br&gt;Close combat is quick, again using opposed rolls and the Close combat ability attribute of each model involved.  With few exceptions (an alien warrior with 4 arms and swords) the most skilled of martial artists will not fare well against a mob of regular troops, so again there is not a no-brainer option of wading an invincible character into you oppents troops and watching them drop, attacks must be carefully planned and maneuvered to be successful.  One nice addition is that it is always possible to damage your opponent if you win the roll, so you're never left with units pinned in combat unable to do anything.&lt;br&gt;&lt;br&gt;The game plays fine as a straightforward pitched battle, and is geared to playing more in depth scenarios, rule exist for remote access hacking and controlling or disabling security devices such as sentry robots, gun turrets and opening and closing doors.  The rulebook has a nice selection of scenarios and it seems the developers are commited to making more available on a regular basis.&lt;br&gt;&lt;br&gt;I would highly recommend any miniatures player to invest in the rezolution rulebook, everyone I've demo'd the game to so far has really enjoyed playing.  The latest supplement adds rule for campaign battles and gives you the option to play the same force over multiple games whilst adding to their skills and equipment along the way.</description>
	<link>http://www.boardgamegeek.com/article/1874646#1874646</link>
	<pubDate>2007-11-21T13:59:38+00:00</pubDate>
	<dc:creator>dedindahed</dc:creator>
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	<title>Thread: Rezolution rulebook review</title>
	<description>***Reprinted here with permission.  Originally found in Fictional Reality #23 available at &lt;A target='_blank' href=&quot;http://www.fictionalreality.org&quot; rel=&quot;nofollow&quot;&gt;www.fictionalreality.org&lt;/A&gt;***&lt;br&gt;&lt;br&gt;Intro&lt;br&gt;Rezolution is Aberrant games’ entry into the sci-fi skirmish miniatures arena and it pits gangs, or teams, of operatives fighting it out in a blasted and bleak future where corporations control almost everything.  It’s not an atypical cyberpunk style setting and anyone familiar with this type of setting should immediately fell at home.  The rules are sold as a perfect-bound 216-page book with glossy pages with a 16-page full color center section that shows off their miniatures.  It has a retail price of $24.99 USD.  The book begins with an introduction to the year 2175, a short blurb about each faction/army, then a table of contents and then a timeline that stretches from 2036 to 2175 highlighting major events that got us to the less than ideal future that is the game setting.  Very early on into reading the book I got to thinking that this game would go very well with Queensryche’s album Operation Mindcrime playing in the background.&lt;br&gt; &lt;br&gt;The Rules&lt;br&gt;Rezolution uses only d6’s to resolve all rolls, plus a directional die to determine scatter results.  You may be required to roll a d3 at some point, but that’s also done with a standard d6.  Each player is running a crew of between five and ten models for most game and these are made up of Independents, Teams and Named Characters.  Independents are models that can roam around on their own or group up into teams of like individuals and go on a rampage together, in essence making up new more powerful teams.  Teams are your everyday use troops that can be bolstered by heavy weapon troopers and other specialists.  Named Characters are just that and you can only have one of any named character on your crew.&lt;br&gt; &lt;br&gt;Each model has a set of stats and most of them will feel familiar to gamers of previous skirmish games.  Movement, ranged &amp; close combat, nerve and reputation are pretty standard attributes to most of us.  Rezolution ads Size &amp; Agility (think of it as your bullet-dodging skill), Body (how hard it is to hurt you), Hack (your skill at manipulating computers) and Craft (doing the voodoo that you do so well).&lt;br&gt; &lt;br&gt;At the beginning of each turn we roll to see who gets the choice of activating first or second this turn.  Once that is determined play passes back and forth with each player activating and using one Team or Independent at a time.  Here’s where having a group of Independents can become nasty or be a liability.  Having a bunch of bad-asses activating all at once can devastate whatever they come into contact with, but it will also lessen your total number of activations. &lt;br&gt; &lt;br&gt;Combat&lt;br&gt;Fighting, hand-to-hand or ranged, is handled with opposing rolls by those involved in the fight.  For example, when you’re trying to shoot someone you roll 2d6 and add your Ranged Combat Attack value to the roll and your opponent rolls 2d6 and adds their Size and Agility value to the roll.  Whichever model rolls higher wins and ties go to the attacker.  Hand-to-Hand is handled in a similar fashion, but with each combatant adding their Close Combat Attack value to the roll, except on a draw here nobody hits.  As you would expect there are rules/modifiers for cover, template weapons, indirect fire, charging, multiple combatants and more.  Damage is dealt by removing dice from the defender’s armor rating by the penetration value of the attacker’s weapon.  Then, you take a number of dice away from the attacker by how many armor points the defender has left.  This is the number of dice that the attacker has to roll with and you’re trying to match or exceed the target’s Body rating.  If you are damaged you tick off a number of boxes on their data card equal to the hits and when you’ve taken enough hits you start to make Fatal Damage checks.  If you fail these you die and if you take a whole lot of hits you die without the roll.  