Articles Reviews Rogue Judge Mania: The 2000ad Games of Games Workshop
 

Rogue Judge Mania: The 2000ad Games of Games Workshop Rogue Judge Mania: The 2000ad Games of Games Workshop Hot

dreddWhen I was very small - before school-age, probably - I can vividly remember being bored one day and sitting down to do a drawing with some felt-tip pens. I remember it because I was very proud of what I drew and went to show my Mum, even though neither of us entirely knew what it was that I’d sketched out. It was a human figure with a black helmet, visor pulled down over the eyes, with distinct knee, shoulder and elbow pads and a big triangular golden badge on one side of its chest. It was Judge Dredd, although I couldn’t have named it as such back then, having never seen a copy of 2000 a.d., the comic where his strips were printed. So how did I know what to draw? I have no idea: but this little anecdote illustrates how incredibly pervasive that comic was in the youth culture of 80’s Britain.

I can’t, hand on heart, tell you all that I’m a big 2000 a.d fan. I’ve owned precisely zero issues in my life and I’d have trouble naming many of the strips that have run throughout the years, except for my two favourite. But for those two I’ve gone out of my way to read them in collected comic-book format and could probably go toe-to-toe in trivia with relatively die-hard fans. Those two are, of course, Judge Dredd and Rogue Trooper. The appeal of Dredd is relatively straightforward: the terrifying plausibility of the model of the future it presents, combined with the complex morality of the hero, anti-hero, noble vigilante and vile executioner Dredd himself. It’s also worth noting that some of the illustrators that have worked on the strip over the years have produced some absolutely top-notch artwork. The attraction of Rogue is harder to quantify: I think it’s partly the terrible injustice of his situation that captured my imagination.

By the time I encountered games as a hobby, Games Workshop already had the licence for the comics and there was a Judge Dredd board game in circulation. In fact it was probably one of the very first non-RPG hobby games that I ever played. It’s been a long time since I’ve had a session but I recall it as a very simple, daft game in which each player represents a judge moving across a stylised map of Mega-City one trying to reach face-up “crime” cards that were paired with face-down “perp” cards that you flipped over and tried to beat in combat to make an arrest, scoring points for the severity of the crime and toughness of the criminal. There were also cards for each judge to use to boost their own chances or hinder those of other players. It probably tells you a lot about the quality of this game that the highlights were almost always the times when you caught Judge Death littering, or got to collar someone for entirely legal act of smoking in the smokatorium. But for all that it was a pointless dice-fest it was at least simple, short and exciting, and it was packed with quality comic art and managed to effectively capture the flavour of its source material. I’m not sure I would play it now, but hey, gamers didn’t really know any better back then.

Five years later, the lone entry was joined by a Rogue Trooper game. By this stage I was a dedicated obsessive and lucky enough to snag a copy of this one for my birthday. I kept hold of it up until relatively recently so my memories of this are rather fresher although it has to be said that I hung on to it for reasons of nostalgia rather than quality. Rogue Trooper was an exploration game across a hex board, with each player trying to complete a series of missions (effectively just reaching certain spaces on the board) to get a draw of clue cards in an attempt to obtain four different clues and piece together the identity of the traitor, whereupon the players would all join in an exciting attempt to be the first to hunt down and kill the treacherous officer, with the original identifying player getting a head start. Each space on the board lead to a number of random encounters to fight, all drawn from the comic. So far, so uninspiring, and indeed it had many of the same high and low points as the Dredd game: chaotic and lacking in strategy but with good production values, comic art and atmosphere. It was more complicated and took rather longer to complete though, even if the end game was a bit more thrilling, so on balance is probably weaker than its predecessor.

However Rogue Trooper deserves to be remembered for its early, and exceptionally novel and thematic attempt at getting round player elimination. If you’re familiar with the comic strip you’ll remember that the extensive training the genetic infantrymen received was deemed so valuable that their personalities were “recorded” onto microchips that could be retrieved in the event of their death and implanted into a new body. So in the game, if a player died, other players could go and collect their chip and plug it into their own equipment, gaining a considerable power boost and forming a team that would then make decisions and win collectively. It’s a clever idea, totally in keeping with the source material and it worked really well: the extra abilities a player gained from having an extra chip were easily enough to entice players to try and collect one and have to put up with a joint win instead of solo glory. So it’s a bit of a shame the rest of the game sucked fairly badly. I’ve often hoped that there might be another game that took this rather cool approach to circumnavigating the player elimination issue but I’m not aware of one that does: perhaps it’s just too well tied-in to the concepts in the comic to be easily recycled elsewhere.

