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Iron Street Combat • A World of Adventure for Fate Core Pay What You Want
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Iron Street Combat • A World of Adventure for Fate Core
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Iron Street Combat • A World of Adventure for Fate Core
Publisher: Evil Hat Productions
by Björn L. [Verified Purchaser]
Date Added: 04/11/2024 11:57:26

Beat'em as an RPG - a Mephisto review

Iron Street Combat

The Fate Worlds of Adventures have a tendency to present very unusual or even bizarre backgrounds. Iron Street Combat is another example of a rather unusual background for a role-playing game, as the basis for this game world are the typical computer brawling games in which unique fighters with special abilities beat each other up in tournaments with their special moves.

Iron Street Combat borrows from this genre associated with games such as Street Fighter, Tekken and Mortal Kombat and starts with an explanation for the background: There are various secret or not-so-secret organizations that try to reach their ambitious goals and plans for the world and rely on their champions in confrontations. These champions are obviously the player characters who face each other in the tournaments, which are the focus of these stories.

Accordingly, each player creates both their champion and the organization to which they belong. Character creation has been simplified a little. There is a new skill list that focuses more on the background and defines the selection of stunts accordingly. Each player can also choose a fighting style that provides special moves.

Even though there are rules in the book on how to create your own factions, the book provides several organizations that can be used directly. From the Naraka Conglomerate, which originated in hell, and the Iga Ninja Clan, to the Military Intelligence Directorate and the Spanish Inquisition, you get a range of bizarre organizations that are described in the comic-like manner of a video game.

The idea behind Iron Street Combat is that the game runs in different phases: the political phase, the fighting phase, and then the political phase again. This is about the players first playing out a bit of the background, when the factions try to implement their plans and push their projects forward, interfering with their champions in these situations. Thereafter, it's all about the tournaments, which introduce new rules for this setting. The special feature here is that each player rolls the usual four dice in a tournament round, but their symbols can then be used for special maneuvers and thus consumed. There are seven general maneuvers, and each combat style offers three additional maneuvers that cause damage to the opponent, prevent damage to your character, or have other bonus effects. In addition to the execution of these battles, tournaments and their procedures are also described in more detail. It is pointed out that the tournaments often focus on one player character, so when playing with several players, care must be taken to ensure that the corresponding playing time is fairly distributed.

As is so typically the case with Fate Worlds of Adventure, the setting of Iron Street Combat is very well represented, and the idea of emulating typical computer combat games is quite intriguing. In fact, as with these games, the background of the various factions is deliberately over the top, as the focus here lies in the fights between the champions. The idea of how the tournaments are depicted in terms of rules certainly provides inspiration. Personally, however, the background and gameplay did not appeal to me, so Iron Street Combat is more of an interesting setting with intriguing ideas, but one that I did not find very playable.

(Björn Lippold)

[3 of 5 Stars!]
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