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Showing posts with label Fistful of Lead: Reloaded. Show all posts
Showing posts with label Fistful of Lead: Reloaded. Show all posts

Friday, June 17, 2016

Wild West Rules - The Compilation

Something I would like to point out is that this is not an attempt to say that one of these rule sets is better than another. What they share is desire to in some way simulate the wild west of Hollywood and our imagination. Each takes its own approach to accomplishing this goal and that's what I want get into here. Do you prefer running one or two characters or a whole posse of characters? Do you like a lot of detail or keep it sketchy and simple? Those are the types of questions I want to answer here. Unfortunately blogger typically doesn't hand excel tables very well so I'll try and make this as reasonable as possible. I'll I'm giving you here is a taste of each rule set for more information you can refer back to the specific post for that set of rules.

1) Let's take a look at which of these games you can still pick up right off the shelf.

In Print                                  Out of Print
Dead Man's Hand                  Boot Hill
Desperado                             Legends of the Old West
Fistful of Lead; Reloaded
Gutshot
Shoot N' Skedaddle (Cards are out of print and being revised)
The Rules with No Name

2) There is certainly a theme with wild west games involving poker cards, not all of these games use playing cards though so let's sort out the ones that do from the ones that don't.

Uses Poker (Playing) Cards          Does Not Use Poker (Playing) Cards
Dead Man's Hand                          Boot Hill
Fistful of Lead; Reloaded               Desperado
Shoot N' Skedaddle                       Gutshot
The Rules with No Name               Legends of the Old West

3) Another common aspect is running a whole posse or gang instead of just 2-3 characters. 

Posse/Gang Oriented                    Character Oriented
Dead Man's Hand                          Boot Hill
Fistful of Lead; Reloaded               Desperado
Legends of the Old West               Gutshot
Shoot N' Skedaddle                       
The Rules with No Name
Something to note though is that really all of these games could be played with just a few characters per player. While several are definitely oriented towards the posse aspect its not necessarily a requirement that you have to play it that way.


4) Movement is an important aspect of the game for me. There is already a fair amount of luck built into any game that uses cards or dice or both in most of the wild west games that I like to have something that I feel I can control. So whether movement distance is random or a set rate is important to me. However, since movement is always part of some action you need to remember that in some of these games some characters are going to get several opportunities to move in a single turn. So temper your like or dislike of random movement and see if it is offset by multiple opportunities to move in a turn.

Random Movement                        Set Movement Rate
Desperado                                      Boot Hill
The Rules with No Name                Dead Man's Hand
                                                        Fistful of Lead; Reloaded
                                                        Gutshot
                                                        Legends of the Old West
                                                        Shoot N' Skedaddle

5) Combat; Shooting - This is a hard one to break down into a couple of simple columns so I'm not going to try. I'll just give the basic shooting concept for each game.

Boot Hill - Percentile dice roll with modifiers
Dead Man's Hand - D20 dice roll with modifiers
Desperado - Percentile dice roll with modifiers
Fistful of Lead; Reloaded - A target number based on the range using a D10 roll with modifiers
Gutshot - Each character has a target number to shoot their target using a 2D6 roll with modifiers
Legends of the Old West - Roll your shooting value or better to hit your target, no modifiers. Target gets a saving throw.
Shoot N' Skedaddle - A target number of 5+ is required to hit your target. Consult marksmanship trait to determine the type of die to roll to hit.
The Rules with No Name - Roll a Six to hit. Character ability and weapon type determine how many dice to roll. Modifiers affect the total number of dice thrown.     

6) Combat; Hand to Hand. Some of these games use the shooting mechanics for hand to hand and some don't. Again this will be broken down by game.

