Friday, 1 April 2022

First Play: Pulp Alley with Solo Deck (Part 1)

As sometimes tends to happen here, I'm going to ramble about how I came to actually play this game before I actually show anything about the game. To see the game, skip until you see pictures.

During the Christmas break, I downloaded and put together a bunch of stands of American Civil War figures from Junior General to try out one of those types of games. Had it all set up on the table, watched videos on how to play the rules I had chosen, moved some of the Union soldiers forward, and quit because I just felt confused by what I thought should happen next compared to what the rules said I should do compared again with how the person in the video did it (in exactly the same scenario, no less). I just felt dense. 

I hope to revisit ACW gaming in the future, perhaps with a different ruleset. But as I put the soldiers up and out of the way, the old blue Pringles can beckoned once again to be brought out to play.

"Why a Pringles can?" you may ask. Well, that's where all the figures and cards I printed and put together to play Pulp Alley have been sitting since I made them back before we moved into our current residence 4 or 5 years ago.

I purchased the rules for Pulp Alley about seven years ago because I thought it looked cool: rolling different dice types, custom characters, pulp stories theme, easy to learn and play, and more. Got cards and figures put together and it all went into a Pringles can and sat. All this time, the can has sat, begging me to play. The one time I did take it down was to add the Solo deck after purchasing that PDF and printing it out.

Well, it's finally happened! I finally played Pulp Alley. Did it with the solo deck, which comes as part of an add-on package sold separately from the core rules. 

What I quickly found is that this game is as much about the story around a scenario as it is about playing it. The solo deck comes with a campaign to use, complete with ready-made leagues for you to use, but I went about starting my own story.

My first move was to put together some leagues. A couple of leagues came together nicely using the paper figures in the can. A couple others needed some additional figures and I went on a hunt for the same ones that I printed out so long ago. Well, a person can no longer get those figures. At least not in the same image quality. I could only find a link to the archived pages of the now defunct website. So the additions I made look fuzzy compared to their friends. I might have the files I downloaded so long ago, but they'd be on one of my external drives, which I cannot conveniently access since my laptop died and we are only running on a Mac right now (wrong format). Oh well, we must go on. So yeah, the leagues. Well, I got four completely assembled (the Leader being the left-most character followed by the Sidekick, then Allies and Followers):

The Shadow's Agents - Cranston and Miss Lane head up Moe, two agents from the '90s movie, and Trixie is a Follower I made up to fill the spot.

Anastasia's Heroes - as in the surviving Romanov girl, now in her mid-30s, with a band of displaced Tzarist troops hiding from the Bolsheviks and making their way in the world as mercenary adventurers. A Russian A-Team.

Military Occultists - The ones we all love to hate. They're bent on seizing something that will help them achieve world domination, even if it means waking some ancient horror.

The Fortune Hunters - Most comfortable in a cockpit and raiding some luxury zeppelin, but there's more than one way to make a fortune and sometimes it doesn't require a plane.

There are other leagues in the works, just not fully assembled yet. Each league also has a League Perk.

I started up a spreadsheet to keep track of things. So using the resources I had at hand and the scenario-building tables in the core rules, my first scenario was born. I randomly chose the contestants and it ended up being me playing the Fortune Hunters against the Military Occultists and this short narrative came to mind:

Nathan Zachary receives a telegram from an old army buddy he knew during the war. The telegram begs for him to come to Casa Blanca with friends. Once there, Nathan learns that his friend had recently returned from a trip, part of his return was aboard a zeppelin crossing the Sahara Desert, during which he saw strange ruins uncovered by raging winds. He marked the location and noticed a shady-looking man in strange military attire doing the same. Sitting close enough to overhear the soldier whisper to his female travel companion, he deduced that they are part of an occult relic-hunting team and they were obviously planning to return there. 

Feeling that he couldn't trust anyone else with the potential importance of whatever the occultists could be interested in, Buddy turned to his old squadron-mate. Nathan's response: "I learned to always trust your instincts during the war. If you feel like something's fishy, we'll go investigate. At the very least, we'll make sure there's nothing for your creepy couple to find."

Pulp Alley uses objective markers, called plot points, to drive the game. It's a contest of who can grab the most plot points before game end (turn 6, under normal circumstances). There's always a main plot point. The main plot point here was the Purple Death Receptor. The location of this objective would be revealed at random in one of three possible locations after someone acquired the plot point "exhaust valve". Two plot points were treasure ("smuggled diamonds" and "booby-trapped diamonds"). The final plot point was a torn letter. I think the letter and/or the receptor could lead whoever possesses it at the end of the game into another scenario.

To be continued...


Or desktop computer crashed and it's a doozy. Symptoms point to motherboard fault. So I'll just stop this write up here and tell the game story a little later on.

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