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> The “normal” way to determine a peril challenge is to draw it from the top of the deck. And we removed the rule for “extreme perils” – so there is one type of peril.> Updated and clarified rules for Bursts. Normally, a burst takes effect and is then removed – rather than lingering until the end of the turn. In addition we clarified how bursts are placed.
As someone who routinely does 4-player games at local gaming conventions, with a large proportion of new players, I really like these two changes. Simply drawing the peril challenge off the top of the deck will really speed things up. And, though some may not like the new burst rule, I found that the lingering aspect of bursts made them over-powered and thus over-used. In one game, players were actually using them like smoke grenades to block line of sight. And I'm excited about what else is in store for Pulp Alley aficionados. Choices still remain, however: hardcover, or softcover?
Come to think of it, this actually opens up design space. In theory you could make a non-damaging burst (so, no actual area denial either) which is an exception to the new rule and which hangs around until the end of the turn, SPECIFICALLY to act like a smoke grenade.
I've had the first edition rulebook and Pulp Leagues spiral bound for at least two years now, but never got around to wrangling a friend into trying it. The Kickstarter made me realize I need to know if this is a game I actually want to follow up on. So, yesterday afternoon, I printed out the solo deck and threw together a fantasy scenario. I only had space for a 2' x 2' mat, tossed down some ruined houses and walls, and made a Company of Heroes band from the Dungeon Saga hero minis and an undead warband from my undead army. Played Smash and Grab, with the main plot point being a treasure chest and the minor plot points being clues as to what happened to the village. No pictures, as my fantasy terrain is in varying stages of not-complete-yet, and the board honestly looked pretty crap with all the foamcore white and xps blue. The smaller board got things heated very quickly. The heroes just mowed through the Gangs of skeleton warriors and archers. One Revenant (Ally) went down, but the other managed to drag something out from under some rubble and secret it away. The Deathknight (Leader) held off the Barbarian and Dwarf all game, even when the Elf and Wizard finally joined later in the game, so no one claimed the treasure chest before a mighty storm blew in and all combatants had to fall back from the village. The Elf, however, did manage to brave jagged shards of glass and wood to nimbly pull a scrap of tabard out from under a ruined house. The scrap of cloth bears a fragment of livery from the soldiers of Baron Totally Von Notavampire, so at least the heroes have a lead to go on...Honestly, the game was a lot of fun, and I immediately went and funded at the Sidekick level. I also used the discount code to order the PDF versions of the Solo Deck Boosters. I think I'm going to stick to printing my own cards, as I foresee wanting to make my own custom cards down the line. I might upgrade to the Leader level later, but I need to research the scenarios in the Scenario book to see if I need a hardcopy of it, first.
Me thinks you've been thumbing through the new rulebook.Smoke (p16) is one of the new abilities. It blocks line-of-sight but is only dangerous if you try to run through it.
Ahaha! A good villain must anticipate the hero's plans!