Mad Maximillian


Fast Times in a Roman Coliseum

We playtest the coliseum game scenario for this year’s HISTORICON 2019 I have Adobe Sparkpost on my Ipad, so I decided to give it a try. I like the transitions but it can’t repost here directly, so follow this link:Playtest of Mad Maximilian 1934 Coliseum Race at the Scrum Palace Steve, Joe, Rich, Francesco, Jared and myself going pew pew pew and VROOM VROOM! View post on imgur.com//s.imgur.com/min/embed.js

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Mad Maximillian 1934: I should have sparred!

As I have mentioned in this journal, I signed up to run a Mad Maximillian 1934 game at COLD WARS 2019. F: 183: 19 – JUNKWAFFEL: A Mad Maximillian 1934 Adventure – Theme Friday, 7:00 PM, 3 hrs, Players: 10, BF86 GM: Walt O’Hara Sponsor: none – Prize: none Period: Pulp – Scale: 28mm – Rules: Mad Maximillian Return to the world of fragile deadly jalopies armed with instruments of peril! Everyone KNOWS about the Apocalypse, right? The one that took place back in 1934? Junkwaffel takes place in a world that has already suffered collapse, sometime directly after WWI. Players pilottheir armed motorcycles, buggies, jalopies and junkers through a war-torn landscape, full of traps, ambushes and the greatest danger of all, the other players. Rules easy to teach, glad to have youngsters from about 13 up, younger must have a parent in attendance. I was planning on this game being a reprise of the race I ran at ScrumCon 19.   There’s an old saying that goes something like “Yo

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Some new weapons for Mad Maximilian 1934

Harpoon Guns are hip My recent foray into running Mad Maximilian 1934 at ScrumCon 2019 made me realize I have not really written down some ideas I’ve had for weapons that probably SHOULD be in the Mad Maximilian rule book but aren’t. So this quick post is to redress this. I’ve worked out how to use Harpoon Guns, Grenades, Mines and Molotov Cocktails for a while now but needed to put it down on paper so I could attach it to my QRC sheet for convention games. I might as well share them with anybody that is interested. Disclaimer: These weapons are added as a fan based player aid, offered for no recompense and as a derivative effort. This document is not authorized by Mana Press, and their efforts are acknowledged for its inspiration. If you want a new weapons sheet, go here to download the PDF. If you have ideas about other weapons that aren’t in the current rulebook and fit the early 20th century/pulp mystique of Mad Maximilian, I encourage you to share them either on the Facebook Group

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Mad Maximillian 1934 at ScrumCon

I don’t want to overwhelm the ScrumCon 2019 after action report (last post) with a post on a game I ran, or it would load the post with pictures of one event. I took one of the game slots in the morning shift of ScrumCon, which meant a 10:00 AM start time. We had no trouble setting up– terrain is basically a flat cloth, some scatter terrain, a few bluffs, the pyramids indicating where you need to turn, and the Gates at the near and far end. I had about 20 vehicles, with a wide range of sizes and classes. Seen in photo: Blue Horizon, Lil Red Devil, Rickety Racer, A Touch of Elegance, People’s Collective, The Singular (monowheel), and Brutarian. When it comes to customizing vehicles I like to start with a recognizable historical concept– like the Bentley, the Bugati, the Soviet Armored Car, etc., so I don’t make insane car customization. The semi-historical element adds to the whimsy element. I ran Mad Maximilian 1934 at Fall IN! 2018 with Jon Lunberg.  I was noticing kind of a run

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Alternative Initiative Cards and Dirty Tricks for Mad Maximilian 1934

A sample of some of the dirty trick cards. This is an idea I had for moving games a little quicker in Max 34. I’m running a big game at Scrum Con and might have to have the traditional “fast car goes first” initiative take a bad seat to a more traditional method I’ve used for many skirmish games– it derives from the Sword and the Flame. The idea is to give everyone a number, put the numbered cards in a deck by themselves, and the dirty tricks in another deck. Every turn place one dirty trick in the action deck and shuffle them all together. The person whose number is called AFTER the dirty trick is pulled can utilize it for either themselves or for a target player. Details are on the card. Download HERE.

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Junkwaffel: Southern Cross sold out, but…

JUNKWAFFEL: THE SOUTHERN CROSS! at ScrumCon 2019 I’m pleased as punch to announce my ScrumCon 2019 Mad Maximilian 1934 game, JUNKWAFFEL: The Southern Cross is sold out. Ten players will be a challenge, but it won’t be impossible. If you are an attendee and want to play, get on the wait list. I have lots of cars, we’ll work something out. Source: Junkwaffel: Southern Cross

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First Game of Mad Maximilian 1934 with real humans

As you know if you read this blog from time to time, I’ve had kind of this thing about the Mad Maximilian 1934 game from Mana Press, car models produced by my old friend Nic Robson at Eureka Miniatures.  I like the time period, I like the technology being represented and I’ve enjoyed converting the vehicle models to use in the game as past posts might indicate.  Last Saturday was my first time running an actual of Mad Maximilian 1934 for a group of real players, namely the gaming group I play with, the Second Saturday Scrummers. I am signed up to run this game at Fall-IN this year, so I appreciated their kind forbearance and patience.  It was a learning experience.  Driver Al Einstein and the Red Masque machine! We had four players at start: Joe, John, Rich and Steve.  Since I have enough cars for a large squad, we ran two vehicles per player.  Every vehicle type was represented– Junkers, Jalopies, Motorcycles and Buggies.  Jared arrived late and I gave him a team of Pedestrian Ambush type

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