With every model having multiple hits you do have a bit of bookkeeping to keep up with but it’s really not too much if you’re playing with around ten models. &lt;br&gt; &lt;br&gt;Hacking&lt;br&gt;This ability allows certain models to use hardpoint (and sometimes via remote boards) terminals to fight in cyberspace, or as it’s termed in Rezolution, the Grid.  This will usually be done as part of a mission goal, to attack an enemy that has also hacked into the Grid.&lt;br&gt; &lt;br&gt;The Craft&lt;br&gt;This is the equivalent of psychic powers in Rezolution and is, in the basic rulebook, reserved for the APAC and Ronin.  Use of offensive powers is handled in the same fashion as ranged combat, using your Craft stat instead of Ranged Combat Attack, and each character that has powers has them listed on their data card.  Additionally, if two opposing users of the Craft are within 18” of each other, no line-of-sight needed, they can start a mental duel in an attempt to take the other out of the battle.&lt;br&gt;&lt;br&gt;Missions&lt;br&gt;This is why we’re fighting in the first place.  In a game based around corporate espionage and other nasty dealings it only makes sense to have reasons for each battle.  These range from the standard kill ‘em all type fight to missions where you need to locate a Grid terminal and download data to a special operation that is fleshed out in four separate assignments.&lt;br&gt; &lt;br&gt;The CSO&lt;br&gt;On the battlefield the Central Security Organization is a fairly standard military organization that is mainly characterized by their large number of troops that can reach out and touch you out to 22”.  Generally, their line troops are less capable than either the Dravani or the APAC in hand-to-hand combat so keeping your enemy at range whenever possible is definitely the order of the day.  Having a sniper (range of 42”) and a rather large warbot add to the already impressive amount of firepower that the CSO has at their disposal.  Penal Legion troops round out the list and add a bit of flavor with their cranial bombs, yes a bomb in their brain, that you can detonate at will or have a chance for it to go off when the legionnaire is killed.  No users of the Craft here and a reliance on ranged fire means that enemies will probably have a tough time closing with them, but when they do things might go south quickly.  I expect that they will look good painted up in pretty much any military-type color scheme with blues, greens, and grays coming to mind first.&lt;br&gt; &lt;br&gt;Ronin&lt;br&gt;These are a bit different than the other army lists because they can either be used as additions to an existing army or you could use just Ronin troops to build your team.  If used as mercenaries a maximum of 25% of your total cost can come from Ronin and you’re further restricted in the number of top-tier characters that you can take from their ranks.  The lists include ranged fire specialists, computer hackers, heavy weapon carrying individuals, close combat experts (also individuals), Craft users and tech-type individuals.  If your army is lacking something you can probably make up some of what you’re missing with Ronin, but probably not all of it.  Like the APAC, I see the Ronin as a very colorful army on the board with lots of wild colors.&lt;br&gt; &lt;br&gt;The Dravani&lt;br&gt;This alien race has been on Earth for centuries, mostly keeping to the shadows and dealing with their own internal strife and warring factions until recently.  They control corporate interests to fund their operations and have a very dark and nasty S&amp;M feel.  Troops in human, alien and strangely altered forms make up their troops.  Dravani in human form are nasty medium range and close combat threats, while humans that had previously chosen to serve them willingly, and over time lost most of their free will, are more suited to a medium range and close combat support role.  More human-ish troops are present in cyborgs and the Damned that are experimented on and then eventually sent out to fight.   The Souless and Baggers are Dravani that are close combat monsters and there are still more monster types in the Shamblers and Volkoda.  Medium range and close combat is where the Dravani flourish, but they are lacking any users of the Craft.&lt;br&gt; &lt;br&gt;APAC&lt;br&gt;The APAC, or Asia Pacific, army is quite heavily loaded with close up and personal troops and users of the Craft.  That’s not to say that they are without ranged capabilities but only one grunt trooper type, a specialist, has a ranged weapon that can reach out and touch someone beyond 18”.  Their heavy close combat focus will make them tough to deal with up close and the schoolgirl assassins (Bishouju Senshi) are my personal favorites of the army.  They remind me a lot of GoGo from Kill Bill.  The Enforcers, a basic unit, is there to provide fire support, but generally not long range support except for the Heavy, and can also lend a hand in close combat.  I see them as a very colorful army when painted up and one that will likely rush in to finish the job once they hit the table.&lt;br&gt; &lt;br&gt;Mercenaries&lt;br&gt;Even though the Ronin can be used as mercenaries there is also an additional section for other individuals and colorful personalities that can be picked up by your team, but these usually come with restrictions regarding who they will work for.  Most of them won’t work for a Dravani crew.  A Shadow Assassin is a close combat killing machine that will definitely be at home in an APAC crew, but can also be used by anyone other than the Dravani.  The Cardinal and Sister Carmine come from the Vatacina and will work for anyone, but can only be hired if you hire both of them.  