Mike had made some changes to Ganesha Games' "Flying Lead" rules to better reflect the Hollywood Western. Essentially, every character was "Tough," which meant taking a wound merely worsened their Quality by 1 to 3, depending on how badly they were hit (beaten, doubled, or tripled). Once a character's Quality rose to a "6", he was out of action, or dead. In general, the rules worked well, though Mike had some changes he'd like to see, and we had some we suggested, as well. One odd feature -- more of a random aspect of cards and dice -- saw 5 of the first 6 turns the player whose card was drawn last had his drawn first in the following turn. The infamous "double move" before your opponents can respond is one of the reason I dislike card activation games. I prefer an established turn order, and feel you should win or lose based on your tactics (and dice, perhaps) -- not a fluke of the cards.
|"Pa" and Cain find good firing positions near the fenced-in chicken coop|
|The rest of my gang find a great firing position in the two story house overlooking the bad guys' position|
|And here's why it wasn't such a good idea...Tom's entire gang uses his "double move" to race around the side of the house and rush it, outnumbering my guys 6-3...|
The game worked well enough that I'm sure we will see another Western episode on Sunday nights. Hopefully next time the good guys will prove to have a little more between their ears than a big white hat...!