Hey Bill, thanks for sharing the Pulp Alley AAR links. Where did you get those little button markers?
I liked the special scenario rule you used....
We played the Key battle with the requirement that if you had one of the keys (like the Missionary or the Lost Explorer with you) you treated the extremely perilous terrain around the Major Plot Point as merely perilous terrain.
Grim Dork's description of the game was really good. I hope one of you requests your Phantom Agent reward....


It was great that GD explained this cool nuance of the Pulp Alley game mechanics....
You've really got to think about some things. For instance... Coco and Da Boss were engaged in a brawl on that last turn. I had the initiative and could direct which player moved a guy. If I had Coco attack and she got knocked out i'd have both lost the Initiative *and* given Da Boss a stab at the major plot point. Since I had the init though, I played for time which eventually forced Da Boss to interact with Coco on his own which ate up his action and chance at the Skull. It gets pretty interesting with fatigue too, gotta weigh every fight action in the light that it will weaken your character.
This is one of those things that you discover while playing. It's works so much better than games where you simply alternate taking turns, such as Snakes and Laders. The risk inherent in this tactic is that every time to direct the opponent to activate a character you are also giving them an opportunity to steal the Initiative away from you.
