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Author Topic: Shoot N' Skedaddle - SNS PDF version available for $7, rules free online.  (Read 56226 times)

Offline Furt

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Working on that.   lol  (actually working on assembling the rules PDF which is a slow goin' process...)  Unfortunately I can run the game because it's all in my head, and seems bloody simple till I start typing it up...

I understand that dilemma Elbows - showing someone how to play a game and writing the rules are two very different things.

Really like how SnS looks and sounds - very interesting concepts.
“A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.”

http://adventuresinlead.blogspot.com/


Offline Heisler

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Been there as well. Used to playtest rail games for Mayfair, deciphering the rule as written and what the actual intent was can be interesting to say the least!
It's NOT denial. I'm just very selective about the reality I accept. -- Calvin (Calvin and Hobbes)

Offline Elbows

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Some shots of another version of the town I set up for some gaming.

















^The finished small corral.

UPDATE: Also started to paint the Flying Tricycle Sheriff's office...it looks much better spray'ed.  I think I may start a slow campaign of eventually replacing all of my Old West buildings (actually taking time to paint/assemble properly...).  This will definitely happen if Dead Man's Hand is using 4Ground for pre-painted buildings...as I love that company.  I'm just really not enjoying the painted buildings I've done.  Poor colours, poor paintwork, and the buildings were pre-glued prototypes etc.
2025 Painted Miniatures: 348
('24: 502, '23: 159, '22: 214, '21: 148, '20: 207, '19: 123, '18: 98, '17: 226, '16: 233, '15: 32, '14: 116)

https://myminiaturemischief.blogspot.com
Find us at TurnStyle Games on Facebook!

Offline Heisler

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  • Posts: 488
I'm guessing that 4Ground is the company that Great Escape is working with as well. They really are the only major laser cut building manufacturer that hasn't entered the Old West field. I have a some of their 15mm buildings for my Flames of War games and they are definitely my favorites. I need to try and save some room in Calamity for those buildings.

Offline pocoloco

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Wonderful set-up... replacing all those great buildings will be quite an operation, I don't see thing wrong in the paint jobs, for example  o_o

Need to put a corral on my to-do-list.

Offline Elbows

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  • Posts: 9973
Well here's the thing...I can recover maybe 50% of my cost by selling off what I have.

I really want to buy a bunch of interior bits and actually spray/paint interiors before assembling etc.  I don't think I have the skill/patience to do wallpaper though! :D  Also, when I bought my Sarissa buildings - they were it.  They had three sizes, and different fascias.  I really want more variety in my buildings.  It'll be a very slow process - just buy and build a couple at a time, and eventually cycle them out. 

Offline pocoloco

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Well since you put it that way... it sounds like a proper plan :) Still lots of work but that's the part of the hobby :D

Offline Elbows

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I decided to playtest and record a game real quick so you can guys can get the flavor of the game a bit more.  Everything in the report is a result of the game rules.  This'll be in two parts as I had to take a break in the middle.  This also shows how suitable the game is for Solitaire.  I had set this up to play with my brother but he didn't make it over...so I played myself and had a good time.  :D

_______________________________________________________
A Couple of Horse Thieves

I decided to play a small scenario of Shoot N' Skedaddle which I'd showcase on here and my blog.  I was using a pre-determined town.  I would choose six models for each side.  The Outlaws would enter at three separate road entrances to the board.  Their goal would be to obtain three horses from the board and exit off a distant board edge.  I placed three horses on the board.  The six lawmen would be deployed randomly between six buildings.  Any Lawmen cards (specific to the Lawmen posse) drawn would start in the Sheriff's office.

I drew my Lawmen posse first:

1) Townsperson with Sawed off shotgun (a great combination, as the sawed off helps marksmanship...something the average Townsperson does not excel in!)
2) Hired Gun with a Buffalo Gun (the most devastating rifle in the game!)
3) Deputy with a Sixgun
4) Soiled Dove with derringer and disguise.
5) The Drifter with a carbine and a pair of sixguns...this would likely be an absolute monster in the game.  The Drifter is the purpose-built best character card to draw.
6) Hired Gun with a knife, derringer and heavy sixgun.



