
- BGG rank
- BGG #15,476
- BGG rating
- 8.5
This Is Not a Test: Post-Apocalyptic Skirmish Rules
- 2 players
- 60–90 min
- Complexity 2.3/5
- 2013

Rules assistance for Deadlands: The Great Rail Wars – Cry Havoc!
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Deadlands: The Great Rail Wars – Cry Havoc! is an expansion for Deadlands: The Great Rail Wars released in 1998 for 2–6 players, 120 minutes per game, and ages 10 and up. It was designed by John Goff and its main mechanics are Variable Player Powers, Dice Rolling, and Paper-and-Pencil.
This book compiles new rules from the other Great Rail Wars expansions and adds new rules for experience, duelling, gadgets and conversions from Deadlands RPG to the miniatures game. From Chapter One: Open Volleys Introduction: In Cry Havoc! we're going to bring you up to date with all the rules changes since The Great Rail Wars began. Nobody wants to search through three or four books in the middle of a heated battle, so we've conveniently combined them in this chapter, letting you concentrate less on flipping pages and more on shooting holes through your opponent. There are a few changes and expansions to the existing rules here, but that's not all. We've even collected all the new abilities and weapons from the GRW expansions to date. There are also the complete rules on duels and how to handle experienced and veteran troops. From Chapter Two: The Lay o' the Land Introduction: We just talked about how you fight your battles, and now we're going to talk about where you fight them. Here, we clarify a couple of areas from the GRW rulebook, but we also give you some new regions and strange locales for your battles. There's also a section detailing the Strange Locales rail warriors may encounter. We've beefed these up and given the heroes more reason to explore these outposts of the Weird West. From Chapter Three: More Magic, More Mayhem Introduction: In the Great Rail Wars rulebook, we gave you about a dozen spells to arm your spellslingers. Since then, we've come out with a stampede of Deadlands: the Weird West sourcebooks filled with new arcane incantations and miracles to make the average cowpoke's ride even rougher. This chapter contains the GRW conversions of many of those new spells. We've also tacked on complete spell lists for all the types of spellslingers in the game. From Chapter Four: Fleshin' Out the Dead Introduction: In the original Great Rail Wars rulebook, we gave you just the bare bones on using the Harrowed in your games. In this chapter, we show you how to make a Harrowed hero, plus we've got special Hindrances just for them, and a lot of powers only available only for these Boot Hill rejects. We've also included guidelines for converting your Harrowed character from the Deadlands: the Weird West roleplaying game. From Chapter Five: The Miracles o' Weird Science Introduction: There's a whole passel of strange devices that have found their way onto the battlefields. Guns that shock the opponent into next week, contraptions that let a man move underwater, and even steam-powered chainsaws! And there's the latest development in the area of science: alchemy and its potent chemical effects.
Deadlands: The Great Rail Wars – Cry Havoc! supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Deadlands: The Great Rail Wars – Cry Havoc! is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Deadlands: The Great Rail Wars – Cry Havoc! for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Deadlands: The Great Rail Wars – Cry Havoc! belongs to these categories: Fantasy, Fighting, and Horror. Its main mechanics are Variable Player Powers, Dice Rolling, and Paper-and-Pencil. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Deadlands: The Great Rail Wars – Cry Havoc! are: John Goff. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Deadlands: The Great Rail Wars – Cry Havoc! as an expansion for Deadlands: The Great Rail Wars. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Deadlands: The Great Rail Wars to use it. Check that your edition of Deadlands: The Great Rail Wars is compatible, as some expansions were revised between editions.