What's a YAMS? Yet Another Mission System for Infinity
YAMS is a card-based random mission generator for Infinity. By now it's the most commonly-used mission system for Infinity tournaments across the world. 
It's also free.
http://wargamingtrader.com/yams
Background
There have been several fan-made mission systems for Infinity over the years, notably TaOS and Mission Roulette. However these tended to be slightly complex or get repetitive after a few games. As a result I ended up taking a bunch of the objectives from these systems, adding in a bunch of extra ones and creating a card deck with one objective per card. This let players pic cards randomly to get several objectives and hugely increased the variation of games.
How to use YAMS
Download the PDF, print it out and cut out the cards. They're sized to fit in standard card protector sleeves.
Before initiative and deployment, each player picks a number of cards (normally six) randomly from their set of cards and then gets to choose which two cards they discard. This leaves each player with four objectives - you can alter the number of cards picked/kept if a tournament needs a specific number of points per round.
Once Initiative has been rolled for, each player gets to reveal one card as a 'double or quits' which they get two points for instead of one, giving them a potential five points in total.
Secrecy
Apart from any double-or-quits card (and the Ambush card), the cards are kept secret and only revealed to the opponent when it says to on the card, usually when the objective has been achieved or at the end of the game. This makes 'reading' your opponent's actions very important as you don't automatically know what they're attempting to do...
What extras do you need?
One Civvie model and one crate, which both get placed on the centreline of the table. Each player also needs a flag marker which will start off as a camo marker.
Some games will ignore all of these items, it's all down the cards that get drawn.
Balance
I don't pretend that YAMS is the ultimate in balance for games and tournaments, but it's had huge amounts of playtesting and is generally pretty good.
Future Plans
I've been provided with translations of the card text into multiple languages (from memory, Russian, French, German and Spanish) but other projects keep getting in the way of getting them published.
Hopefully this Summer they'll get done.
Now that Campaign: Paradiso is out and we have a bunch of official missions to look at, I quite like the idea of a set of additional cards taking inspiration from the Paradiso objectives and adding in a bunch of Hacker/Engineer/Specialist cards, but that's not going to be any time soon...
Ian
It's also free.
http://wargamingtrader.com/yams
Background
There have been several fan-made mission systems for Infinity over the years, notably TaOS and Mission Roulette. However these tended to be slightly complex or get repetitive after a few games. As a result I ended up taking a bunch of the objectives from these systems, adding in a bunch of extra ones and creating a card deck with one objective per card. This let players pic cards randomly to get several objectives and hugely increased the variation of games.
How to use YAMS
Download the PDF, print it out and cut out the cards. They're sized to fit in standard card protector sleeves.
Before initiative and deployment, each player picks a number of cards (normally six) randomly from their set of cards and then gets to choose which two cards they discard. This leaves each player with four objectives - you can alter the number of cards picked/kept if a tournament needs a specific number of points per round.
Once Initiative has been rolled for, each player gets to reveal one card as a 'double or quits' which they get two points for instead of one, giving them a potential five points in total.
Secrecy
Apart from any double-or-quits card (and the Ambush card), the cards are kept secret and only revealed to the opponent when it says to on the card, usually when the objective has been achieved or at the end of the game. This makes 'reading' your opponent's actions very important as you don't automatically know what they're attempting to do...
What extras do you need?
One Civvie model and one crate, which both get placed on the centreline of the table. Each player also needs a flag marker which will start off as a camo marker.
Some games will ignore all of these items, it's all down the cards that get drawn.
Balance
I don't pretend that YAMS is the ultimate in balance for games and tournaments, but it's had huge amounts of playtesting and is generally pretty good.
Future Plans
I've been provided with translations of the card text into multiple languages (from memory, Russian, French, German and Spanish) but other projects keep getting in the way of getting them published.
Now that Campaign: Paradiso is out and we have a bunch of official missions to look at, I quite like the idea of a set of additional cards taking inspiration from the Paradiso objectives and adding in a bunch of Hacker/Engineer/Specialist cards, but that's not going to be any time soon...
Ian

