Savage Worlds: Tour of Darkness
BGG rating
7.5

Expansion for Savage Worlds

Savage Worlds: Tour of Darkness

2004

Rules assistance for Savage Worlds: Tour of Darkness

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 12+
  • Complexity 4.0/5

Rules assistant for Savage Worlds: Tour of Darkness

What would you like to know?

Answers come from the official rulebook, with the page to check.

Savage Worlds: Tour of Darkness is an expansion for Savage Worlds released in 2004 ages 12 and up. It was designed by Teller and its main mechanics are Dice Rolling and Role Playing.

Similar games

About the game

Savage Worlds Weird Wars: Vietnam setting covering both the French and American wars. From the Pinnacle website: Welcome to the jungle, baby! Now you're gonna die! If it bleeds …you can kill it. Or so they say. But who really knows? Who knows what horrors lurk in the jungles of “the ‘Nam?” There are rumors, of course, but there are even more rumors of squads—even whole companies—just disappearing into the bush. But the brass says nothing. And the body bags just keep coming. You know how bad the booby traps and ambushes are, but have you ever wondered what dark Gods those forgotten jungle temples were built for? Or what makes those bizarre crying sounds in the remote highlands, far away from any villages? Or why even the locals fear the so-called “cannibalistic” mountain tribes? Lock and load your M-16, feed a belt into your M-60, and load another round in your Thumper, soldiers. You’re going to war. Weird War. Tour of Darkness is the Weird Wars: Vietnam game setting. It requires the Savage Worlds rules to play. Tour of Darkness includes rules for Sanity, Terror, new Edges and Hindrances, and complete Plot Point Campaigns for both the American and French tours in Vietnam. Expands: Savage Worlds

Designers

Publishers

  • Pinnacle Entertainment Group

Questions and answers

The catalogue lists Savage Worlds: Tour of Darkness for ages 12 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.