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"Red Sands - a Pulp Alley AAR" Topic


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Pulp Girl12 Jun 2015 12:26 p.m. PST

We do tons of playtesting when we're trying new Pulp Alley abilities and rules. Here are some photos of a quick skirmish style game. This was one of about a dozen short games we played during the week….

For this scenario the two sides were evenly matched….

The only difference being – one side was Armored and the other side was Fierce….

There was no shooting allowed, but we did use Fortune cards…. BLAST IT!

I made some really lucky rolls and saved all my soldiers from the Mummy's whirling Dust Devil spell….

Lots of fierce action and clanging of blades….

The two forces proved to be perfectly balanced…. (for the twentieth time :D)

And in the end, both sides had lost the exact same number of figures.

For our Egyptian campaign, Dad is planning to have a couple flashback scenarios that let players play in ancient Egypt as well as their normal Pulp Alley setting. :D


More to come….

-Mila
Pulp Alley

Moe Ronn12 Jun 2015 3:43 p.m. PST

OK. I think you just sold me a copy of the rules. I've had the QS edition for a while, but for some reason this put me over the top.

Grelber12 Jun 2015 9:57 p.m. PST

Interesting game! As I recall, the rules work quite well if you are using regular humans on both sides, instead of mummies and animated skeletons. You could do an Egypt noire game, if the notion took you.
Grelber

Whemever113 Jun 2015 8:52 p.m. PST

So armor is balanced against Fierce--and by the same logic against Marksman, but only in head-to-head combat. If armor works against perils then it would help the characters get plot points as well.

Pulp Girl14 Jun 2015 7:06 a.m. PST

Thanks guys. I appreciate the comments.

@Whenever1 – Correct, which is why Armor has an additional side efect as well.

More to come….

-Mila
Pulp Alley

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