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(+2)

Great job--I'm so impressed by how well these rules capture the spirit of the Metro games without getting overly complicated!

I have a few questions about the rules that I was hoping either the author or some experienced players could answer.

  1. In the "Attack and Defense" section, the rules state to "always mark a dot of Ammo on your weapon card after attacking with a firearm." How does this rule fit with rolling a Weapons Check that can lead to being Out Of Ammo ("Special Weapon Rules" section)?
  2. Ammo is tracked on the bullet level, since it's also currency, so how do the usage dots on ammo belts work? When would they be marked, and what happens when all three are marked?
  3. Adding a scope allows Light Cover to be treated as No Cover--as a result, attacks are enhanced and roll a d12 for damage. However, the bolt-action rifle already deals a d12 of damage. Does this mean that adding a scope to a bolt-action rifle provides no benefit against enemies behind Light Cover (though the scope still increases the range)?

As a minor note, some of the subsection numbers are repeated (2.2, 3.2, and 3.3), and section 12 has the subsections 11.1 and 11.2 instead of 12.1 and 12.2.

Thanks for creating this game!