Category Archives: Rules

GorkaMorka links and lives!


I love that box cover art. 🙂 I went looking for information on my old GorkaMorka Ork Prospector and was pleasantly surprised to find that there are still some very active groups and sites dedicated to this game. Here’s a few to get you started if you are interested;

GorkaMorka 1d4chan This page is part of a gaming wiki and gives a nice summary of the game and some good links to other fun things, like this page; This has lots of scenarios and gang rosters to download and links to;

GorkaMorka Facebook Which is active and users are sharing their pictures of modelling works in progress. I still had one unfinished trukk from the box and this page has given me some good ideas on how to mod it up and kit it out. 🙂

Anyways, what started the search, it turns out the Prospector is a Wyrdboy/Weirdboy, which explains his solitary nature. I’ll have some progress pics of the warbike horde project up tomorrow.

Zombies and Saxons, oh my!


I finished reading Bernard Cornwall’s “Death of Kings” novel last night. Good fun, just don’t get it confused with history, the author does point out in the afterword what is history and what is fiction based on history. Every time I read one of these saxon tales I’m sorely tempted to play a game of Shieldwall or Pigs & Glory…then I remember that I only have a single Metalmagic Viking mini. Some day I’ll invest in some boxes of Saxons and Danes and do a historical painting and gaming project.


In other news, my son received a copy of the “Zombies” board-game by Twilight Creations with the “School’s Out” expansion as his Dance Recital gift. We played a few games and I was trounced both times through a combination of aggressive play-style and hanging on to crucial event cards. :/ It’s well-designed game and the game components are really good quality so if you’re into Survival Horror games or just enjoy grim humor I do recommend this Zombies.

On a personal note, I’ve always said I’m not into Horror movies or gore-fests, they bore me, but I have watched every zombie movie ever made. I think it’s because I like to be able to make an informed judgement about the quality of zombie films. The better ones are the ones that don’t concentrate on the gore but instead on the human condition and how it handles stress in impossible circumstances, which is why I enjoy “The Walking Dead” series. The effects are well done and the stories are quite striking in their emotional impact. I know other nerds freak out and get their knickers in a bunch over how the tv series is different than the comics, and they should be different; they’re different mediums. And if they were the same, why would anyone watch if they already knew the endings? No suspense there.

Green Hell – No Escape

The survivors of the river battle run out of luck…


Here are the rules that I came up with to handle capsizing, swimming, and drowning (mainly drowning);

Boats: Capacity=5 models, speed=3 (hands and sticks), capsize on a d6 roll of 7+

Boats can capsize and dump their occupants into the water if their capacity is exceeded or if the occupants become too unruly. A stationary boat, one that did not activate, does not need to test for capsizing. Capsizing tests occur after movement or any form of melee has occurred on board the boat. The capsizing roll is modified as follows;

+1 for each model that exceeds capacity.

+1 if melee combat occurred on board the boat this turn.

If a boat capsizes then all of it’s occupants are dumped in the water, the owning player must roll above the model’s DEF score to avoid drowning. Suppressed units that end up in the water have a -1 to their avoiding-drowning roll. If a model survives getting dunked they may swim at a speed of 1 or just get back on the boat.

Models on boats count as having soft cover (-1) to ranged attacks that originate from off the boat.