It was five years between Judge Dredd and Rogue Trooper but the third and final board game, Block Mania was hot on the heels of the latter. I didn’t pick up a copy at the time but only got to play it a few years ago after being lucky enough to snag a copy for £5 on Ebay. Rather than an exploration game like its predecessors, Block Mania was a light wargame built around a command point, unit activation model. Another differentiation between it and the other two games was that rather than being direct lift from the comic strip, Block Mania was inspired by the wider Dredd universe, representing the conflict between two city blocks that have taken up arms and gone to war. And by far the best thing about it is the extraordinary way in which it brings its world to life with a colourful cast of units, from the psychotic Futsies to trigger happy citizens militia, each with their own special rules and each of which can be armed with a variety of weapons and equipment. It takes some time to digest these but the result in terms of theme at least, is entirely worth it. The second best thing about it is the structural damage mechanic whereby as buildings accumulate hits they become more likely to trigger collapses in nearby squares, which can in turn lead to further catastrophe to the point where it’s possible for one square of damage to lead, through an unlikely series of bad dice rolls, to the demolition of the entire block. This is tremendously entertaining to watch but, sadly, is also symptomatic of the worst thing about the game which is, again, excessive randomness combined with a fairly long play time. It’s also a shame that massive collapses mean the cool end game mechanic, which sees the discard pile being flipped over and determining how quickly Justice Department units turn up to take out the warring Blockers, rarely comes into play since one Block or the other will collapse first. However Block Mania is certainly my favourite of the trilogy, especially when combined with the Mega Mania expansion adding two more players and a ton of theme.

In between the release of these board games though, Games Workshop also used the licence to put out a Judge Dredd role-playing game. Mechanically it was a pedestrian affair, based on the d100 skill-check that was found in most of Chaosium’s games at the time and, ooh, pretty much everywhere else, although was the first place I can remember where I saw wounds come directly off strength, making your character weaker as he or she took damage. However what made the game was a combination of making the most of the setting in which characters came with a ready-made motivation and standard equipment set with some absolutely first-rate scenarios and background material. I don’t play RPG’s any more so I hate to have to admit it, but I think the role-playing game was my favourite and the most successful of all the 2000ad licenced products that GW put out.

There are other 2000ad based games around, of course, some of them currently in-print, but sadly it seems to be one of those all-too common licences for which designers have generally failed to meet the bar of expectation set by the source material. But I’d rate the Games Workshop games as about the most successful attempts so far, and seeing as the popularity of the comic is somewhat on the wane, they may well be the best we ever see. Here’s hoping otherwise. So, until next time, Splundig Vur Thrigg.

This article was written in response to a request from F:AT regular Jeff White. Hope you found it worthwhile, Jeff. If any of you would like to suggest topics for Matt to cover, please send him a PM.

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Comments (19)
  • avatarcdennett

    The player elimination in Rogue Trooper reminds me of the Monster Sidekick card from King of Tokyo. Of course, lots of people hate that card...

  • avatarJazzbeaux

    Ah, classic line up of figures at the top there.

    Quote:
    Gaze into the face of Fear!
    Gaze into the fist of Dredd

    Sam

  • avatarJeff White

    Mongoose Publishing currently does a Judge Dredd/2000AD rpg and a Judge Dredd minis game which is evolved from their Gangs of Mega City One minis game from around 2005 (which starter sets are cheap on ebay now).

    Speaking of minis games, I know that GW's Necromunda was originally going to be a Judge Dredd minis game, but GW lost the license. You can find traces of the original theme in a lot of the early Necromunda John Blanche art (the underhive) as well as in the Adeptus Arbites: http://kofler.dot.at/40k/imperial.html#arbites

    What I liked best about these games is that they were for the most part 'hobby games'. That and one license was able to get three neat games from GW. Why haven't there been a series of DC/Marvel games from any of the big hobby companies? There was the Nexus Marvel Heroes game, but still only the one. It seems that DC/Marvel games are relegated to cheap Walmart fare.

    Good article, Matt. My 2000ad experience is a lot like yours. I've read quite a bit, but only owned a single Rogue Trooper trade. Those were great comics though. Not sure how successful they are now, perhaps to tied to the politics of the time. Still, if I were buying comics, I'd consider going back and picking these books up.

    I leave you with this song from a Madness side project, Mutants in Mega City One
    http://www.youtube.com/watch?v=7Rr6nJk9Zb4&feature=related

  • avatarMattDP
    Quote:
    I leave you with this song from a Madness side project, Mutants in Mega City One

    Hah! That's a blast from the past. I vaguely remember rocking out to that when I was about ten. I think my adult self had tried to lock the memories away in some kind of damage limitation exercise.

    Curiously just after posting this, I heard back from an iOS app developer that produces gamebooks, and they told me they had some Dredd material in the works. Be worth keeping an eye on:

    http://gamebookadventures.com/

  • avatarJeff White

    Oh yeah, I thought the Rogue Trooper videogame from a few years back was a lot of fun. They did a great job with the setting and the use of bagman, helm, and gunner. You could set them up and give them orders, say, prop gunner up in a hall and he'll shoot enemies that appear while you're hacking a console elsewhere or something. It was kind of a squad based game, but with the one character and his 'buddies'.

    Not sure how well it did, but I thought it was a hell of a lot of fun.

  • avatarStephen Avery

    That is so ironic. I was just finishing up painting street gangs for MegaCity One. I still have an ape, two judges, and a few other figs I need to do.

    I love Judge Dredd...Even the Stalone one.

