Race Against Time
For the 2nd game in our Vice Alley Old West campaign we moved out of town to a small mining settlement down by the creek.
It was a race against time, following a tip off that illegal moonshine was being distilled down by the creek my vigalante leage were determined to gather enough evidence to close the operation down. It looked like they had arrived at just the right time as a large wagon was being unloaded in the centre of the settlement. T o gather sufficient evidence my leader Marshall 'Leather' Durham needed to overcome three sets of perils and challenges. My league was made up of four sidekicks, so Marshall Durham was nominated to act as the leader for this game.
Four minor plot points were deployed around the table more than 12" away from other plot points. These included a nervous youth a fiesty old woman, a mysterious envelope and a leather bound journal.
The settlement was home to a number of critters that provided some movable dangers. These included snakes, geese and dogs. Each random plot point moved D8" in a random direction each turn.
The Marshall starts a careful investigation of the wagon and its contents while Wilson 'WIld Hog' Hurley, Ralph 'Wild Boy' Hicks, Bernard 'Glory' Barnes and a young fellow who said he was handy with a 6 gun that they picked up in a bar, fan out to provide a defensive perimeter.
Once the lead started flying, the young lad from the bar was the first to take a slug. 'Aint it always the way, that the nameless minions die young!
Hicks heads off towards the creek to have a word with the nervous youth, who seems to have attracted the attentions of a snake of truely epic proportions.
The flock of geese head towards 'Wild Hog' Hurley, while the Marshall is struggling to make much progress on evidence collection. This is a tough assignment for a league made up of sidekicks without a leader level character.
Down at the creek, Hicks is in good form, after beating the giant asp into submission he turns his attentions on the nervous youth who is all to happy to tell him everything he knows.
Dougs criminal syndicate closes in, a fierce gunfight develops and his henchmen approach the wise old women (with the blunderbus) in the hope of some extra information.
Despite using the tethered horses as cover, Hurley goes down in a blaze of glory.
... and as if the assignment was not hard enough already both the gianst snake and the flock of geese are unexplainably drawn to the Marshall, the wagon and the clues.
Six turns came and went and unfortunately the vigalantes failed to gather the evidence that they needed.One victory point was gained for solving the 'nervous youth' plot point, bringing there influence / reputation up to five.
However, as always Pulp Alley was a great game to play, however badly you do, it is always a lot of fun and it works very well in a western setting.
Links for further details:
The terrain boards are all made using Sally 4th Terra-Formers. These are 12" modular terrain tile kits with a wide range of profiles for hills, streams, roads and many more features together with strong rare earth magnets embedded in the sides to hold them firmly together. Click here for more information on Terra-Former terrain.
Pulp Alley is a set of skirmish rules that can be used for encounters between 2-30 figures per side in any enviroment from the stone age to the space age. Click here to find out about Pulp Alley.
Artizan have a great range of 28mm Western miniatures. Click here to take a look.