This was a very random, exciting draw for the posse.  I then selected my Outlaw gang:

1) Gunslinger with a knife and sixgun.
2) Soiled dove with derringer and disguise...(potential for a cat fight!)
3) Townsperson with a carbine.
4) Gunslinger with a pair of sixguns (this could be deadly!)
5) Townsperson with a knife and repeating rifle.
6) Indian scout with a stick of dynamite and a carbine.

I assembled the activation deck and rolled to deploy my Lawmen posse.  I also placed two Outlaw models at each of the three road entrances I had chosen.  The Lawmen posse was reasonably well scattered around the board.  The Drifter was placed in a perfect Hotel with lines of sight around the entire board.



I checked everything and began the game.  The outlaws began running into town.  The Drifter fired off a shot from his carbine, and surprisingly missed the Indian Scout.  Nearby one of the townspeople in league with the lawmen grabbed his sawed off shotgun from the counter and bolted out the door to help.  A friendly soiled dove also ran into the street, spotting an Outlaw gunslinger.  She pushed up her corset and sat, waiting.  (The soiled dove has a disguise, meaning she cannot be attacked until she takes an action against her opponent...allowing her to set a trap and ambush unsuspecting models).





One of the Outlaw gunslingers walked over to the nearby horse and mounted it, ready to make his getaway.  I'd have to balance the desire to win the scenario, with keeping the Lawmen outgunned if possible.  The other Outlaw gunslinger spotted the mischievous looking Soiled Dove and chose to follow his buddy behind some buildings.  Discretion might be the better option here...a casual stroll down main street could end badly.



Across town a loyal townsperson fired his sawed off shotgun at an Outlaw Indian Scout.  Despite the large blast of pellets, only one struck home, wounding the Scout.  Around the town the Lawmen posse was pouring out of buildings in search of the troublemakers.  The Deputy knocked out one of his office windows and fired at the Indian Scout who was now hobbling with blood pouring from a wound.  The Outlaw's Soiled Dove put on her poker face and ran toward the Sheriff's office, hoping to plead for "help" from the Deputy.



The game began to get a bit more interesting...

The Outlaw gunslinger who had stolen a horse decided to simply run for the board edge.



 Nearby, his associate, the Soiled Dove managed to recruit an accomplice (one of her customers perhaps...).  The Townsperson willingly joined the fight on the side of the Outlaws.  He drew his sixgun and walked up to the door of the Sheriff's office.  As luck would have it I drew the new Townsperson activation cards twice in a row.  He carefully slipped into the Sheriff's office...and unloaded his sixgun into the back of the Deputy, killing him instantly.  The Soiled Dove grinned, and blew the Townsperson a kiss.





The Indian Scout cupped a hand over his wound and looked for a place to hide.  As he stepped forward he dropped dead.  In a distant Hotel window, the Drifter grinned, chewed on his cigar and reloaded his carbine.  The Lawmen attempted to turn one of the Outlaw Townsperson with a special "Snitch" card but failed.  The Townsperson decided the greed and money of his current company was better.



A moment later the Drifter struck again, striking a Townsperson with his carbine...wounding him.  The Outlaws began to panic, seeing more and more Lawmen returning fire.  The remaining Outlaw Gunslinger on foot dove through a nearby window, preparing to assault the Drifter's Hotel room.  The Drifter fired again, missing the wounded Townsperson.  He spat his cigar out.



Nearby, one of the Lawmen's hired guns ran and mounted one of the free horses, preparing to give chase to any Outlaw who chose to flee.  As the fleeing Outlaw gunslinger galloped through a mining camp, a weary miner fired a shot at him, striking him in the back.  He gasped and fell over his horse, urging it on.  Back in town the Drifter spit as he fired two more times at the wounded Townsperson, missing.  (This is shocking, considering the Drifter has an 80% chance of striking when shooting...)



