I've been flooded with real life commitments and hobby time has been at a premium, that said I have been working forward to running Pulp Alley at MOAB 2015 this weekend and managed to add 4 tiles of shanties, a welcome sign, and a bunch of kill markers. Sadly I didn't finish the cars in time.
But...
Vladimir, Furt and I can report, WE HAD A BLAST!

There was a lot more excitement and more people came along to play our game than last year, which was a huge plus. Perhaps it was just my perspective but there seemed to be more people playing "participation" games than the previous year. And thats a good thing.
First things first, what loot did I grab?
- 3 x tufts & flowers from Aetherworks. One of my favourite sydney suppliers.
- A bunch of 50c scifi bits, they should make nice greebles/details
- An undercoated Tau gunship - should make a nice small transport.
- A large troll
- a free reaper bones "mum and kids"
- and sentimentality made me buy 4 bret questing knights without horses for $8
See crappy phone picture on the blog:
http://makeandpaint.blogspot.com.au/2015/10/moab-gaming-convention-2015.htmlThere was a Lead Adventure table where we ran Blood on the Sands and Pulp Alley (post apoc edition).
For Pulp Alley Vlad and I went with leagues of 4 consisting of a sidekick, two ally's and one follower. Each game had about 3-4 teams playing at once. We found the smaller team numbers much easier to manage with more action happening on and around the table. Also the teams seemed less overpowered and more fragile as post apoc survivors, it's certainly easier to take out a sidekick than trying to stop a leader.
Each faction tried to enter "BarterTown", scavenge some supplies and muscle out the other forces. Througout the Day the Bronze managed to maintain some kind of order, with Mad Max, Officer Nic Angle, Vash the Stampede and the sheriff. So the answer to "who runs BarterTown" is...
"RAGGEDY MAN!"


The main street past Rocket Mart showing the shopping district, and the slums in the background.


A shot of some of the new shanty tiles. They give a great maze like effect with lots of broken LoS when together. I think a few more tiles would be a nice addition, perhaps with some more modular height/bridges thrown in.
Any ideas how to keep the tiles flat / box storeable, yet have extra hight in the shanties?
Cheers
Matt