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Keith, Mike S, and Tom hot on the trail of Brother Virigi -- a Portuguese monk from Macau in the 1930s |
I had 5 players for my first-ever Pulp Alley game. I had been working my way towards this for many, many months. So, it was nice to get all those 28mm figures I'd been painting out on the tabletop. I'd asked Keith, who was hosting, to set
up the table with a 6'x4' area. After the terrain was
all laid out, I discovered it was a bit bigger -- nearly 5' across, not 4. So, I told the players controlling the four
Western archeological teams to deploy within one foot of each of the corners. The
Order of the Fire Coral would begin the game disguised as Chinese peasants scattered
throughout the board (roughly 1 in 3 would be agents, the rest actual
peasants). The player controlling them secretly marked the bottoms of
the figures representing agents with tape. To move, they had to "cast off
the peasant garb" and be revealed. The four minor plot points were just
over a foot away from each starting location, with the major plot point
being hidden inside the church's Chancery in the center of the board.
They discovered the location of the major plot point (Brother Virigi's journal) only by taking
control of one of the minor ones (monks from the monastery).
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Fraulein Blucher is escorted by two German sailors, while Von
Jaeger and Ottom Tulmann interrogate Brother Malachi by the pig pen |
Since these were brand new rules that we'd never played as a group, I had a number of worries heading into the game. My first worry was that I wouldn't have enough Fortune Cards if the
players decided to hold onto them. I have just the starting deck of 25. With each player receiving 3 at the start of the game and a further one at the beginning of each round, I was wondering if the deck would ever grow dry. At first, the players were hesitant to use them. Eventually,
they got the hang of using them to frustrate their opponents
-- especially the weaker characters belonging to other players, who may have trouble passing the
tougher challenges.
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Reporter Eric Bylan and socialite Dolly Flanders, tagging along
uninvited on Dakota Smith's expedition, approach the monastery graveyard |
My second worry was there would be no way the characters
could accomplish their goals in the game's six turn limit (cards can be played to extend it a 7th and even 8th turn). The board looked simply too big. I think that
worry was borne out by the events. Only one character actually entered the
church by the end of the game. Of course, the two "Parley" cards played over the course of the first
six turns really slowed things down, too. I almost feel like making a change so that
is a one-shot card, and not letting it be played a second time. To not be
able to attack or run for 1/3 of the game's turns seemed a bit extreme.
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Harold Fortwine guards the rear of the American column, unaware of
the agent from the secret martial arts society, Order of the Fire Coral, hiding in the shadows behind
him |
The rules explanation at the beginning went fairly well. Of course, true to Sunday night form, my gamer
friends were more off-task than my 7th grade students are on average. I
expected that, though. It is part of the fun -- the random comments,
the digressions in conversation, and so on. The players picked up the
rules fairly quickly, it seemed. The one fairly consistent mistake we made was
that wounded characters roll dice no higher than their current health
level. I'd predicted we'd miss that one and we did a few times. It took a
turn or two to wrap our heads around the Challenges, when to play them,
and how that is different than passing a plot point. We did it right,
but had a couple players question the proceedings. I have to say I was
fairly happy with how we caught changes in Initiative -- how it gets traded back and forth between players -- although I would
not be surprised if we missed one or two.
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Keeping together tightly, the British party is shadowed and harassed by the Order of the Fire Coral all along its advance towards the church |
The only real issues anyone had with the rules was when the German archeological team got pinned down by the
French sidekick Jacques Nero. The best gunman of the French, he got into a covered firing position and
started gunning down Germans as they passed in front of him. The
player was upset that Jacques' "Hardened Veteran" ability meant he could keep shooting with
no "Multiple Combats." That, and Dr. Lambert's "Deductive" ability meant the French league snagged an
extra Fortune card nearly every turn. I showed the Germans how he
had a character with the exact same stats. He had just rolled worse when
Jacques Nero and Otto Tulmann had their gun battle. I explained that one extra Fortune
card among 5 players should not imbalance the game. The British had a character with the "Deductive"
advantage, too.
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The French league nabs a plot point, discovering that Brother
Virigi has left for the mainland mission station. His journal with maps
and drawings was left behind in the church Chancery, though (major plot
point)! |
So, what happened? All four archeological teams moved fairly steadily
towards the closest Minor Plot point (the monk nearest them) and took
control of it. The Order of the Fire Coral focused its attacks on the
British and German teams, harassing them with attempted attacks on its
weaker characters. They seemed to focus less to the French and American leagues. All the
players got into the act of trying to zap each other with Challenges as characters entered
perilous areas. None of the sidekicks or leaders went down and out, but
the German Otto Tulmann was knocked out momentarily. The Order of the
Fire Coral lost the most agents, but its characters were weaker (9 total
characters vs. 4-5 for the Westerners).
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Brother Malachi points Von Jaeger towards the major plot point, Brother Virigi's journal inside the church Chancery... |
That brings me to the next issue with a five player game. I think we had
too many characters on the board. A few of the players commented that the game moved a little slowly, although part of that is probably due to the
too-large board. Another part could be that it was our first time with the rules. I may experiment with smaller leagues (less
than the normal 10 slots) in games with 5+ players. I can't imagine what it would
have been like if I'd had my 6th player had shown up with the Bandits and their 11 character league! Perhaps I'll trim down
the two most excessively-sized leagues (Fire Coral at 9 & Bandits,
11), giving them tougher characters, which may make play go quicker. I think a
smaller board would help, too.
The players said the rules were "interesting" and seemed willing to give
them another go. They understood it was our first time playing the
game. Everyone seemed to have fun, well, except for the German player. And he seemed to be having a good time until his league got pinned down. There are a lot
of subtleties -- especially in the use of Challenges -- that we need to
wrap our head around. Tom, the French player, did the best. He seemed
most attuned and goal-oriented of the archeologists. His leader, Pierre Fournereau,
was the only European to enter the church, though he never made it to
the Chancery.
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And all five leagues come together in the middle! The French had
an advantage, and were able to elude the concentrated attacks of the
others. Of course...I *have* to say it: "Tom's winning!" |
So, the game ended up with a massive-sized scrum and logjam at the
entrance to the church. The leaders of all five leagues were present in the donnybrook. The Americans blocked the Germans from entering the church, the French got in via clever use of Dodge moves, and the British and Americans appeared like they'd need to take a number. The carnage of so many figures in such tight quarters would have been interesting to play out. It was 11:20 pm, though, and most of us
had to work the next day. We had played the six turns in about 3 hours
(once rules explanation was done). That is not bad for a 5-player game
that no one had played before. As I said, most seemed willing to
give it another go and learn the system better.
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Jacques takes an excellent firing position and is able to use it against the rival archeological teams
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Sorry this is
more of an analysis than straight-up, after action report. I did not
take notes on the nitty gritty. I did snap some close up shots of the
action, so I hope you enjoy those. Next game will see them follow the
trail of Brother Virigi to the mainland and the Portuguese mission
station in the Ta-bo Hills. Feel free to comment on my thoughts about larger games, or make suggestions.
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One of the monks seems a little upset with what the German archeological team is saying
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Reporters and girlfriends seem to tag along with Dakota Smith - no matter how far away he goes
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