In town, the Lawmen's Hired Gun galloped full speed after the fleeing mounted Gunslinger.  The Lawmen's other Hired Gun settled into a window with his large buffalo gun, resting it on the ledge, and crouching into a firing position.  The Drifter, already down on his luck, started coughing as he realized the Hotel has been set ablaze by the Outlaws.  He choked, and suffered minor burns.  (this was an Outlaw special card which came in quite handy...it wounded the Drifter and he is forced to flee the building next activation!).



In one corner of the board two opposing Townspeople engaged in a lengthy gunfight.  Townsperson models are very poor shots (just laypeople picking up guns and giving it a go!).  The gunfight was going on the second turn (several activations) with no injuries, despite using sawed off shotguns and a repeating rifle!



The remaining Outlaw Gunslinger in town saw the Hotel ablaze, and knocked out the nearby window, drawing his sixguns and firing both into the Drifter's window.  He struck with all four shots...and then failed to wound with ALL OF THEM.  While he was doing this, the Lawmen's Soiled Dove walked into the room behind him...


In Shoot N' Skedaddle the goal result is always 5+...


Sometimes you just don't have the luck do ya? lol

The Gunslinger gritted his teeth and unloaded the rest of his pistols into the Drifter's window.  The Hotel was fully ablaze now, but the Gunslinger saw a bloodsoaked arm drop limply out of the window.  He grinned.  The Gunslinger almost shit his britches as two Derringer rounds shattered the rest of the window.  He dropped to the floor and spun around, spotting the Soiled Dove frantically reloading her derringer.



The Outlaws were moving in force toward the horse corral.  The Soiled Dove carefully snuck into the fence, preparing to steal the horse.  Two Outlaw Townspeople joined her, firing wildly at the Lawmen's Hired Gun who was riding by.  Other Outlaws were heading their direction to help.  The Lawmen's Soiled Dove ran out the door before the Outlaws could shoot at her.





In the middle of all of this, the Lawmen's Hired Gun stopped his horse, dismounted and called one of the Outlaw's Townspeople out.  The Townsperson hopped the fence, and the two engaged in a showdown (a brutal simultaneous gunfight which doesn't stop till someone drops!).  The Hired Gun drew and both started shooting.  It was over in seconds.  The Townsperson dropped, two large Colt-sponsored holes through his chest.  The Hired Gun spat his chewing tobacco out and reloaded.  He dropped on his butt as an errant bullet from the surrounding gunfight struck his leg.



He staggered up and fired at the nearby Soiled Dove as she stole a horse and made a run for it.  He heard her scream as he fired...



TO BE CONTINUED.
« Last Edit: 17 March 2013, 08:17:23 PM by Elbows »

Offline Heisler

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  • Posts: 488
Sounds very exciting. Anxious to see part 2.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
PART TWO: THE PLOT THICKENS (OR GOES ABSOLUTELY ASTRAY!)

(Note: Nice thing about the game is that you can "pause" it very easily...just return to the game, draw the next card and keep playing, no real need to keep track of anything.  Tokens keep track of any special conditions on models.)

The first card I drew when returning to the game allowed the Soiled Dove to flee the board with a second horse.  The Lawmen were hurting and the Outlaws only needed one more horse to steal a perfect victory (though they'd already essentially won the scenario!).



The valiant Hired Gun, grabbing at his gut wound watched as the Soiled Dove galloped off into the dust.  He slumped against the fence and started stumbling back toward his horse.  On the other side of the corral a Townsperson was looking for him.  The Hired Gun hid as he crawled along the fence.  Down the street the remaining Outlaw gunslinger grabbed a hostage.  The other Lawmen Hired Gun grimaced as he looked out the window and saw the gunslinger hulk away, behind his meat shield.



The Hired Gun with the buffalo gun ran and angrily kicked out a window, standing on the porch roof, waiting for a shot.  Sadly, as he did this, the other Hired Gun working for the Lawmen decided it was better to switch sides.  He was swung to the Outlaw side of the game.  This would likely prove the final blow for the Lawmen (who's posse now consisted of a hiding Soiled Dove, a hapless Townsperson and one remaining Hired Gun...)



