Time for another update.. and a game is in the offing..
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A shipment is being weighed inside the Assay Office, and word has spread
that in addition to the copper, there may be some slightly more precious
metal in there as well - the talk in the town is that some itinerant
prospector got lucky up in the hills and sold his stash before moving on -
"there ain't nothing else there.. trust me.."
Outside the Assay Office, a wagon waits, the horses ears occasionally
flicking the flies off.. the driver quietly smoking..
Players & Factions:
- Town Law (A Deputy)
- Outlaws (Four of them)
- Prospector ("Nugget" Turner) - an (extremely) interested party
- Assay Office Guards (two of them - one is the driver)
Key Terrain:
- Assay Office :
- There is a wagon drawn up outside the Assay Office
- 1 entrance - three windows (front and side)
- Lockable strong room (currently open)
- Inside is The Shipment: Represented by 3 large bags in the middle of the floor
- Next door is the Barber, across the road is the Saloon, and next door to that the General Stores
Deployment:
Good guys with black identifiers, bad guys red..
- The sole representative of the law in town is #4 the deputy (the Sherriff is out of town on other business), Jesse Cassidy - Jesse knows that there is a shipment going out that morning and has also heard the gossip about possible other items being shipped, so has walked up main street from the gaol to keep an eye on the Assay Office from across the street inside the Trading Post where he's enjoying a cup of coffee with the owner.
- Nugget (#3) is just about to leave the Saloon, he's having a last cup of coffee having enjoyed a good breakfast after a night spent in the arms of the fragrant, lovely and extravagantly coiffured "Hairy Mary" Malone.
- The two Assay Office Guards (hired for this specific job) are positioned one on the wagon (Wyatt Parker #1), and one in the office (Waylon Garrett #2)
- The Outlaws have left their horses just off table behind the Saloon (so that is their entry point) and comprise:
- Colt Edwards (#1)
- Emmett Williams (#2)
- Joe Barton (#3)
- Bart Johansson (#4)
- In the Assay Office each bag is classed as heavy (movement penalty : requires 1 action to carry, can't run, can't move twice)
- The Tension Clock : at the end of each round, roll 1d6: On a 6 the bell rings noon in the local church, and the game enters its last 2 rounds.
Victory Conditions:
- For each bag the Outlaws escape with they get 2 pt.; for each bag they don't escape with they lose 1 pt.
- For each injury (including gut shot and winded) to the Good Guys the Outlaws get 1pt; for each of the same to the Outlaws the Good Guys get 1 pt.
- At least one of the Outlaws or Good Guys has to be alive at the end of the game in order to receive victory points - "dead men tell no tails" 😏
- Victory goes to the player with the most Victory Points.. so not necessarily the most bags.
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Laters, as the young people are want to say...



Nice scenario...I'll have to give this one a try out. I've used Fistful of Lead a lot for western gunfight games but Red Dead Redemption does look very good, so I may well give it a go.
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