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APRIL 1945. BERLIN. Things aren’t going well for the Third Reich. Mistakes have been made. Plans have mis-
carried. The Russians are close, very close, and they seem uncharitable in their intentions. Luckily, Nazi scientists
have been working on important developments. Not practical new weapons; or even zombies, werewolves or
war-robots. No, they’ve got the time machine set up. In the bunker, next to the ersatz-coffee machine.
It’s a brilliant scheme. Knowing what he knows now, Adolph Hitler will travel back to 1933 and Get Everything
Right This Time. He’ll take Bormann, and Eva Braun and Blondi the dog. There’s no room for Himmler, no mat-
ter how much he whines. It’s not a very big machine. They get in and make ready for the big moment.
But, as Herr Professor Projekt Direktor reaches for the operating lever, adjusting the date dial twelve years
backwards, a shell blast rocks the bunker. The director is thrown forward. Lights go out. There’s a strange whir-
ring noise, like something the Dr Who sound engineer might have come up with in 1963. And then, suddenly,
it’s light again. Everyone looks out of the windows,
“Ach! Dummköpfe!” screams the Fuhrer. “Dies ist nicht Berlin in 1933! Das ist kein Brandenburger Tor!”
(“This is not Berlin in 1933. That is not the Brandenburger Gate!”)
Eva Braun knew that her sweetie was right about this, although she could not have told you that the big thing in
front of her was known as a brachiosaurus ---
The Cast
On the Nazi side we have Hitler, Eva Braun and Blondi the dog, plus a selection of Nazi ‘personalities’. Add a
time machine driver/operator if you like. Add a few SS men if you want; they can even have machine-pistols, be-
cause it doesn’t really make any difference. Goering, Bormann, Himmler; bring ‘em on! I tend to have one Nazi
‘personality’ and one nameless soldier per player, so that everyone has a chance to eat. I don’t worry if that’s a lot
of people in a small vehicle. Realism is the least of our concerns.
Opposing them are carnivorous dinosaurs. They can be any type you like – small packs of velociraptors, huge T.
Rexs, or anything in between. Each player gets one big dino or three medium carnosaurs, or a pack of six Velo-
ciraptors. It’s not as if we are inviting any actual paleontologists to the game (and if you are a paleontologist, we
expect you to behave like a gentleman and keep your opinions to yourself!).
Cluttering up the table are various herbivores, who serve to get in the way and step on things they aren’t sup-
posed to. The larger ones are like moving terrain obstacles, while the smaller ones just run about. Don’t overdo
this – that would be unrealistic.
The Rules
Place each carnivore anywhere on the edge of the table, equidistant from the time machine. Give each player a
playing card as their own ‘your turn’ card, and deal them into a deck with a joker. Decide who moves by drawing
the top card. When the joker comes up the turn is over. Shuffle the deck, even if some players haven’t had their
turn yet. This is meant to be unfair.
Nazi Movement
On the first turn, they have just climbed out of the
time machine and begun to explore. Do they hold
together in tight little groups? Do they run in all
directions? Who knows? It’s your choice.
Roll 3D6” for each Nazi and move them as you
like.
Use lower value Nazis as decoys to protect the se-
nior ranks from being eaten, as they aren’t worth so
much! The SS men will always try to protect Hitler.
You aren’t allowed to make the Nazis run into the
mouths of dinosaurs. These people may be evil, but
they aren’t completely crazy.
Herbivore Movement
Herbivores move after the Nazis move, but a Her-
bivore may also be moved on a Player’s turn if the
moving Carnosaur gets too close to said Herbivore,
to maintain a safe distance. This movement is done
by the gamer immediately to the right of the acting
player, with the intention of causing as much chaos
as possible.
The herbivores fall into four classifications: the
small, snack-sized ones; the huge long-necked sau-
ropods; the armoured triceratops; and the famously
stupid stegosaurus.
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Shooting
The player moving the Nazis has an option to shoot with one or more figures, rather than run. This applies only
to the SS troopers – officers will always run, unless they are cornered. Typical shabby Nazi trick.
The SS troopers have either rifles (1D6) or SMGs (3D6), and can shoot at anything on the table in line of sight.