Boot Hill - 2D12 roll with modifiers
Dead Man's Hand - D10 dice roll with modifiers
Desperado - Opposed 1D6 die roll with modifiers
Fistful of Lead; Reloaded - Opposed 1D10 die roll with modifiers
Gutshot - 2D12 die roll to equal or surpass the target number based on the weapon used in HtH.
Legends of the Old West - Roll your fighting value or better to hit your target, no modifiers. Target gets a saving throw.
Shoot N' Skedaddle - A target number of 5+ is required to hit your target. Consult scrap trait to determine the type of die to roll to hit.

The Rules with No Name - Opposed rolls with the number of D6 rolled by each participant based on the weapon they are using.

7) Scenarios and Campaign Rules - Most of these sets have some form of campaign rules as well as scenarios to play.

Boot Hill - Scenarios - Yes, Campaign Rules - Yes, neither is particularly extensive though. later editions of Boot Hill had both available particularly the 3rd Edition.
Dead Man's Hand - Scenarios - Yes, Campaign Rules - No, but campaign rules are in the Legends supplement (which I don't own, guess I should fix that)
Desperado - Scenarios - Yes, Campaign Rules - No
Fistful of Lead; Reloaded - Scenarios - Yes, Campaign Rules - Yes 
Gutshot - Scenarios - Yes, Campaign Rules - Yes
Legends of the Old West - Scenarios - Yes, Campaign Rules - Yes
Shoot N' Skedaddle - Scenarios - Yes, Campaign Rules - Yes


The Rules with No Name - Scenarios - No, Campaign Rules - Yes

And there you have it kind of boiled down to the bare basic game play. I'm not going to sit down and rate any of these rule sets. I will say that while they all share the wild west theme yet the game play is actually quite different. It really comes down to your own preferences. Do you like using poker cards, do you like rolling a lot of different dice, do you want to keep it simple and just roll D6s. I think there is a wild west game to fit all of the different styles of play out there. If you haven't already read the specific blog posts about these different rules I would encourage you to do so. You can find the links to each one below.










Wednesday, June 8, 2016

Wild West Rules - Fistful of Lead; Reloaded - Wiley Games

Jaye Wiley at Wily Games used Kickstarter to launch a new edition of Fistful of Lead. I believe the rewards for this were finished up in May of this year. I'm going to call this a 2nd edition of the rules, since its updated with a few new rules but primarily its the same game as the original with the campaign system added. If you missed the Kickstarter you may only be able to get these rules digitally now. If I see a website pop up for Wiley Games I'll update this post.

Fistful of Lead; Reloaded

Wiley Games, 2nd Edition
In Print (Digital only)(http://www.wargamedownloads.com/item.php?item=1436&Site=KS)
Comic Size, softcover, 41 pages 
Original Price $10 



Movement: This game uses a set movement rate depending on your action. Each character receives two actions which can be used for a variety of fun things including moving, aiming and shooting.


Combat: Shooting is simple. At close range you need a 5+ on a 1D10, at long range you need an 8+. Of course there are modifiers that are applied to this. You only get to shoot once per action you take, but its considered a volley of lead rather than a single shot. You are only out of ammo and need to reload on a 1. A hit forces a player to make a wound roll.

Hand to hand combat is deadly to say the least. Both characters roll 1D10, high die roll wins and the loser takes the difference in wounds. So if you lose by 2 you have to make 2 wound rolls.

Wounds:  Wounds are rolled on using 1D10 per wound inflicted. You can be pinned, wounded or dead (that should tell you just how deadly hand to hand fighting really is).


Weapon List: I guess I just have to be happy with small generic weapon lists because that's what's in FFoLR as well. You can have a derringer, pistol, rifle, shotgun, throwing axe, knife, spear or bow.


Campaign rules: The concept behind printing a new edition of Fistful of Lead was really to add the campaign system (and clear up the rules a bit). You start by building your "gang" (just a generic term, you could just as easily call it a "posse") similar to what we see in Legends of the Old West. But FfoL takes that a few steps farther along the trail and really lets you customize your "gang". Each member can have up to two positive traits and two negative traits. When you first start out only two members can have traits at all and traits are randomly drawn. Pull a card and look it up on either the positive or negative trait list. Then its off to the races to play a series of campaign scenarios and see how much renown you can earn for your gang. I think the replay value of the campaign is quite high as the scenarios are randomly determined by a card draw.


