The year is 1860 and the War for Southern Independence has been over for three years. The Confederate States of America won, capturing the thirtieth state, the island of Cuba, and Maryland, forcing the United States of America to move its capital to New York. Yet it could not hold much of Louisiana, which seceded the Republic of Texas, itself an independent bulwark between United States of America and United States of America and the Confederate States of America. The price of a negotiated peace was the gift of New Orleans to France. Mexico is embroiled in another civil war and remains nominally in control of the west and southwest of the North American continent. In the west, California, the thirty-first state, is the only state on the Pacific coast, with large, yet to be admitted territories between it and the rest of the United States of America; the Mormons retained their state of Deseret; and the five ‘civilised’ tribes of American Indians founded their own state, Sequoyah, establishing their independence, but remaining an ally of the United States of America. This is the setting for
Aces & Eights: Shattered Frontier, an alternate Old West roleplaying game originally published by Kenzer & Company in 2007. What is notable about
Aces & Eights: Shattered Frontier was not necessarily the alternate, though highly historical, setting, but rather that in all other ways it was a straight treatment of the genre. Thus, no undead or horror or steampunk or other outré elements. In fact,
Aces & Eights: Shattered Frontier could be shifted to our own history after the American Civil War and you would be none the wiser that its was an alternate history roleplaying, because the rules were that good. Further its treatment of the Old West was not that of the pulp novels or Hollywood per se. You could run a traditional Wild West roleplaying game of ‘white hats’ and ‘black hats’ with it, but in the main, what you roleplayed in
Aces & Eights: Shattered Frontier were men and women who have to the frontier to find a new life and establish their own futures. It was refreshingly simple in its set-up, although its mechanics were anything but nevertheless,
Aces & Eights: Shattered Frontier would win the
Origins Award Roleplaying Game of the Year 2007 and be nominated for the
ENnie Award for Best Production Values,
Best Rules,
Best Game, and
Product of the Year. It would win the 2008
Silver ENnie Award for Best Game.
Aces & Eights: Reloaded is the second edition, tidied up and reorganised for better access and ease of play. The main changes involved the removal of four rules subsets—covering in turn cattle drives, chases, frontier justice, and prospecting—and replacing them with expanded rules for horses and skills, and a whole new town with which to start play. Plus, numerous NPCs created via the Kickstarter for the new edition.
Aces & Eights: Reloaded, though, begins just as
Aces & Eights: Shattered Frontier did with its Shot Clock. This is a clear plastic overlay, marked with a circular grid divided into four quarters. This is laid over a target silhouette and the attacker’s player rolls a twenty-sided die to hit. If the result of the roll is twenty-five or more—possible if a twenty is rolled, to which the player can add the result of an open-ended six-sided die, the attacker hits that exact spot. If the attack did not hit the targeted spot, and is fourteen or more, a card is drawn from a standard deck of Poker cards. This indicates the direction away from the targeted spot that the attacker fired at, whilst the number rolled determines how far. This can be off the silhouette and indicate a miss or be somewhere else on the target’s body, indicated that the shot still hit. Damage is then rolled. Add in a continuous ‘Count’ up in which the initiative constantly increases as gunfighters move, shoot, and take other actions, and what you have is smooth playing, highly thematic Old West gunfights.
Aces & Eights: Reloaded includes Shot Clock overlays for both rifles and revolvers and for shotguns. All this is covered in the basic rules for ‘Scrapes’ which showcase the basic rules and provide a mini-skirmish system should a group want to try before the main game. A Player Character at this stage has Hit Points and two stats. One is Speed for determining how fast the Player Character can act and the other is Accuracy, how good a natural shot he is. In fact,
Aces & Eights: Reloaded could actually work as an Old West skirmish rules set.
A Player Character in
Aces & Eights: Reloaded has nine abilities—Strength, Intelligence, Wisdom, Dexterity, Constitution, Looks, Charisma, Reputation, and Fame. The first seven are rolled for on three six-sided dice and then amended with a percentile roll. Rolls are also made for a character’s background and family and quirks and flaws. The abilities provide various starting modifiers to other abilities, such as Looks to Charisma and Fame or modifiers to Accuracy and Speed—both important in combat. At each stage, a player can decide to spend Build Points. This can be to adjust Ability scores, allow rerolls when roll for background details, and for quirks and flaws, and so on. Or a player can simply keep the rolls made and, in some cases, receive bonus Build Points. Some Abilities also grant extra Build Points, but the points of those must be spent on skills that are related to the Ability. Thus, any gained from the Intelligence Ability must be spent on Intelligence-related skills. The Talents are mostly combat related, such as Hip Shooter or Quick Aim. The character creation process is not difficult, but it is a lengthy one.