If the figure does not move it may fire, hitting on a ‘6’. See the table for how many hits it takes to kill a dinosaur. If
you get a hit, roll 2 dice and a pair of sixes is a brain hit (instant kill!), otherwise it’s just a normal hit.
Officers and Eva have pistols: 1D6 and a range of 6” or less. Running is a better plan.
All firearms have effectively unlimited ammunition. No-one has grenades, MG42’s, panzerfausts, or other
“heavy” weaponry (there wasn’t any room in the time machine…)
Any Nazi who is about to be attacked by a carnosaur, or walked over by a careless herbivore, gets a point blank
shot at that dinosaur.
I include this shooting aspect of the game purely to give the illusion that there is a chance of killing the carno-
saurs. Effectively, there isn’t. Sorry.
Six Velociraptors: Small, fast, smart group hunters. The villains of Jurrasic Park
Move 4D6”. May not climb terrain obstacles more than 6” in height. May move through caves or tunnels
Melee Dice 2, combined when the group attacks a target.
Hits to Kill 2 each
Special Rules Hunters: Velociraptors are cunning and stealthy; only one Velociraptor is placed on the board at any
time (and so only one can be shot at). The others are concealed within 3” of the model shown, and will
be revealed when the Velociraptor makes an attack.
Sauropods – by which I mean the Brontosaurus (or the Apatosaurus, if you learned your dinosaurs after 1974 or so…)
and other really big, slow dinosaurs. Treat these as mobile terrain features, which must be moved around.
Move 2D6”. Cannot climb rock formations at all, but my move into water at no penalty.
Melee Dice 6. If it moves over a Nazi, roll on the “Herbivore vs. Nazi” table
Hits to Kill 50
Special Rules They ignore all carnivores except T. Rex and Allosaurus within 6” from them. They will move away from
T. Rexes and Allsauruses that approaches within 6”, simply moving enough to maintain that distance.
Tricerotops move in herds of three creatures in any direction the player chooses, As an option, players may opt to take a
triceratops group as their own playing piece(s) instead of a carnosaur, trying to ‘accidentally’ step on stray Nazis, as one
might.
Move 2D6”
Melee Dice 6. If a it moves over a Nazi, roll on the “Herbivore vs. Nazi” table.
Hits to Kill 15
Special Rules They won’t deliberately go within 12” of a carnosaur. They won’t, however, move away if a carnosaur ap-
proaches; it must go around them.
The stegosaurus is a solo dinosaur, famously having a brain the size of a walnut. That’s what they always say: “Brain the
size of a walnut.”
Move 2D6”. Will walk in front of (or over) anyone at any time, according to the player’s wish
Melee Dice 4, at anyone or anything that comes within 2” of its spiky tail. If a it moves over a Nazi, roll on the “Her-
bivore vs. Nazi” table.
Hits to Kill 15
Special Rules May be given to a player as a moving obstruction.
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jeffrey whitlock (Order #10379566)
Eat Hitler
Nazi Victory Points Who is this Guy?
Adolf Hitler 35 pts Leader of the Third Reich, and generally acclaimed as the most evil
man in history (beating Stalin, Genghis Khan and Idi Amin Dada,
among others, for the gold)
Eva Braun 20 pts Some women have terrible taste in men. Few have had worse taste
than Eva.
Blondi 20 pts Nice dog. Big dog. Good dog.
Hermann Goering 15 pts Commander of the German air force. Resembles a Zeppelin.
Heinrich Himmler 15 pts Head of the SS. Even by Nazi standards, the guy’s a jerk.
Martin Bormann 15 pts Hitler’s second-in-command and BFF. Vanished in April 1945,
possibly to Argentina, Paraguay or the Jurassic Era.
Werner Von Braun 10 pts Rocket-science wiz. Officially trading his black hat for a white one,
he became an ace scientist for the US space programme. Just don’t
mention the V2.
Karl Von Doenitz 10 pts Admiral-in chief of the German navy. Apparently a pretty normal
person for this crowd.
Colonel Klink 10 pts Best known for his TV work.
Other named officer 10 pts
Nameless minion 5 pts
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