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Author Topic: AAR: Tintin in Tunisia  (Read 393 times)

Offline colgar6

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    • Colgar6 and the Infinite Legion of Toy Soldiers
AAR: Tintin in Tunisia
« on: July 07, 2018, 07:14:32 PM »
Another AAR involving 4 players.  I'll bet you don't foresee the twist that comes near the end!  Hope you like it: http://colgar6.blogspot.com/2018/07/batrep-tintin-in-tunisia.html

    Hugh


Online Elk101

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  • galactic brain
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Re: AAR: Tintin in Tunisia
« Reply #1 on: July 07, 2018, 08:11:41 PM »
That was a really good report, I enjoyed reading it. It definitely sounds like the next game might reveal something interesting.

Online Marine0846

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  • galactic brain
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Re: AAR: Tintin in Tunisia
« Reply #2 on: July 07, 2018, 08:34:57 PM »
Great write up.
Had me on the edge of my seat the whole time.
I really enjoy Pulp Alley when ever I play it.
Semper Fi, Mac

Offline Matt

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  • Posts: 138
Re: AAR: Tintin in Tunisia
« Reply #3 on: July 09, 2018, 06:32:13 PM »
Colgar,

Great report, write up, and final analysis.  Really enjoyed the read. 

You definitly have some Fortune Cards I do not own (Reloading, Hostile, Barrier to name a few I noticed).  Which card sets were in the mix?

You added quite a few extra minor plot points.  Was that something you did because the number of players, or was that an add on from an expansion?

I liked the asps.  That was a cool mechanism for a moving perilous area. 

Thanks for sharing, I look forward to your next report!

Matt

Offline colgar6

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  • Posts: 24
    • Colgar6 and the Infinite Legion of Toy Soldiers
Re: AAR: Tintin in Tunisia
« Reply #4 on: July 09, 2018, 07:16:27 PM »
Thanks, all.

You definitly have some Fortune Cards I do not own (Reloading, Hostile, Barrier to name a few I noticed).  Which card sets were in the mix?

Err, not sure I can remember this very exactly, but I'll have a go.  I have quite a lot of decks, all just mixed together:
  • 1300 - FORTUNE DECK
  • 1301 - BOOSTER PACK - PACT OF THE OGINALI
  • 1302 - BONUS PACK - PERILOUS ISLAND
  • 1311 - PHANTOM PACK
  • 1315 - PHANTOM PACK 3
  • 1316 - TOMB OF THE SERPENT CAMPAIGN DECK
  • + the unique card from "Sally 4th"

You added quite a few extra minor plot points.  Was that something you did because the number of players, or was that an add on from an expansion?
It's my own modification, because of the extra players.  We did 2 minor plot points per player, but still just a single major objective.  One of our early multi-player games didn't go so well with fewer plot points; at least this way all the players have something that is possible to reach without fighting immediately.

I liked the asps.  That was a cool mechanism for a moving perilous area.
I've done the same thing before with a lion in the jungle (he moved 2d6", rather than 1d6").  Also I once tried having objectives that worked this way too: natives in the jungle who kept appearing and disappearing as they moved randomly.  Very frustrating for the players  :)  . 

Thanks for sharing, I look forward to your next report!

Matt
You're welcome, Matt.   There are a number of other Pulp Alley reports on my blog, if you are interested.  This should find all of them: http://colgar6.blogspot.com/search/label/Pulp+Batrep

    Hugh