Name: Esperanza Martinez
Age: 15
Place of Origin: Cuba (Rural)
Circumstances of Birth: Legitimate
Parental Status: Mother Deceased
Siblings: 6 (Older sister, died from typhoid fever; older sister, died in infancy; older brother, died in an accident; older sister, died from diarrhoea; younger sister, very close; younger sister, very close)
Upbringing: Abusive (Hardcase)
Social Class: Lower Lower Class (Freed Slave, Farmhand)
Reason To Go West: Establish a Farm
Handedness: Right
Height: 5’ 1” Weight: 122 lbs.
Strength 11/87 (Lift 210 lbs., Carry 52 lbs., Drag 525 lbs.)
Intelligence 14/37 (+1 Accuracy)
Wisdom 8/25 (+3 Speed)
Dexterity 16/98 (-2 Speed, +3 Accuracy, +9 Feat of Agility)
Constitution 8/23
Looks 16/38 (+2 Charisma Modifier, +3 Starting Fame Modifier)
Charisma 16/90 (Max. Compatriots 4, +3 Starting Reputation Modifier)
Reputation 16/28
Fame 3
Hit Points: 20
Quirks: Loco (Royalty – and acts like it), Lusty, Clean Freak
Talents: Dodge
Skills: Agriculture 35%, Animal Husbandry (Chickens) 64%, Art of Seduction 34%, Artistry (Performance) 32%, Baking & Cook 54%, English 34%, Fast Talking 54%, Glean Information 17%, Graceful Entrance/Exit 61%, Idle Gossip 59%, Joke Telling 57%, Listening 42%, Lock Picking 30%, Nursing 28%, Observation 16%, Persuasion 54%, Resist Persuasion 38%, Skilled Liar 36%, Social Etiquette 26%, Slick Talker 55%, Sneaking 37%, Spanish 78%
Reputation is a measure of a character’s standing and the degree of respect in which he is held. It can be gained for actions such as being in a gunfight, taking prisoners, keeping a difficult promise, or paying the funeral expenses of someone you killed. It can be lost by being banished by your family, fleeing a fight with an equal foe, rash or improper social behaviour, and more. Reputation can be spent to reroll combat, skill, or ability rolls. Through play, it is possible for a character’s Reputation to go into negative figures, in which case it becomes Notoriety. Fame, in comparison, is a measure of how widely known a Player Character is known.
Mechanically,
Aces & Eights: Reloaded is a percentile system, a player needing to roll under a skill to succeed. The difficulty acts as a modifier to the actual die roll. Only a ‘Difficult’ applies a zero modifier, whilst a ‘Very Difficult’ task adds a positive modifier. Quite a bit of detail is provided as to what a skill can be used at each mastery level.
In terms of progression,
Aces & Eights: Reloaded lists numerous Profession Paths. They include the mundane and the extraordinary, ranging from Apothecary, Artist, and Assassin to Wainwright, Weaver, and Whore! Each lists tasks that a Player Character can undertake and when achieved, will earn more him Build Points. For example, a Gun For Hire earns one Build Point for acquiring a signature weapon, five for getting involved in two or more gunfights, two for buying a speed rig, another five for winning a fair gunfight, and two for getting hired for a job, whereas an Undertaker gains one for burying a body, two for acquiring a lot to use as a graveyard, three for opening a parlour, two for operating it for a month, one for holding a wake, three for making an extraordinary coffin, and another three for making an extraordinary marker or headstone. These are in addition to any personal goals that a Player Character might have and there is good advice for the Game Master on giving out awards, both professional and personal.
The full combat rules in
Aces & Eights: Reloaded expands greatly upon the basic rules at the beginning of the book. This expands the number of options in terms of actions that combatants can take and how long, the effect of both Fame and Reputation on a fight, the number of gunfights that a combatant has survived, the flinch effect of being shot, the use of the shotgun Shot Clock, and more. The rules also cover tactical and mounted tactical movement, shifting the play of
Aces & Eights: Reloaded to more like a Wild West skirmish game. There are even more advanced rules which cover double-action weapons, the use of la reata or lariat, artillery, explosives, and so on. It really does look quite complex, but patience and careful reading proves otherwise. Further, there is an incredibly good example of a gunfight which shows how the rules are supposed to work. Unfortunately, as much fun as the gunfight rules are in
Aces & Eights: Reloaded, getting shot is not. There is a chance of infection, there is a chance of bleeding, and there is the physical effect of the wound such that depending upon its Severity, bones will be broken, attributes will be lost, and worse. Then, without access to medical attention, it takes days and days for a Player Character to recover from a wound, and that is even before the possibility of infection is taken into account. Consequently, there is a difference in the way that the players approach gunfights in
Aces & Eights: Reloaded. If it is being played as a skirmish wargame, they need not worry about the lethality of the gunfight rules, whereas in a roleplaying game, the players do need to worry about both the lethality and the deleterious effects of being shot. Thus, gunfights are not a casual choice in play.