    Steve"I am the LAW!"Avery

  • avatarJeff White

    I didn't think the Stallone one was terrible either. Loved the inclusion of the ABC Warrior.

    EDIT: Avery, are you playing with the original Mega City One ruleset, or using the new Judge Dredd rules downloadable from the Mongoose Website?

  • avatarGary Sax

    Nice article this week.

  • avatarZMan

    The MegaCity game is in my permanent collection. It is a blast to play. A great take-that game - when you go after a perp and players are throwing all those negative modifiers on you - it is really a lot of fun.

  • avatarSuperflyTNT  - re:
    Jeff White wrote:
    Avery, are you playing with the original Mega City One ruleset, or using the new Judge Dredd rules downloadable from the Mongoose Website?

    I just spent 20 minutes Dreddhunting. Can you please provide a link to this? If it's an alternate ruleset for MegaCity One I'd love to see it. Love that game, and anything to refresh would be awesome. Thx!

  • avatarJeff White

    http://www.mongoosepublishing.com/miniatures/judge-dredd/rulebook.html

  • avatarNotahandle

    I played Judge Dredd about five years ago, what made it memorable and hilarious (for all of us) was my hindering enough to keep the other three player Judges in hospital, allowing me to arrest a fair number of perps. Like you, I didn't buy Block/Mega Mania at the time, just a few years ago, but we played it reasonably often so I have to agree it's the best of the three.

  • trif  - 2000AD games

    I read 2000AD from the very beginning (until about - oooh 20 years ago!) - and they actually published print and play games in installments in the early issues. I played the Flesh card game - basically an update of Cheat - quite a lot as a kid. The big one was the Cursed Earth game (which I never played) which seemed similar to the GW Judge Dredd game except you had to make your way across the Cursed Earth whilst keeping the plague vaccine safe.

    When Starlord came out, they did a Strontium Dog game as well.

    The first non-Monopoly game I remember playing was from 2000AD's predecessor Action, which had a game based on their secret agent character Dredger called Magnum Force. Each player was an agent from a rival agency trying to kill each other in the streets of New York. Play elimination at its finest. We got to the point where we were working on an expansion to the game (incorporating missions and embassies, etc.) Good times.

  • avatarAncient_of_MuMu

    Thanks for the review. I always loved Block Mania, but never played the other two. I have often wondered if it was rose coloured glasses or whether it really was a good game. My set was destroyed after my brother flipped the board and too many counters were lost for it to be re-playable. I guess that is the sign of a good game and the only way to lose a copy of an Ameritrash classic.

  • avatarJeff White

    I really like all three, but Block Mania is my favorite as well. Here's a quickstart/quick play variant I posted on BGG:

    * Instead of four random blockers to start the game, players can choose any four but no two of the same type. Theme-wise, this is the more aggro members of the block getting jazzed up for battle. The instigators if you will. Random block citizens will show up later throughout the game to defend the block these first four rowdies started.

    * Players can choose the armoury or hardware items assigned to these first four blocks. Restrictions being 1) no duplicates and 2) only one heavy weapon (gotta leave some incentive to loot those armouries).

    * In the four player game remove 14 cards instead of 6. This'll move the game down from 12 turns each to 10. However, with a little more control in the earlier turns the game likely won't need to go as long. (I'm open to removing even more cards and bringing this down to maybe 8 turns.)

    * Instead of 2d6 command points, we're using 6 + d6 command points. This helps each player move a bit more.

    This article has me considering tracking down another copy of Rogue Trooper. If I remember correctly, it was kinda like Talisman, you rolled and moved then flipped a card, but then other players could add cards to hose you. Am I remembering that right?

  • avatarCitadel

    I played Judge Dredd a couple of years ago and remember having a great time. I have a distant memory of Block Mania but don't remember how it plays. I wonder if anyone I know has a copy.

    I have been getting back into 2000AD comics with all the Rebellion reprints. I have found local libraries have them so I can read them to my heart's content. It was great to read early Judge Dredd comics. I particularly liked the complete original run of Nemesis the Warlock. Dan Abnett's Durham Red is a good recent series. When I was a kid a picked up an occassional copy of 2000AD but it was difficult to follow the story lines when each series only got 4-6 pages so I never got hooked. The trade paperbacks are much better.

  • avatarStephen Avery

    HI Jeff, I'm using the original rules. I'll download the others and look them over. Thanks for the link. Are they significantly different?

    Steve"Perp"Avery

  • avatarJeff White

    hmmm... the link seems to be down atm and I can't seem to access the judge dredd game from the mongoose site (http://www.mongoosepublishing.com/), but yeah the rules are pretty different. It's a tighter ruleset having several years of feedback from GoMC-1 and allows the players far more options. For example, the judges are now a playable faction.


    Here's another source for the rules: http://rpg.drivethrustuff.com/product_info.php?it=1&products_id=88841#widget- product-reviews

  • avatarPaulBaldowski  - Nostalgia

    I love seeing these things unearthed - and have owned them all. I have fond memories of playing several Judge Dredd adventures in my youth and I still have a copy, along with my 20 year old character sheet.

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