They both have Craft powers and the good sister is no slouch in melee.  The Emissary of the Empire has a low-tech feel and can bolster your melee effectiveness but won’t work with the Dravani or if Vatacina personnel are on your roster.  Captain Doyle, also not willing to work for the Dravani, is a roguish character, mainly effective at medium range.  Toxic Zombies are not able to be purchased as part of your crew, but rather are there to screw up everyone’s day and I can’t wait to see some models for them.&lt;br&gt;&lt;br&gt;The CD&lt;br&gt;When you pick up a starter box of miniatures, not the main rulebook, you’ll also get a CD.  The disk includes quick start rules (just the basic game mechanics and no army lists), counters and templates (so you don’t need to cut up your book), and multiple pages of terrain that you can print out and assemble. Ideally, you’ll print out the terrain pages and glue them to foamcore for stability because if you go with just the plain paper versions I’m afraid that they won’t be around long at all.  All of the files are in pdf format and I especially like the inclusion of the counters and templates.  The quick start rules would be handy to pass out to an opponent that has not played before, but you’ll have to have both armies already written up.  It Would be very handy for demo games though.&lt;br&gt; &lt;br&gt;Conclusion&lt;br&gt;I like that Rezolution has an alternate activation system and the opposed rolls keep both players active when their opponent is taking a turn.  Each model having multiple wounds does require a bit more bookkeeping that game where everyone has just one wound, but using the data cards, and plastic sleeves, makes this easy to keep track of.  The near-future and depressed background of the game makes it a bit grittier than other sci-fi games and also gives it some unique flavor.  It’s reminiscent of Necromunda but I think that Rezolution offers players more options of what to do with their models because you can react to your opponents’ moves during the turn and not after he’s done everything he wants and keeps both players more “in” the game over the course of each turn.  I would like to see additional factions and an experience or campaign system would also be welcome.  Rezolution is easy to play and won’t break the bank since most games are being fought with only a handful or two of miniatures.  It’s definitely worth checking out.&lt;br&gt;&lt;br&gt;Review by Mark Theurer&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/874013#874013</link>
	<pubDate>2006-04-08T16:25:19+00:00</pubDate>
	<dc:creator>Mark Theurer</dc:creator>
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	<title>Thread: Re: Some opinions on the Quick Start Rules</title>
	<description>Well, as I said, I've had only the chance to read the quickstart.&lt;br&gt;&lt;br&gt;I'm actually buying the rulebook, I see a lot of interesting new things from this game, but I stand on my opinions on the &quot;basics&quot; side, since these don't chenge from quickstart to full-blown.&lt;br&gt;&lt;br&gt;I think that, if kept a simpler mechanic and lost some &quot;complications&quot;, this could be a great game.</description>
	<link>http://www.boardgamegeek.com/article/803331#803331</link>
	<pubDate>2006-02-13T23:55:30+00:00</pubDate>
	<dc:creator>KaiserX</dc:creator>
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	<title>Thread: Re: Some opinions on the Quick Start Rules</title>
	<description>Your comments are interesting, but is this really a review, if you've only read the Quick Start rules and haven't played a game yet?</description>
	<link>http://www.boardgamegeek.com/article/803157#803157</link>
	<pubDate>2006-02-13T22:13:28+00:00</pubDate>
	<dc:creator>Kingdaddy</dc:creator>
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	<title>Thread: Some opinions on the Quick Start Rules</title>
	<description>When I found out that there was a game that was not set in a medieval fantasy setting, that included hackers and that had mechs I was totally sold for, so I went online and found the Quick Start Rules to check it out.  After a quick read I came with the following:&lt;br&gt;&lt;br&gt;- Opposed Checks: instead of Target Number checks, this means that every time you want to attack, you and your opponent need to throw dice. Don't get me wrong, it is an innovation vs. the rest of the games in the market, but when you start playing bigger games with more figures and/or more attacks per figure (as it always happens), this can really take time.&lt;br&gt;- Range: You got short, long and and mod for long range. Please see some comments below.&lt;br&gt;- Targetting Rules: You can only target the nearest model. Please see some comments below.&lt;br&gt;&lt;br&gt;From what I've seen, the recent succesfull miniature games have been those that provide a simple, efficient, flexible mechaninc and rules set that allow players to have fun without worrying about rules &lt;i&gt;too much&lt;/i&gt; (and that's being said by the resident Rules Lawyer of my community). Things like targetting restrictions, short/long ranges and overall restrictions give space to endless discussions (&quot;is it in range?, is it in long range?, is it in short range?, etc&quot;), cheesy maneuvers (I hide my 4&quot; mech behind my puny new recruit) and overall boredom (why can't I just do &lt;i&gt;this&lt;/i&gt;?) that limit the gamer's options.&lt;br&gt;&lt;br&gt;Finally, I really like the idea behind this game, I think it adds a LOT of interesting stuff that we haven't seen before, and I hope it does well.&lt;br&gt;&lt;br&gt;Kaiser X.</description>
	<link>http://www.boardgamegeek.com/article/801482#801482</link>
	<pubDate>2006-02-11T23:59:21+00:00</pubDate>
	<dc:creator>KaiserX</dc:creator>
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