Unfortunately, if the gunfight rules in
Aces & Eights: Reloaded are slick and fun, the same cannot be said of the brawling rules. It requires three types of coloured poker chips. These are red, blue, and white, and correspond to a character’s Strength and the amount of damage he inflict, to his Dexterity and ability to land blows, and to his Constitution and his endurance during a fist fight. Essentially, what each brawler is doing is betting the coloured poker chips in order to act and have an effect. Despite there being another good example of play to accompany the rules for brawling, in comparison to the gunfight rules, the brawling system is ungainly and demanding.
In terms of support and setting content, there are two good chapters on firearms and horses, the latter including rules for creating and individualising horses. The two settings provided in
Aces & Eights: Reloaded are a pair of towns, Black Horse and Lazurus. In the ‘Shattered Frontier’ of
Aces & Eights: Reloaded, they are located in Alta California, in northern Mexico, close to the borders with the Colorado Territory and the Arapahoe Territory. This is in the San Juan Mountains, in what is today, the state of Colorado. Of these, Black Horse is a backwater settlement, its gold mines on the verge of being played out, intended as a blank slate for the Game Master to develop, whilst Lazurus is a boom town and more fully detailed. This includes a lot of NPCs, many of which are based on the Kickstarter backers for
Aces & Eights: Reloaded. Either setting is intended for the Player Characters to settle in and begin playing a role in events and making themselves part of the setting and the town. The actual setting description for the whole of the Shattered Frontier and the history that lead up to the War for Southern Independence and its consequences are detailed at the back of the book along with profiles of the major governments and nations of North America. There are also seven beginning scenarios, such as ‘Showdown!’ and ‘Bank Robbery!’, but these are more skirmish scenarios than roleplaying scenarios. That said, there are lots of adventure hooks that the Game Master can develop into roleplaying scenarios. These are accompanied by excellent advice as to what types of games to run—skirmish, one-shot, or campaign—and how to get the Player Characters involved. There are also stats for some of the most famous and infamous gunfighters and duellists of the period, such as Sam Bass, the Clantons and the Earps, Patt Garrett, the Daltons, and others. These are the bare stats only, best suited to skirmish play and the basic rules for combat given at the front of the book.
The one disappointment in the new edition that is
Aces & Eights: Reloaded, is the rules for brawling. They are still cumbersome and do not flow as well as the rules for gunfights. The one thing that perhaps
Aces & Eights: Reloaded could have addressed more directly is the playing and portrayal of Indigenous peoples in the setting. There is an absence of reference to safety tools that a more modern audience is likely to find problematic. However, mature players should be able to take these issues into account and be aware of them even when playing an alternate version of the Old West, especially given that slavery still exists in the setting, though not where the focus of play is taking place.
Physically,
Aces & Eights: Reloaded is a fantastic looking book, from its faux-leather embossed cover to its use of classic Old West paintings. The cartography is also very good. However, the book could have better organised. The setting material could have been better placed together and the gambling chapter seems to wander in as an afterthought almost at the end of the book.
Aces & Eights: Reloaded is not just a fantastic looking book, it is also a fantastic roleplaying game, a historical treatment—even if an alternate historical treatment—of the Old West genre. Its focus on the ordinary occupations of the Player Characters grounds the setting and helps bring it to life, whilst still allowing room for excitement of the gunfights, the bank robberies, and the jail breakouts that the genre is known for. Yet it counters that excitement with the deadly sobriety of the gunfight rules, making shootouts the last resort in any action.
Aces & Eights: Shattered Frontier was good enough to win an
Origins Award for Best Roleplaying Game, and
Aces & Eights: Reloaded is still very good today. In fact,
Aces & Eights: Reloaded is the definitive treatment of the Old West in roleplaying. If you wanted an Old West roleplaying game,
Aces & Eights: Shattered Frontier was the best to get in 2007 and
Aces & Eights: Reloaded remains the best to get in 2024.