Demonworld tabletop: A Review Rules sketch: No Igo-hugo structure. One turn consists of (NRBH, some details may be garbled): Orders phase: place order markers with every unit except individual heros and commanders; there are movement orders (obvious), attack (dito), skirmish (most flexible, do anything, but nothing very well) and hold (defensive). Test against discipline for units very close to enemy to see if orders are followed or unit goes berserk and attacks nearest enemy. Magic phase: All magic users may cast spells, rolling a d20 against the spell level to succeed and spending magic points to do so. Each race has different magic schools and spell lists (yes, even the dwarfs: they have priests of fire, earth and steel magic). First missile phase: fire units with skirmish orders. One die roll per firing hex base of miniatures; add weapon strength, modifiers for firers' skill, target armour, protection etc to d20, result 20 or more to hit (and kill, or cause one wound; only guns and war machines have separate to hit and to kill rolls; miniatures based on one hex base fight and die together). Movement phase: Units (of both players) move according to orders - move orders first, then skirmish, attack (or is it attack-skirmish? sorry, NRBH), hold. Only good order units in formation may use movement points (lighter and mounted units are faster, of course), the rest may only maneuver (more disciplined and well trained troups are faster here). May only move into enemy contact with attack or skirmish orders, and in formation. Units with hold orders may fire missiles when attacked, and regroup slightly to defend better. Some well trained units can be used in special formations, like dispersed (skirmishers), cone (is that proper English?) (shock troops) or a kind of defensive square (mostly heavy infantry). Second missile phase: fire units with hold orders (unless fired during movement phase) Close combat phase: In order of initiative (which depends on race - most have 2, elves have 3, undead 0; orders (hold, attack) and pikes/lances may increase initiative in first round of CC); add d20 to weapon strength, modifiers for attackers' and defenders' skill, target armour, flank or rear attacks etc, hit and kill on a result of 20 or more. Rally phase: units that take hits from missile fire and that lose in CC must take morale tests and may rout away from the enemy. At end of turn can take another morale test to rally them. The various morale tests can include mods for losses, presence of standard bearer, musician, frightening enemies etc. Super heroes can't win the day (they _are_ hard to kill, but they can only strike twice and are vulnerable to rear attacks from numerically superior enemies), monsters and big guns are very destructive, but also very expensive pointwise. A nice, Tolkienesque background with lots of original detail; well written and interesting army lists; a beautiful range of tailor made 15mm miniatures (Metal Magic/Hobby Products)... Negative point (well, _I_ don't care, but YMMV): It's played on a hex map ("that's not a table top, then" I hear you say - well, I can only say I like the system, but then, I have more of a board gaming background anyway). I'm afraid this all sounds very onesided and advocacy-like, but it _is_ a short summary of what I think about the game. I must admit that this is the first table top I got around to playing and painting miniatures for, though. I just couldn't get myself to playing the Warhammer stuff (and paying the GW prices)... And if it ever gets published in English, it may well become what Warzone is to WH40K, if you ask me. And no, I'm not in any way involved with the makers of this game and have no personal interests in its commercial success (other than a player who'd like to see this game survive, and who needs people to play with). Klaus Herrmanns