I enjoyed another adventure using the awesome Pulp Alley rules. The adventure uses scenario 2 from the Scenario Book, the solo deck as well as the horror deck. Our story continues with Victoria and her league of monster hunters roaming the Caribbean and ridding the new world of old world monsters. Having recently aided the pirate captain Morgan escape capture, the crew sails south to the small fishing town of Rosa Bella…
What follows are excerpts from the log of adventures of Victoria’s Monster Slayers…
With amazing luck, many 1d challenges, and great dice rolls, Victoria and her league were able to prevail! Alas, Diego did not make it.
It was a lot of fun! I only pulled a single horror card (mad as a hatter for Marcos) but that could have swung the game quite a bit.
Pulp Alley is an amazing game! The combat is fast and dynamic. Really! It’s the best skirmish game I’ve ever played! I highly recommend it!!!
Honestly, going into the game, I doubted I could solve all 4 plot points and still slay the beast inside 7 turns. I had already prepared mentally for a jungle hunt scenario to track the killer beast. However, with great dice rolls and card draws combined with conveniently wandering patrols, it was a success!
With the ship resupplied with rum, where will the winds take our next adventure?
Like most wargamers, I seem to be on an eternal quest to find the ultimate set of wargame skirmish rules. Maybe I just like seeing my options and maybe I’m just never quite satisfied with what I have. I don’t know. Anyway, I came across a set of rules that has great potential, Pulp Alley.
Pulp Alley is a short set of rules that are amazingly easy to grasp and quite fun to play. In addition, they offer a great deal of depth. Continue reading →
I finally got the chance to run the next episode of my Flashing Steel campaign and added some Songs of Gold and Darkness into the mix. The story so far… Our fearless pirates have retrieved their beloved ship, Angelica, and escaped the Royal Navy. Leaving in haste, they soon discover that the Navy boys had removed all of their stocks and supplies, including their water stores. Finding themselves on the high seas without water, the pirates made sail toward a small island. Eugene Smythe ventured inland with a small group in search of fresh water. The next morning, they still had not returned…
Concerned for their shipmates, Elizabeth Hunter set out with Shandy and Seamus in search of the wayward pirates.
The setup for this adventure is sort of a dungeon crawl in the jungle. Using the tiles and cards I create previously (see earlier posts), I assembled a random deck of 16 cards. The pirates must search the jungle until they find the rope bridge which leads to the Carib village where their lost shipmates are being prepared for dinner. They are the dinner! I took the Bridge card and mixed it with 5 other random cards. Then mixed these 6 cards with 5 more cards and finally took the remaining 5 cards and placed them on top of the mixed 11. I don’t really have a reason for this, I just did it that way.
Additionally, I noted that any gunfire would alert the Carib village of the pirates and would result in extra Caribs on their arrival. The same goes for any Caribs who escape after making contact. Continue reading →
I have recently been reading the Flashing Steel rules by Ganesha Games and thinking I might combine them with Fear and Faith to capture the dark feel of pirates and voodoo and horror in the Caribbean. So, this is my first test run of just the Flashing Blades rules… About 270 points per side.
The Royal Marines
Having recently lost their fair sloop Angelica to the Royal Navy, the pirates were strongly inclined to get her back. They travelled secretly through the dense jungle to the lightly guarded pier where the Angelica lay. They were but 4 humble pirates against a force of seven Royal Marines and their sergeant. Continue reading →