Jet is 100% correct, so I'll only add a few suggestions about playing the turn sequence solo ---
There aren't any official rules for solo-play (yet), but it does work pretty easily with just a bit of common sense.
As far as activating characters, I'd suggest making the side without the Initiative active their characters first -- or until they can steal the Initiative. When the other side steals the Initiative they can start making the opposing side activate. The exception to this would be if there is an obvious advantage to having the side with Initiative active a character, then they should do so.
> Shooty characters should shoot, Brawly character should try to get engaged in a brawl, and Action characters should be trying to complete the plot points.
> In general, I would suggest making the combat as bloody as possible when the antagonists are activating -- don't block/cancel any dice. And when your hero side is activating, just play it as you normally would and use your best judgment on how many dice to block/cancel.
The Fortune Deck works great for solo play and gives an element of surprise when it comes to resolving perils and plot points. You can make your own deck from out of the book or buy one of the printed decks.
Yes, if you're going for a supernatural/mythos theme then the Perilous Island expansion will have you covered.
Yes, a 2'x2' table will work fine.
A free version of Pulp Alley is available for download off of Wargame Vault. It's not the full game but it's enough to get started --
http://www.wargamevault.com/index.php?manufacturers_id=5628 Please let us know if you have any questions.
HAVE FUN