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I've gathered my recommendations about running demonstration games for the Deadzone boardgame / wargame from Mantic Games.

Before you read further, I recommend you to read: Running game demos - Guidelines

Deadzone Ed1

Deadzone Ed2

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Deadzone Ed1

Playing area

The Deadzone Ed1 Demo Guide advises to use a 4x4 area. I think it's a good idea.

Do not use unassembled Battlezones scenery, even if you can use your connectors to clip the buildings together. The time you spend on assembly takes away time from explaining the game.

Sources & tutorials

Mantic Games: Deadzone Ed1 demo guide (PDF): Not the latest version published, but the latest version available.

Deadzone Ed2

Playing area

The Deadzone Ed1 Demo Guide advises to use a 4x4 area. I think it's a good idea even for Deadzone Ed2.

Do not use unassembled Battlezones scenery, even if you can use your connectors to clip the buildings together. The time you spend on assembly takes away time from explaining the game.

Accessories

  • Print out at least two sheets about the rules of the Command Dice. You can even add spaces on the sheet to put your dice on it. This way it will be easier for the players to see their choices. Print cards with the special Command abilities of the commanders, or print one sheet for each of the commander choices you'll allow during your demos.

Player forces

  • Print the stats of the player forces, and include the rules for any special rules needed
  • Starting with basic Enforcer warband is not the best way for a beginner because of the special rules required to run them properly. If they wouldn't have Jump Packs, it would be easier. The Tactician(2) for the captain gives too many options to consider.
  • Modifying Enforcers: Let go of the Jump packs (-1? point per model). The laser rifles of the regular Enforcers should be exchanged with ones without Rapid Fire (-1 point per model). This makes the Assault Enforcers 13 pts / 1 VP models, the regular Enforcers 14 pts / 1 VP models. Use an Enforcer Lieutenant with the rules for Enforcer Captain, without Jump pack (-1? points), and with Tactician(1) (-5 points?), making him a 28 pts / 3 VP model. The Jump pack was a 1 point item in Deadzone Ed1, there's no rule for it in Deadzone Ed2.
  • The Pre-generated Forge Father team is better for starters, but almost all of them have the Rapid Fire rule. Take that from them, and make them 1 point cheaper.
  • No special weapons. Do not let the use of grenades or flamethrowers, they complicate things. Take the grenades out from the loot markers. There are some players though, who get the rules for grenades at the first explanation, so try to explain them once, and if they look confused, take the grenades out.

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Buying the product

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What do you think of my guidelines about running wargame demos? What are your experiences? Do you have further ideas? Tell us in the comments!

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