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Raise Shields

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Raise Shields is a ultra-lite micro wargame that emulates space themed ship-to-ship battles as made famous in science fiction television shows, books, and movies.

At its core, the rules for Raise Shields are based upon the previously released Micro Wargame Pirate Sails. However, this rendition of the rules includes options for customizing your own spaceship for use in play as well as some simple options for campaign play.

A micro wargame is an easy to learn, fast to play, and inexpensive game for fans of wargaming who may not have enough time for a full-blown kitchen table spanning battle. A micro wargame can be played over a lunch break, on a train, on a plane, or just in the comfort of your own home when you have a free minute. All the micro wargames I put out will consist of 5-20 printed sheets of paper: Including rules, 1-2 playing maps, and one sheet of counters.

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Discussions (6)
Customer avatar
Barry H October 18, 2019 10:53 am UTC
PURCHASER
How do you get rid of stress (in the game)? It seems that a few bad rolls at the start and your ship is going to fall apart no matter what you do.
I assume that in the campaign game, all stress disappears between battles.
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Customer avatar
Noah P November 12, 2019 7:07 pm UTC
PUBLISHER
Barry, my apologies for the slow reply (I've been in the hospital). Basically, if I remember correctly, you can't get rid of stress in a single session. And you are correct, the stress disappears between sessions in a campaign game.
Customer avatar
Ken N April 12, 2019 10:21 pm UTC
PURCHASER
Noah, I'm confused on the movement speed vs stress, (4.4) move 5-6 and accumulate -1 stress, 2-4 no stress, 1 gets -1 and 0 gets -2 stress modifiers, shouldn't a movement of 1 and zero get + stress modifier instead of - stress modifier?
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Customer avatar
Noah P April 19, 2019 3:09 pm UTC
PUBLISHER
Kenneth, thanks for the question. The stress modifiers listed are correct. In outer space, because there is no air resistance, your ship would be moving indefinitely and infinitely through space in whichever direction it had moved last. Trying to speed up and go faster causes stress, but also slowing down and trying to stop causes stress as well. The 2-4 movement represents simply following the momentum the ship already has, so, therefore, no stress. Hope that clears things up.
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Customer avatar
Ken N April 21, 2019 10:21 pm UTC
PURCHASER
Noah, OK, I guess I understand the concept, but I'm going to play with a house rule that the FIRST movement begins at 0, and after that, it follows your rules. That makes the most sense to me, once you are moving, stopping results in stress, but at the start of the game, the ship is not moving.
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Customer avatar
Noah P April 24, 2019 2:54 pm UTC
PUBLISHER
Sounds great!
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Customer avatar
Ian W June 08, 2019 9:49 am UTC
I am a newbie at this, yet it seems that the various locations and initial velocities (direction and speed) can alter the outcome. I have read enough fiction where one side shot past the other, with only a single chance of hitting them (and missed).
I think Kenneth, that you would do well to think very carefully as to the strategic context.
I used to play Harpoon, and got frustrated that players would launch everything to win 'this scenario' and i would come back with 'and let us play tomorrow'.
Customer avatar
Joe M March 21, 2019 4:05 am UTC
PURCHASER
a nice game
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Customer avatar
Noah P March 28, 2019 8:12 pm UTC
PUBLISHER
Thank you, Joe.
Customer avatar
Jim A February 21, 2019 12:14 am UTC
PURCHASER
Hi Noah! Just to confirm how I have been playing it, the counters are two hexes by one hex in size. If either “half” of the ship is in the firing arc of the opponent’s weapons, it can be hit, correct? In other words, is it necessary that both hexes of the target ship or just one of the hexes be within the opponent’s firing arc in order to be hit? Thanks!
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Customer avatar
Noah P March 01, 2019 9:52 pm UTC
PUBLISHER
Hi, Jim! Just one part of the ship needs to be in the firing arc to be eligible as a target! Thanks for the question!
Customer avatar
Adam K February 15, 2019 10:33 pm UTC
PURCHASER
Few question about system:
-can I use models for this game?
-how big can be fleet to play?
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Customer avatar
Noah P February 18, 2019 5:29 pm UTC
PUBLISHER
Hi, Adam. Thanks for the questions. I'd say, yes, you can use models for the game so long as they fit on the hex grid map. I'd say micromachine size minis would fit. The minis from the board game "Battle Beyond Space" are great ones for this game, I think. If you have larger minis, you could always blow up the map and print it off larger to fit the minis. The only thing that matters is that you know what is the front and what is the back of your ship. As far as a fleet, this game is mostly designed to have one ship on each team for simplicity sake. However, as with the sister game to this (Pirate Sails) you can agree to have up to four ships per side. You'd just need to have a method for keeping track of which ship on the map matches which ship roster. Thanks again!
Customer avatar
Jim A January 26, 2019 1:24 am UTC
PURCHASER
This is a fun little game! One question I have is what is the starting number of crew on a ship? I assumed it was 10 because everything else (hull, shield, and cannons) starts at 10.
Reply
Customer avatar
Noah P January 27, 2019 12:32 am UTC
PUBLISHER
Jim, yes. That is correct. I'll need to go back and correct that. Thanks for the input!
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File Last Updated:
January 22, 2019
This title was added to our catalog on January 22, 2019.