I umpired a second game of Fistful of Lead Reloaded at the club tonight, using one of the campaign scenarios - The 4.10 to Yucca - as a basis for a two player head to head set up. The game was a lot of fun and, despite some very unlucky dice rolls and terrible cards for the outlaw gang, both of the players involved enjoyed trying out the rules. There was also quite a bit of interest from other club gamers, so another game is on the cards for the end of the month.
In the end, the outlaws were roundly defeated, with two men dead and two heading for the hills, while the lawmen managed to avoid any serious injury and also escorted their prisoner to the waiting train. We got briefly stuck a couple of times, once on the outcome of a 'double pin' and once on firing two pistols instead of one in a move phase, but these were minor points and were both resolved by common sense and bit of rules interpretation.
We also learned how deadly shotguns can be a close range, why taking cover in a building isn't always a good idea and why it's better to maximise your numbers rather than spending points on traits or multiple weapons. The scenario was a good one and I may well run a re-play at some point in the future to see if it works out differently, now that we have a clearer idea about the way to put together a decent gang!
If you're pinned and get another pin result on you, it's still just a pin. There's no "double secret pin". Remember a pin isn't necessarilly the guy hitting the dirt. It can mean he just lost their nerve as a bullet ripped past there head. They are now wary, hugging terrain, etc. So, getting another pinned doesn't make them twice as cautious.
ReplyDeleteSounds like a fun game.Looking forward to getting my hands on this some time soonish.
ReplyDeleteThanks Jaye,
ReplyDeleteThat's what we worked out too...common sense really. Great rules and they're going down a storm at the club.