We got together earlier this for another game of Nightwatch, specifically to introduce a couple new players to the game. And while this game wasn’t specifically set in our ongoing Nightwatch campaign, it was fun in retrospect to imagine the events of this game happening concurrently to the primary campaign. This is the “B-Team,” and what they may be lacking in combat prowess they more than make up for with the size of their h e a r t s !
Anyway, this was a fun one-off game where we didn’t worry too much about the outcome … we just focused on rolling dice and having fun!
Somewhat by accident, we set up a rather extensive urban battlefield for this game. It turns out that everyone had thought *they* were responsible for bringing terrain, so we ended up with way more terrain than we needed. Hence this cluttered, yet strangely beautiful setup.

The scenario called for the players to defend the small well in the grassy courtyard in the center of the table. The red portals represent possible spawn points for the waves of bad guys that will emerge at random to menace us.

We had a wide variety of heroes in our game … a bladesman, a wizard, an alchemist, and a ranged combat specialist. Overall, a nicely balanced group, ready for anything that could possibly get thrown at them.
The action started on the first turn, when hordes of vermin poured forth from sewers and drains beneath the village. Nightwatch describes its bestiary in general terms, and leaves it up to the players to decide how to represent them with miniatures. In this game, we decided to draw on our collection of ratmen models, starting with Vince’s rat swarms to represent the vermin, followed by my vintage metal Skaven for the hordes.


The terrain tile above had a nifty subterranean staircase, so naturally we placed a spawn portal down there. And we cackled with glee whenever the vile ratmen would come boiling out of the stairwell!

Vincent’s nifty town bulletin board ended up seeing heavy action as the battle raged around it. I need to make one of these, too!
In the photo below, Mumblemore dances atop the veggie cart while in the background you can see a smattering of gore tokens representing the bad guys who have been taken down over the course of this game.

We’ve found that casualty markers or gore tokens are pretty important for this game, because you need to mark the location of slain corpses so that individual hunters can move into contact with them to undertake various and sundry tasks: robbing their pockets, slicing off an ear, maybe pulling out a gold tooth. It’s all covered under the Burdens section when creating a hunter.

The battle got pretty heated by the end of the game, with ratmen surging up from the subterranean depths and the heroes flinging spells and grenades all around the battlefield. The first couple of sessions of a typical Nightwatch campaign aren’t particularly deadly, which makes them perfect for a learning game like we set up here. You can dig in, explore the rules, slay some bad guys, and then survive to make it back to town and go through the post-game campaign steps.


That’s exactly what we did after this game, actually! Even though we weren’t playing a typical 7-session campaign, we nonetheless went through the post-game campaign steps to determine how much loot we found, which artifacts we ended up with, etc. It was great fun and made us even more excited to return to our ongoing Nightwatch campaign.
That is a really nice looking game! 🙂 I bet it was good fun!
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Hey thanks! Yes, a good break from our ongoing campaign, and a great opportunity to introduce a couple new players to Nightwatch.
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