The objective of the game is that whoever controls the Supra-King-Sized Bed at the end of the scenario is the winner. This is achieved by knocking your opponents off the bed. The bed measures 6" by 6" and movement on the bed is 3". Movement on the floor is 4" but that never came into play during this scenario. Combatants may make 1 move followed by 1 attack each turn. An attack must beat an opponent's defence score to succeed. If the scores are tied or the defender wins, the attack misses, is dodged or is absorbed. Combatants are forced off the bed by blows from their opponents. When a combatant is hit they are knocked back 1" directly away from their attacker. Any modifiers for Pillows, Special Attacks or Dirty Tricks that override the basic rules takes precedence.
Combatants have three attributes;
Attack: the ability to deliver a blow to your enemy.
Defence: the ability to avoid or absorb blows.
Agility: the ability to move around the bed.
Each combatant has three points that may be allocated against any of their attributes however they wish.
Posh Totty (from top to bottom in the photo above and below)
April - Attack +0, Defence +2, Agility +1.
Chelsea - Attack +1, Defence +1, Agility +1.
Rachel - Attack +2, Defence +0, Agility +1.
First Formers (from top to bottom in the photo above and below)
Tania - Attack +2, Defence +1. Agility +0.
Tara - Attack +2, Defence +1, Agility +0.
Rosie - Attack +1, Defence +2, Agility +0
Each combatant randomly draws one Pillow token from a cup and places it beside their figure.
April drew a Deluxe Goose Down Pillow, granting her a +1 bonus to hit.
Chelsea drew Twin Pillows, granting her 2 attacks per turn.
Rachel drew a Standard Feather Pillow, offering no bonuses or penalties.
Tania drew a Standard Feather Pillow as well.
Tara drew a Big Bolster, which knocks opponents back 2" instead of 1".
Rosie also drew a Standard Feather Pillow.
To pick up a dropped pillow, the combatant forfeits either her movement or her attack (player's choice). They must be in base contact with the pillow. They then drop their own pillow and replace it with the new one.
TURN 1. Initiative - First Formers = 2, Posh Totty = 3.
Both sides roll 1d6 each to determine who moves first. In the event of a tie, re-roll until there is a clear winner. The first player activates one of their combatants, carrying out all movement and any other actions. Once that combatant's activation ends, activation moves to the next player in initiative order who then activates one of their combatants. This pattern continues until all players have had the opportunity to activate all of their combatants. When this occurs the turn has ended. Note that for all results shown, the First Formers' score comes first, followed by the Posh Totty score.
"I've broken a nail, " she sobbed.
She had to roll 1d6 and if the result was an odd number, the ruse would work, allowing her a free attack which must be defended against with a -2 penalty. However, if she rolled an even number, the ruse would fail, giving April a free attack against Rosie. Sadly, Rosie rolled a 2. However, it turned out okay in the end as April's attack tied with Rosie's defence (4-4).
Finally, Rachel charges at Rosie.
Rosie forfeits her movement to launch a Special Attack against April - a Round House blow. She suffers a -1 penalty to hit but if she succeeds, April will be knocked sideways 2" and off the bed. It is well worth the gamble, but alas, it doesn't pay off. April defends well (3-5) and it looks curtains for the First Formers.Sure enough, April swats Rosie with contemptuous ease (winning 3-6) and the last of the First Formers goes crashing off the bed. In the end, it was a comfortable victory for the Posh Totty tribe.
That was such a lot of fun and made a pleasant change from battling zombies. When this game was first introduced I can remember some folk on such forums as The Miniatures' Page decrying it as sexist nonsense. However, some fathers praised it for being a child-friendly game that helped introduce their daughters to the overly masculine world of war-gaming. For my own part, I see it as a harmless piece of fun. It is quick to play and easy to learn. This game took just over an hour to play but would have been over much quicker if I wasn't taking photos of the action and making notes for my blog.
In fact, I enjoyed it so much, I want to play it again!
Pillow-a-go-go was originally published by Australian company, Fiendish Fabrications but has vanished from their webstore. Fortunately, I still have the game saved on my computer. I can send you the rules as a 3-page PDF if you want a copy, (just send me an e-mail) or if there is enough interest I'll rewrite the rules in the near future, with references to d6s instead of playing cards.
Finally, please note that I'll be taking a short break this coming weekend, so hopefully, I'll see you next Wednesday.