Gaslands – Building a car
The car growled along hard. A quick look in the rear-view mirror confirmed Dino's worst fears - he wouldn't be able to shake off the scavengers in this terrain. A strange feeling of calmness overcame him. With routine he checked the armament of the car and put his semi-automatic within reach.
Suddenly the car slowed down and with the handbrake pulled, it turned on the spot, but was carried onward by the centrifugal forces and for a few more meters, until it came to a full stop. The scavengers, visibly irritated by this manoeuvre, had in turn halted and lined up opposite to the freelancer.
"Nobody has to get killed, man! Just give us what you got and we'll drop you off at Rutherford's nearest garage." their leader shouted.
Three vehicles, Dino thought. A cross-bike, a buggy and the leader's car. That wasn't fair.
"Give up freelancer," the leader repeated his warning, "you can see there's three of us."
Three against one. That really wasn't fair. They should have brought reinforcements, he thought, stepped on the gas and raced towards them.
And with that, a warm welcome to Gaslands! Most of you have heard of this small but fine set of rules from Osprey Games, which is played without miniatures, but with toy cars instead. Well, I'm not a car fanatic, but I like good stories, I like to be creative and I have a passion for fast, dynamic games. So this is just what I get with Gaslands.
In the rulebook, I noticed especially the campaign section in the back. You start with 30 cans and continue to upgrade your car or team during the course of the campaign. But before it can start, it needs a car first. In my supermarket there's a small area with Hotwheels at the checkout and I grabbed one. This Copo Camarro was the basis for freelancer Dino's car.