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Cold City Hot War Slipcase + complimentary PDF

Handiwork Games

  • £70.00


Both hardcover second editions of Cold City and Hot War presented in a handsome slipcase.

Cold City

In the divided city of post-World War II Berlin, terrors hide in the darkness. The legacies of war, suffering, and fringe science lurk beneath the surface, feared and desired by former allies and defeated enemies. Those that seek out these horrors are riven by suspicion, mistrust and political ambition. The four occupying powers of Britain, France, the USA and the USSR all have their own agendas.  In Cold City, characters are defined not just by who they are and what they are like, but by the views of the other characters and the trust that they have in them.

Revised and reimagined from the first edition that appeared in 2006, Cold City  keeps everything great about this critically acclaimed RPG while bringing fresh ideas to the texts and the mechanics. The book holds up a mirror to – and reflects upon – the real history of the Cold War era to help readers and players better understand the game and its setting.

Cold City takes place in Berlin in 1950, when the Cold War has fully emerged and trust is at a premium.

The game also grapples with the legacies of twisted sciences, occult experiments, and the reality-fracturing horror of war. Characters are thrust into secret worlds, taking on the roles of those whose mission it is to protect others from monstrous horrors.

Hot War
London. Winter. 1963. It is a year since the Cold War went hot. This was not just a nuclear war, as darker weapons with their roots in World War II’s suffering and fringe science were deployed.  Survival and re-building are all that matter now. But human nature and the breakdown of society mean that everyone has their own ambitions.  Into this maelstrom steps a motley band of women and men tasked with the jobs too dirty or dangerous for anyone else. They have to deal with relationships, loves, hatred, and hidden agendas in a collapsing, ravaged, horror-strewn Britain.

 

About the System

When conflicts arise in the game, players create pools of ten-sided dice from attributes, traits, tools, hidden agendas, and relationships.

Control (the GM) assembles a pool of dice from various thematic groups (external enemies, internal enemies, monsters, London, and Breakdown) to provide opposition.

Control and the players roll their dice, and for each die that’s higher than an opposing die, that side gains 1 “success”. The side with the most successes wins, and can spend those successes to generate consequences that alter the characters, the story, and Control’s dice groups.

Players and Control will consistently be making taut, meaningful, and challenging decisions with their dice as the game progresses and tension rises.

The game mechanics reinforce the key themes of the setting: in Hot War the nuclear destruction of society is ever present in the form of ‘Breakdown’ and Control can use this to make the characters’ lives increasingly difficult.

Both Cold City and Hot War are is presented as hardcovers, 176 and 208-pages respectively, Royal-sized book ( 156mm x 234mm,6.14 inches x 9.21 inches), in full colour.

Written by Malcolm Craig with art from Paul Bourne and Jon Hodgson.


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