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"Pulp Alley solo deck first game - Dr Who themed" Topic


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Norrins31 Aug 2016 9:20 a.m. PST

Had my first game using the new Pulp Alley solo deck last week. Really recommend it for those who want the Pulp Alley experience but cannot find a human opponent.

The solo deck certainly provided enough thrills and uncertainty that you get with the regular game.

My AAR is here – link – and here's some pictures to peak interest!

picture

picture

ragsthetiger31 Aug 2016 11:14 a.m. PST

Enjoyable AAR and a nice table, too…looks like you had a good time. I was also impressed by how well the Solo Deck works in making the solo game a real game, with unpredictable twists and developments, rather than a dull procedural exercise. It doesn't just make it possible to play Pulp Alley solitaire, it makes it a highly enjoyable gaming experience, with an authentic Pulp Alley feel. Well worth the low cost, and it allows you to square your leagues off against each other whenever you have the urge, which is really quite a lot of fun.
rags
PS Terrement: You need the base rules in addition to the Solo Deck and rule sheet. Also helps to have the Pulp Leagues supplement, which brings all the additional content published since the base rules into one book.

Zargon31 Aug 2016 2:44 p.m. PST

Brilliant AAR there NoZza.

Can't wait to run a game myself, so to clarify, winner of initiative plays 3 cards on 3 characters of the one league in play, these 3 then do what's on the cards and if all goes well play another 3 (what happens if there are less figures to activate?) If any fails the opponent league gets to play their 3 cards ect. Am I doing the sequence right?
Love your theme, one of the great things about Pulp Alley is how versatile it is for settings, I've also got the Horror deck and am on a self inflicted journey to Lovecraftian madness.wonder how a three way game would play.

Pulp Alley31 Aug 2016 3:01 p.m. PST

@ Zargon -- Just to clarify. This was a Solo game. There was no opponent.

Here's the basic Pulp Alley Solo sequence…

Start of Turn

1. Decide which side will activate first. (do not roll)

2. Activate the first character on the chosen side.

3. Draw and play a Solo card on that same character. (Note – The first card is automatically assigned to first character that activates.)

4. Resolve the card and then resolve the character's activation.

5. Activate the second character on the same side.

6. Draw and play a Solo card on the character you just activated. (Note – The second card is assigned to the second character.)

7. Resolve the card and then resolve the character's activation.

8. Activate the third character on the same side.

9. Draw and play a Solo card on the character that just activated. (Note – Third card goes on third character.)

10. Resolve the card and then resolve the character's activation.

11. Activate the remaining characters on the same side….


Note, if the chosen side does not have three characters on the table then the other cards must be played on the next 2 or 3 characters on the opposing side -- depending on how many cards are left to play.

This not the same sequence as playing against other players. And there are lots of crazy event that will mix this sequence up.

Are you planning to play Solo or against other players?

HAVE FUN

Dave
Pulp Alley

ragsthetiger31 Aug 2016 3:24 p.m. PST

Zargon: We did a three-player game using the Horror deck and rules a couple of weeks ago. It was crazy fun, with characters flipping out and running around in random panic, etc. Here is an AAR: imgur.com/gallery/RJTzO
rags

Zargon31 Aug 2016 3:32 p.m. PST

Thanks for the quick reply there Dave, no its definitely solo, so I just keep activating and playing a card on that character until the one league is either finished (or fails something- I think I'm wrong on this one.?) then onto the other opposing league, sorry to sound so dense but the first 3 cards thing sort of confused me.

Whemever131 Aug 2016 4:24 p.m. PST

And then, after step 11, activate each of the characters on the other side without drawing any more cards (unless you have to draw for a plot point or peril). On the next turn, again decide which league is going to have initiative and draw cards for three of them. I was confused at first because I thought the second league might never get to draw cards, but either league can be affected by the cards you draw.

Norrins01 Sep 2016 2:54 a.m. PST

The hardest part of the solo deck is the concept of only the first three activating characters per turn drawing cards. Once you get your head around that, it work well.

As Dave says above, there are cards that will mix it up. The Foul Play card effects the nearest enemy, The Surprise Twist card switches which side will activate, the Double Down card plays two solo cards on the closest enemy and The Storm card requires every character activating to draw a solo card. As I've said before, the solo deck is very well thought out and plays superbly.

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