Then the impossible happened.  As the Hotel blaze continued, smoke and flames licking from the windows...the door to the back staircase burst open.  Bloody, jacket blackened by flame, the Drifter stepped onto the porch clutching his carbine...(the Lawmen had drawn their special card allowing them to revive - albeit wounded - their last casualty!)



The Drifter wasn't finished just yet.  He stumbled down the stairs, and fired his carbine at the Gunslinger in the street...narrowly missing the hostage.  He set his carbine down and drew his sixgun, firing, striking the Gunslinger.  The Gunslinger lost his nerve (and via a special card...) decided to flee the game.  A nearby Townsperson huddled next to the Drifter, reloading his shotgun.







Bullets impacted all around them as the remaining Outlaws fired in vain.  The tide had suddenly turned back AGAINST the Outlaws!  In the main street the Lawmen's remaining Hired Gun leapt from the porch and took cover near a building, his buffalo gun waiting for vengeance.



The wounded Outlaw Hired Gun (having recently turned on his Lawmen buddies!) struggled up onto the remaining horse, preparing to make a getaway.  As he did, the burned, bleeding Drifter walked slowly in the street, dropping his carbine at his feet.  The Hired Gun looked over his shoulder just in time to see the Drifter draw both of his sixguns, slinging lead violently.  The Hired Gun fell dead from the horse...and the horse took a round in the flank, bleeding.





There were two remaining Townspeople working for the Outlaws.  One was in a shootout, while the other snuck for the final wounded horse.  With the horse wounded it would be limping, meaning there would be no quick getaway, but a full victory was still possible!  This was further enforced when a simple Townsperson managed to shoot and kill the Drifter...finally putting him to rest properly.



At this point in the game...

1) The Outlaws have two Townspeople...one is on the last remaining horse, and trying to get out of town.
2) The Lawmen have a Hired Gun, a Townsperson (wounded), and a Soiled Dove frantically running after the fight!



I drew an Outlaw special card which allows them to betray one of their own...in exchange for some bonus activations.  The fleeing mounted Townsperson turned on his buddy (leaving him in the clutches of the Law!) and used a bonus activation to flee.  I shuffled the activation deck.  The Lawmen had ONE chance...draw the Hired Gun first and shoot the fleeing Outlaw.  I drew the Outlaw card first and he galloped off the table!

OPINIONS:
   Well, this was easily the most "ridiculous" game of Shoot N' Skedaddle I've played.  I was literally laughing to myself as I drew some of the special cards that caused the game to go back and forth so quickly!  I had never used Soiled Doves before, and found them quite interesting.  Horrible at gunfighting, but they allow a lot of unique strategies.
   Before finishing the second half of the game, I had all but written off the Lawmen.  Then the Drifter came back and started gunning down people.  This was a perfect example of the goal of Shoot N' Skedaddle: it's impossible to call the outcome.  I hate games where you can mathematically determine the outcome (ie. "Well, I know for a fact I can only go this far...and I won't move until they do, etc...").
   I had a good time!  That's all that matters.  The game was an absolute riot.  

Offline Heisler

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Sounds awesome. I love the report, it really gives a good feel for how your game plays.

Offline pocoloco

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Thanks for the read elbows, quite a match and what a comeback by the Drifter!  :D

How long did this game took you?

Offline Elbows

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  • Posts: 9973
It took perhaps...4-5 turns (each turn = all activation cards drawn).  If it wasn't for the typing up and taking picture, it would have been a 1.5 hour game.  Maybe less.  It of course, also depends on the violence of the game, and special cards (some cards add models, some remove them...some revive them, etc.).  This one had more sneaking - due to the objectives.  A small 5 v. 5 gunfight could easily be resolved in 30-40 minutes, etc.

My convention games run perhaps 2 hours...with 8 models per side (normally four players).  This is due to the rules explanations, convention chat, chatting with passers-by etc.  When playing with people who knows the system, it's much quicker.

Offline pocoloco

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Sounds wonderdul  8) When will these rules become available to rest of us gunslingers?

Offline Elbows

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  • Posts: 9973
Typing them up this week...or starting to.  I've gone through several starting drafts already!   :?

 

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