Our contacts report that the german agent Siegfried Grunstrasse is making a secret visit to Egypt. His destination and objective are unknown. However, given Grunstrasse's history, we feel it wise to intercept him.
A local intelligence network is preparing for Grunstrasse's arrival. You must intercept them as they retrieve coded messages that will identify an informant who will in turn lead you to Grunstrasse.
The subjugation of the free world may depend on you.Our latest game of Pulp Alley: the spy network begins hidden around the board. Each of the spies holds a coded message that gives clues to the identity of an informant. It is up to the other two players to knock off the spies and grab the messages. There was a little consternation when the players discovered these were real coded messages!
Here's a sprinkling of photos. Sorry about the quality of some of them. The dodgy lighting was a fitting accompaniment to my photographic skills

As always, we had lots of fun - heroics, laughter and an iron-clad monkey.
The town.

A lurking spy.

The cultists close in.

The leader of the spy ring is cornered.

One of the babybots encounters the black cat.

The cat wanders around the board at random (d6, scatter dice). If the cat comes in contact with your character another player may force you to reroll one of your dice each turn. The cat caused a few bottlenecks as players were keen to steer clear!
The most amusing part of the game involved the spies' ape, who was pursued around the board from turn one by the Metrobots,

their babybots,

and the cultists!

And yet here he is, at the end of turn 6! I don't know how many hits he shrugged off with his 2d6 dodge and d6 health, much to the consternation of his opponents.

The game ended with each player having grabbed one coded message a piece. They've successfully deciphered the messages and we're all set to track down the informant.
[edited for photo posting incompetence!]
Bill.