Last Hussar came over to join me for a try-out of these new rules. A full batrep, pictures and first thoughts are on the blog https://grahamsgaming.blogspot.com/2024/04/when-nightmares-come-egypt-1920s-case.html
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9kaCc0Ds36W-TKRFAX8QKUsW6MjM5chE_kR2AwIhDbyJbkChzIlAEjQmn0d1feV4LDP8o1pgR5A0jxSMT9x0nABNV47TeoQWSDS-1ZzxNe3UBAD1-me4_e_-h50Wuf2wCQeG1qXZ8fI_Bo9_Cy88oCpV-Zfb_aLOb9Cao7wkrqlFGVyz4z0c6Ab-Apgc/s4624/Game%201%20(14).jpg)
I liked the action mechanism idea. (Note, what follows on this is last night's game, I don't know if other balance is in the rules.)
Basically the characters get a free move, plus 3 dice; a d10, a d8 and a d6. Those dice can be used for any action, further moves, combat, or another kind of action, such as tapping the Nexus, etc.
The target number is always 4+, hence the d10 is best. This brings choices.
For instance - The place you want to search is 2 moves away. You take a free move. Which dice do you use to attempt to make the second move? If you use the d10, that is a 70% chance of moving, but then you have your 2 worst dice to search with. You could go with the d6, which leaves you the 10 and the 8 to search with, but only a 50/50 chance of moving, so you might need those anyway. It's a interesting choice to keep making, adapting to the circumstances.
The time limit of 6 moves also brings choices; how long do you tap the Nexus for? More rewards limits the time you have to shut it down.
I think the biggest problem with these "autopilot bad guys" games is the opposition does become predictable. If you played this too much then each game could become formulaic.
Great report
Good stuff