The WEGS Fray

The Caves of Utter Chaos-GaryCon IX

Fun and adventure await the brave heroes who dare to enter the Caves of Utter Chaos at Gary Con IX! A twisted take on Gary Gygax’s classic dungeon module, The Keep…

GameWick News

Feb 3 – Dice Hog Day 2017

Here at GameWick HQ, February 3 is Dice Hog Day (the day after those other famous hogs makes their prediction). Early this morning (well not too early because the Dice…

Shuffling Horrors!

Beware the Ides of Horror!

Greetings Shufflers! More exciting Roswell 51 news for you: we have placed the order for the dice that will be included in the game. In other words, “Alea iacta est!”. The…

Gary Con IX: Old Skool Menu (2017)

December 21st, 2016

Woo Hoo! We’ve got our games submitted and approved for Gary Con IX (March 23 – 26, 2017). Below is a sneak peek at our WEGS Old Skool Fantasy and Shuffling Horror events. Gary Con is a yearly convention held in honor of Gary Gygax, the creator of Dungeons & Dragons. This will be our fourth trek to wondrous Lake Geneva, WI (the place where Gygax lived, the first Gen Con was held, and TSR (the publisher of D&D) was based). Yeah… we’re always super excited about Gary Con!

NO ROLL HERO SHEETThe WEGS Old Skool Fantasy setting is designed for over-the-top dungeon crawl fun. Inspired by the earliest editions of Basic Dungeons & Dragons, character creation is a breeze and the heroic action is epic. All sessions are intros to WEGS, our Wickedly Errant Game System.

Here’s the menu:

The Caves of Utter Chaos (WEGS BOSS)
GM: Larry Wickman
When: Thurs @2pm; Fri @10am; Sat @10am and 2pm
Duration: 4 hours
You’ve heard of the Caves of Chaos, perhaps? Well, these are the caves below those caves that nobody dares to enter. Get ready for insane dungeoncrawling fun with the BOSS (Basic Old Skool System). Full-blown heroes will be created in minutes and then stuck in a dungeon brimming with terrible foes, nasty traps, and treasure galore. Fueled by 2d6 and 2d10, BOSS is a stripped down version of WEGS (the Wickedly Errant Game System). Fun rules! Wild dice rolls! Wicked adventure! All rules taught. No XP needed. Join us for one or more sessions if you like!

Rifting The Jarl (WEGS Old Skool Fantasy)Blog-GaryCon16-G123
GM: Tim W
When: Fri @8pm
Duration: 4 hours
Get ready to slip and slide your way through Gary Gygax’s classic module, Glacial Rift of the Frost Giant Jarl (G2)! Here’s the twist: we are using the WEGS Old Skool Fantasy system. Fantastic heroes will be created in minutes and ready to go on a giant slaying expedition. Don’t worry about the system; just worry about the frost giants and staying alive. Rules taught – all you need is a sense of adventure to get started. Bring your lucky 2d6 and 2d10 (%), the only dice you’ll need for WEGS. Let’s dungeon party like it’s 1978!

The Shuffling Horror Events (1.5 hour)
Roswell 51 – Thurs @10am and @8pm.  Sunday @ Noon.
Pittsburgh 68 – Thurs @10pm
Get ready for the retro cinematic chills and thrills of our Shuffling Horror system! We are running three Shuffling Horror games on Thursday. For those who like 1950s space invasion horror, two session of Roswell 51 are planned (10am and 8pm). For those who like Night of the Living Dead style zombie survival fun, Pittsburgh 68 kicks off at 10pm.

We might try to add a couple more events, like our traditional Sat. Nite Special event and Sunday closer, “How Many Heroes Does It Take To Kill A Dragon“. Problem is the heroes killed our dragon last year… Stay tuned!blog-r51-footer-banner

Roswell 51: December Update

December 19th, 2016

Greeting Roswellians!

As detailed in the last update, we must make some revisions to our proofs and submit them for a second round of approvals. We are currently assessing how to address our color tone issues and hope to have this resolved and new proofs submitted by the end of this month (December). This will then give us a January… (click here to read the rest of this article and visit our production update page).


Shuffling Dead: Walking Dead S7 E4 Review

November 18th, 2016

Our weekly Walking Dead Three Card Zombie Review!

In “Service” (S7 E4), Negan comes a-knocking at the gates of Alexandria for his first “payment”. He takes all the guns, leaving Rick and the crew without any firepower. That’s a pretty cruel move on Negan’s part – can you imagine playing Pittsburgh 68 without a single gun in the deck?!? In fact, Negan takes sooooo many guns that we had to raid the Roswell 51 card deck just to make the point. So, this week’s Three Card Zombie Review includes a little bonus sneak peek at the new R51 card design. Enjoy!


Coming Soon!


Trove Roll: A Pair of…

November 12th, 2016

FB-Trove-Roll-77Let’s see what the Table I: Trove Pile Generator has in store for us today! It all starts with a quick percentile roll. We roll a –29– which leads us to:

Table V: Weapons
>>Roll d10 roll to determine the class of weapon:
–3– Hurlers (thrown weapons).

