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Glorious Adventures In The Age Of Steam

TITLE: Glorious Adventures In the Age of Steam (A Fistful of Lead Series)

AUTHOR: Baron Von J aka Jay Wiley

PUBLISHER: Wiley Games

PUBLICATION DATE: 2026

WEB SITE/SUPPORT FORUM: None known

PRICE (with date): $40.00 Printed Book / $20.00 PDF (In 2026)

REVIEWED BY: Mark "Extra Crispy" Severin

PERIOD COVERED: The Age of Steam, roughly 1850-1920

THE BOOK:

GAAS is a colorful book of 140 pages. Full color throughout on nice coated paper. It is actually three rule books in one. In addition to the main skirmish game it includes rules for larger battles and a third rule set for airship fleet actions. There are scenarios, quick reference sheets and loads of equipment and rules for special situations, like fighting underwater, All in all a very nice package.

SCOPE:

GAAS is a true skirmish game, with players controlling Detachments of 5-8 figures each. Each figure has different traits and equipment rules are very specific. The game almost has an RPG-lite feel.

ARMY SIZE: Players command small detachments of 5-8 figures each.

BASE UNIT: Individual figures.

GAME SCALES:

  • Ground scale: None stated but most weapons have ranges of 18-24"
  • Time scale: None stated
  • Figure/Base Ratio: 1:1
  • Recommended Figure size: 28mm (Game would be perfectly playable in 15mm with no changes)
  • Table Size: None stated. Given the weapon ranges I would suggest 4x4' at a minimum.
  • Game Length: Estimated 2 hours

BASING SIZES: There are no basing requirements - distances are measured from the center of one figure to the center of another.

TURN SEQUENCE:

The turn is dictated by the use of an ordinary deck of playing cards. Players are dealt one card for each of their miniatures or group of Rabble (see below). Cards are then played from high (King) to two (low). Aces are wild. Each card activates a figure who then takes two actions (move, shoot, reload, etc.). Some specific cards also give bonuses to that figure. The Queen of Hearts, for example, allows them to heal a wound. A seven allows that figure a single die re-roll during its activation. A two allows a figure to roll two dice and choose the best result for certain action.

Ties between cards are determined by suit order. Wild aces also confer the appropriate bonuses. A custom deck with these special attributes listed on each card is available for sale from Wiley Games (I bought one and I like it).

The actions you may take are:

  • Move
  • Shoot
  • Aim
  • Reload
  • Pick Up / Drop an item
  • Mount / Dismount
  • Perform a Task
  • Switch Weapons
  • Recover from Shaken or Prone

GAME MECHANICS:

Dice: GAAS primarily uses 10 sided dice. In a few cases you will also need a d8 or a d12.

Movement: A figure may use an action to Creep along at 3" or move normally at 5". Vehicles move 6", mounted 8". Figures that Creep are harder to hit. Short obstacles incur a 1" move penalty and rough terrain is at half speed. Buildings are clear inside unless you have detailed interiors. Figures may turn or face any way they wish. If you move within 1" of an enemy Close Combat ensues.

Shooting:

Firing is fast and deadly. For each weapon a d10 rolled, hitting on an 8+ at long range, on a 5+ at short range. This roll is modified by cover, target size and movement, and aiming (confers a +1). If a hit is scored, roll on the Wound chart. The target may be Shaken, Wounded or Out of the Fight. This roll may be modified by the weapon type, prior wounds to the target, etc. Most figures take 3 wounds, Rabble only 1.

If you roll a 1 when shooting your weapon is jammed/out of ammo. It takes a full turn of two actions to reload (both actions must be in the same turn). Reloading is not mandatory. You could switch weapons, move to cover or take another action after going out of ammo.

Close Combat:

In Close Combat each figure rolls a d10. The high score is the winner. The difference in the rolls confers a bonus on the Wound chart. The winner then has the option to (a) stay locked in combat or (b) push their opponent back 2" or (c) swap places with their opponent.

If a 1 is rolled in Close Combat you have Fumbled. Whatever weapon you had you have dropped. It will take an action to pick it back up. You cannot pick up an item while within 1" of an enemy. All this is in addition to the normal result of the combat.

Shock / Shaken / Recovery:

Figures may acquire Shock markers through falls, combat, etc. Shock markers act as negative modifiers to their actions, slowing them down, making them less effective in combat. A figure may take two actions to Recover, which allows them to remove 1 Shock marker.

Alternatively, they may elect to try and remove all the markers with a die roll, but if they score a 1 or less, they rout and are removed from play. On a 6+ they remove all Shock markers. Subtract 1 from the die roll for each Shock marker the figure has.

Once you have sustained a wound, only a Medic or the Queen of Hearts will allow you to recover it. However, figures may also be Down or Shaken.

Tasks:

Non-combat actions are called Tasks. To perform an Easy task requires d10 roll of 3+, a Regular task 5+ and a Hard task 8+. Subsequent rolls are treated as one higher if the first roll fails. So a Regular task on the second try requires an 8+ to succeed.

Examples of Tasks are searching for hidden loot, setting crops on fire, or breaking into a vehicle.

Detachments:

Each player builds a Detachment for the game. A Detachment has a Leader, Second and regular troops. Each figure has basic stats, as well as various Traits. Traits may make you better in Combat, lucky, or tougher to kill. Leaders have 3 traits, Seconds 2 and ordinary figures 1. In addition, your detachment has a Detachment Trait that applies to every figure in it. Your Detachment may be Bloodthirsty, or Fliers, or Stealthy, for example.

Rabble are poor quality fodder for your Detachment. You get three figures in a Rabble. They all activate on a single card just as if they were one figure. These figures only have 1 wound, and all share one Trait. In addition, they roll a d8 instead of a d10 for Shooting and Combat.

Specialty Rules:

GAAS includes rules for various settings such as Underwater fights, dinosaur hunts, and aerial combat.

ARMY LISTS/SCENARIOS:

GAAS includes just two scenarios, and some sample Detachments. However, it has a nice catalog of special Traits, and a good assortment of fun equipment to use (Electro Pistols, Rocket Guns and grenades!).

GAAS also provides examples of various non-human forces such as Venusians, Lizard men, dinosaurs, and so on.

REVIEWER’S COMMENTS:

GAAS is a well written, attractive and well organized book. The rules are clearly written and easy to understand. There are enough examples and diagrams that picking it up should be quite easy. There are even a few sample turns provided, which is very helpful.

PLAYER’S COMMENTS:

Not played.