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Gaslight box art

Gaslight

Players

2-10

Time

?-?

Age

12+

Weight

2.83

Rating

7.28

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Gaslight has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Gaslight has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the easiness to learn score is within an acceptable range. Overall, Gaslight has a strong replayability score of 7.9 out of 10.

Luck profile

Gaslight has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Gaslight offers a good balance between luck and player agency.

Overview

G.A.S.L.I.G.H.T. (Glorious Adventures in Science Loosely Involving Generally Historical Times) is a set of miniatures rules for conducting skirmishes in the Victorian era. Bands of stouthearted Extras are led by Main Characters -- from the streets of London to the hills of South Africa and from the glorious charges of the Crimea to the maelstrom of the American Civil War. The rules are written with the works of Victorian science fiction authors in mind, such as Wells, Verne, and Haggard. In addition to standard colonial era actions, special rules are included for adding various science fiction elements to the plot, including, but not limited to, steam conveyances, fabulous inventions, glorious weapons, and strange creatures from the depths of the jungle or the core of the Earth. In G.A.S.L.I.G.H.T., units generally consist of ten figures led by one or more Main Characters. A player normally controls one or two units. A player may also control one or two vehicles and their crews. G.A.S.L.I.G.H.T. includes rules for creating Main Characters with somewhat more detail than the Extras. The games then are a combination of unit actions and individual heroism in the tradition of adventure novels and swashbuckling films. Command and control is accomplished through a card-based turn system. Movement is based on moving individual figures. Firing is done by figure as well, but the firing procedure is very quick. Morale is accomplished through a unique, stateless system that treats loss of cohesion in an novel way. Detailed charts are provided for creating personal weapons, heavy weapons, vehicles, and fantastic creatures. The concept used in G.A.S.L.I.G.H.T. is that of imperfect mechanization -- machines don't always work as intended. This often adds a bit of excitement and humor to the games. The authors of G.A.S.L.I.G.H.T. made the specific design choice not to build their own world for these rules. Instead the rules allow for the generation of vehicles, weapons, and creatures that allow groups of players to tailor the rules to their perception of Victorian science fiction. As a result, the rules are flexible. The system now includes The G.A.S.L.I.G.H.T. Compendium which includes most of the expansion books. It adds some new material and revises some of the old material. It is 190 pages of G.A.S.L.I.G.H.T. information.

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Credits

Designers

2
Christopher Palmer John R. "Buck" Surdu

Publishers

1
LMW Works

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