>>Roll d6 to determine weapon type:
–5– Throwing Daggers (d3+1).

>>Roll (d3+1) to determine quantity:
–2– Two daggers are found.

>>Consult Table II: Strength Bonus (INI Roll) to determine strength bonus:
–13– +2 bonus.

+2 Throwing Daggers (2)


Shuffling Dead: Walking Dead S7 E3 Review

November 10th, 2016

The Walking Dead Three Card Zombie Review!

In “The Cell” (S7 E3), Daryl finds himself trapped in The Cell(er) being pushed to his Breaking Point by Dwight. He decides to make a Run For It, but fails, and takes a heap of damage from the Saviours (he has got to be out of spoints by now). On a side note, our zombie Bev has been humming the “Easy Street” song all week…

Deryk, Bev, and Ocho, our undead review trio, sum it all up with these three Pittsburgh 68 cards:



Shuffling Dead: Walking Dead S7 E2 Review

November 2nd, 2016

It’s time for our Walking Dead Three Card Zombie Review!

In The Well (Episode 2), Carol awakens in a new place called the Kingdom, a happily-ever-after renaissance faire that is well-fed and zombie free! While its residents are all too willing to drink from the proverbial well and follow-the-leader (King Ezekial), Carol knows that this fantasyland just won’t last. She wants to arm herself and quickly get the heck out of there.

Deryk, Bev, and Ocho, our undead review trio, sum it all up with these three Pittsburgh 68 cards:

The Housewife (Carol), If We Only Had A…, and The Knife.



Cast & Blast-Halloween Edition

October 31st, 2016

Blog-Pic-CastBlast-600A Halloween treat for the fans – new spells! One with a bunch of tentacles. One with a ghostly guardian. One that’s just bloody disgusting (a real gutbuster).

Tentacleeze (Magic/Sea)

Four tentacles sprout from the mage’s sides forming a wall of flailing fury between the mage and their foe. Each tentacle is treated as a Level 2/22 minion that may attack at the spante. The mage also benefits with +20% Invulnerability due to tentacle coverage (5% per). Engaged foes may directly attack the tentacles. Destroyed tentacles don’t grow back. A mage can command each tentacle to either (a) attack and cause damage or (b) grasp (automatic hit on foe in SQR range). Each tentacle grasping a foe earns a cumulative 20% chance to hold that foe in a Lost Action Phase. For example, four grasping tentacles has an 80% change to LAP that foe.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Wizard’s Wiffler (Magic)

The mage is protected by an invisible ghostly guardian called the wiffler. Each inning, the wiffler blocks an area of four connected squares (like a wall). The mage can declare this block upon being attacked, it is then set for the inning. The wall can be re-positioned each new inning. Those attacking will not know where the block begins/ends. No one can physically pass through or occupy the guarded area; those attempting to do so are stopped and struck for (d10 x Level) non-enchanted wounds. Foes are allowed a Stealth Rank Only invulnerability test versus this damage. The mage also gains a +20 INV bonus versus any ranged attack that passes through the wiffle zone. If the mage actively engages a similarly sized foe (moves into their space), the wiffler knocks that foe back 1 square in a random direction (the foe is allowed an SRO invulnerability test to resist the push). The mage may double the guard and summon two wifflers (who can then provide full perimeter coverage (all 8 squares surrounding the mage)). This doubles the knockback ability (two foes can be knocked or a single foe twice the mage’s size). The wall’s height is 4 SQR.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Twisted Innards (Magic/Nekromagic)

The mage targets one foe within range causing their guts to painfully churn, burn, and roil. The foe suffers a half-stat penalty for all actions, and strengths are based on these diminished numbers. At each spante, there is an Frozen Roll chance that the foe soils itself; if so, the foe suffers (d6 x d6)+SPS wounds. To make matters worse, if any damage total is greater than the victim’s full/normal base Wounds, the victim suffers a (d6 x d6) Near Death Experience. Failing the NDE roll results in one bloody awful explosion of innards upon those nearby.
Target: Other
Type: Attack
Range: 12 SQR.
Use: Normal
Upkeep: Normal

Shuffling Horror Weekend 2016

October 27th, 2016


Are you ready to shuffle the horror this Halloween weekend? If you are running a Pittsburgh 68 game, we want to know about it! Take some pics and send us the final results. Here’s what we need to know:

Director vs How Many Players: ?

How Many Reels Played: ?

Who Survived: ?

For those of you who might be rusty on the rules, there are some great pdfs under the Bonus Materials section on our Pittsburgh 68 page. Start with The Big Screen for a quick overview of the game board. Then, check out The Survivor Draw Pile for the new rules for distributing survivor cards.

Keep on shuffling, folks!


For those who are curious… We are just putting the final nails in the coffin for Roswell 51.
Production details coming soon!