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| ..from Wargamers Newsletter - July 1975 π |
..I seem to remember a lot of older teenagers, and older adults, and found it all a bit overwhelming if I'm honest - only went a couple of times, but on one of the two or three occasions I went, I happened to notice a copy of this (next) lying on a table..
- Go to Cedar Gulch history…
- Key Characters and Locations
- Go To “Rules and Games” – what rules I have tried, what I’m using, and game reports for each rule set…
- Go to Figures and characters…
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Cedar Gulch
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| Source [clicky] |
It came into being in about 1864 as a result of a small lode of copper being found locally - the mine is still producing, and although the lode is mostly played out it still provides income and work for a small community of miners who live both at the mine and in the town.
Spanish and Mexicans were ranching in Southern Arizona for centuries before it became part of the the US, due to its abundant grasslands and rivers - incursions by the Apache, however make it a dangerous occupation - despite that a few ranches also came into being in the area raising longhorns and providing work for a number of ranch hands and cowboys. The Southern Pacific Railroad wasn't to reach Tucson until 1881, several years after the time our stories are set (early to mid 1870's), but with the markets of the East Coast not yet an option, the town still sees occasional cattle drives heading west to the boom towns of California.
Following the war, Fort Williams was built about 5 miles or so from the town to provide protection from Indian raids for the ranches and mines. Since the fort was built, Apache raids have lessened but not completely died out.
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Key Characters and Locations- Long Bute Farm; lies just outside town, abandoned during the war (the Father and older sons had gone to fight for the Union, leaving the mother and smaller children to go and live with her sister, who lived in a far safer location) and the family never came back, having reunited and then journeyed west to California after the war
- Corp, Seth and Zack; Corp was an NCO and is considered the leader of the group - ex-Union cavalry from the war
- Zeke (who was also an NCO), Robbie and Buck; ex Confederate cavalry and good friends of Tex from their days in the 7th Virginia Cavalry
- Tex's Livery Stables; horse hire, basic veterinary work, livery - located just out of town (nothing to do with Dexter's)
- "Old" Tex; ex-Texas Ranger and Confederate cavalry good friends with Zeke, Robbie and Buck
- Dexter's Corral and Livery Stable; situated at the far end of main street
- Wes and Jimmy Clanton; junior members of the Clanton Gang (see Feeling Livery'ish game)
- Black and Cole Biggs; junior members of the Biggs Gang (see Feeling Livery'ish game)
- The Jones Gang; Dave (an ex Jayhawker who has the singular success of having died in each of the two games he's played in - perhaps I need to rename him "Lucky" Dave?), Eddie (RIP) and Frank (see Jailbreak and Rebel Gold games)
- Andy, Bart and Charlie (RIP); gang members who try to rescue Bart from hanging.. and fail (see Jailbreak Game)
- Sherriff; not given him a name and a back story yet.. π€
- Hank and Gus (RIP); two concerned citizens (see Jailbreak Game)
- Wes Alsop; owner of the Sierra Corral a stage coach stop situated just outside the town (see Shootout at the Sierra Corral game)
- The "Lazy C" ranch
- Chaz Bishop; senior hand on the "Lazy C" ranch (see Shootout at the Sierra Corral game)
- 'Deadeye' Cooper and Fred Early; local bad men (see Shootout at the Sierra Corral game)
- Gus Farley; a saddle tramp (see Shootout at the Sierra Corral game)
- Zebadiah/Zeb; the old timer; Zeb runs a still, the proceeds of what he sells to the local Saloon make him enough to live on, but also ensure he is almost always mildly and happily drunk. (see Rebel Gold game)
- Pancho, Abe, Donnie and Cal; cowboys (see Pancho sees stars game)
- Jedd, Jim, Blake, Fred, Zack, Billy (RIP), and Pat (RIP); "a few bad guys leavened with a whole number of bar flies and town 'low life's' looking to make a quick buck" (see Pancho sees stars game)
- Cactus Wells; flyblown frontier staging post located twenty miles south of Cedar Gulch and location of a livery/office/cantina/come general store (see The Noon Wagon Job game)
- Jim Mullin (known by everyone as 'Shotgun'); wagon driver/guard (see The Noon Wagon Job game)
- Marshall Adam McCall; (see The Noon Wagon Job game)
- Deputy Luke Travers; (see The Noon Wagon Job game)
- The Hardin Gang; Clay "The Boss" Hardin, Jeb "Hotshot" Carden and "Long Tom" Weaver (RIP) (see The Noon Wagon Job game)
- "Nugget" Turner (Joe to his mom π); miner and prospector, owner of a small claim in the hills behind Cedar Gulch (see Copper on the Scales game)
- Ma Kelly; owner and proprietor of the local house of ill repute upstairs at the saloon
- Jesse Cassidy (RIP); the town deputy (see Copper on the Scales game)
- Wyatt Parker and Waylon Garret (RIP); Assay Office Guards (see Copper on the Scales game)
- Colt Edwards, Emmett Williams, Joe Barton and Bart Johannsen; Edwards Gang - Colt ended up being captured by Nugget (see Copper on the Scales game)
- …
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Rules and Games- "Corp makes a break for it" [clicky]
- "Springing Zeke" [clicky]
- "The Wagon .. ♥♠♦♣" [clicky]
- "Feeling Livery'ish" [clicky]
- "The Jolly Boys Ride Again" [clicky]
- "Jailbreak" [clicky]
- "Shootout at the Sierra Corral" - Preamble, Setup and Game [clicky]
- "Rebel Gold" [clicky]
- "Pancho sees stars" [clicky]
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“The Noon
StagecoachWagon Job” setup [clicky] and game [clicky]
- at start of turn just turn over one card from the top of the deck and place it by each character, then action in sequence as normal
- as the characters don't have a deck of five to play cards from:
- to allow the "get the draw" action to work I just used an opposed D10 roll - if the guy being shot at rolls higher, he gets to fire first if his weapon is loaded (NB. Snapshot/Gunfighter skill trait adds to the die roll)
- to allow the "recovery from unconscious" action to work
- I allow any character on the same side to exchange cards
- I also give the unconscious character one roll per turn to recover (D10); 1 or 2 and they recover.
- to allow the "Get your Courage Up" test to work, I just get the character to roll a D10 and score over their toughness value without bothering to add a card value. In theory this is much harder than the test in the rules (in fact I can't see how you would fail the test in the rules as written!)
- to allow "Fisticuffs" to work - I have a couple of options..
- each character pulls 3 cards from the deck and selects highest - then highest wins. Tomahawk and 'Yella Belly' character traits mean either pulling 2 more or 1 less cards respectively
- roll a D10 each with the difference in toughness values of the two characters going to whoever is tougher of the two. Tomahawk and 'Yella Belly' character traits are applied as per the rules..
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to allow the “DIRTY CHEAT” character trait to work, I
allow the character to add +1 to the "get the draw action" or
"fisticuffs", or in any situation where it might apply
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| Le Mat pistol.. 9 shot cylinder firing normal bullets, but the thing underneath is a shotgun barrel firing buckshot! The Confederacy took delivery of 1500 of them during the war.. more here.. LeMat Revolver [clicky] |
Paint has been splashed and the little lead Magnificent Eight are ready to throw errr... lead.. π
This (next) guy's a dandy, a card sharp, a gambler..... gold embroidery and twin six guns.. looks a bit like Wild Bill, or perhaps Custer..


















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