Rules Bling: This is a plain Jane style rule book which for the most part I prefer. It is printed in a comic book style format (6 3/4 x 10 1/4) with a full color cover made from a light card stock with heavyweight paper interior pages printed in B&W. It is in a two column format and for the most part charts and pictures are contained within the columns spilling over into the other column when necessary. I actually feel like everything is a bit crowded together. There is a table of contents and I think that its well organized. The Basic rules only take up the first 13 or so pages, its a quick game to get started with. There are markers, record sheets and a quick reference sheet in the back of the book (I would recommend scanning them rather than cutting them out, the comic book format makes scanning pretty easy). The quick reference sheet is on the inside of the back cover so its quite handy. I have a separate one that came as part of my Kickstarter rewards.


Unique: While the concept of using a playing card deck is certainly not unique, how FfoL does it is. The deck is primarily used for initiative but there is a bit of a twist here. At the beginning of each turn the player is dealt one card for each of his active characters. Once all the cards are dealt you work down from Kings (highest card) to Deuce (lowest card), Aces are wild cards and can be played at anytime although the "real" card takes precedence (i.e. If a player uses the King of Spades you can play an Ace as the King of Spades but the real King of Spades would still go first, an Ace does not trump but it does receive the special effect of a card if it has one). When a card is called that is in your hand you play it and determine which of your un-activated characters is going to use it. Characters can only be activated once per turn. If two players have the same card then order is determined by suit (Spades, Hearts, Diamonds and Clubs). But some of the cards have additional effects that can be used when they are played. This adds quite a bit of tension to the game.


Supplements: For a Fistful More: Scenarios fro Fistuful of Lead. I particularly like the "Revenge of Boothill", I'll let your mind work on that a bit. This was available as a hard copy in the comic book format as part of the Kickstarter and is now available as a download from wargamedownloads.com

My Thoughts:  I have played FfoL for 3 or 4 years now and the rules didn't need to change much, mostly just a little clean up. Its a fast and furious game an a lot of fun to play. I was really hoping for a bit of an expanded weapon list. I really enjoy the campaign system that has been added. I picked up mine through the Kickstarter mostly to be sure to get everything so I have laser cut wood game markers and printed versions of the the rule book and the scenario book as well as a custom deck of cards that includes the special effects listed when that card is used during the initiative phase. This one should definitely be in your rules library.











The scenario book. I believe this was only available in hard copy to the Kickstarter backers. It is available as a download at wargamedownloads as well.






The Kickstarer Quick Reference Sheet


The Kickstarter card deck. I don't know if these will be available in the future or not so I made sure to get the deck in my rewards.

You can see that the deuce is a special card with its effect printed right on it. This deck could certainly be used for other Wild West games as well.
Game markers and my Sheriff's badge from the Kickstarter. Again I wasn't sure if these were going to be available or not so I got them. They should be useful for other wild west games too.

Wednesday, June 1, 2016

Wild West Rules

Things have been very quite on the blog lately. Real life and trying to remodel my house on a minuscule budget is taking a lot of time. However, I thought I would pull together the different western rule sets that I have been accumulating since I started working on my western town of Calamity. I know there has been even less activity there but I think things might start to pick up a bit as destruction and reconstruction on the house slows down a bit. Plus I need to start planning and prepping miniatures for ReaperCon which is coming up at the end of October.

Now this is certainly not a definitive list of all of the Wild West rules that are out there they are just the ones I, currently, own and which caught my eye at one time or another. My initial thought was to do one large post and include everything in it, but I have since decided that I'm going to devote one post to each rule set with a final wrap up post at the end that would include some direct comparisons.

In order not to play favorites I'm going to approach these in alphabetical order.
Boot Hill
Dead Man's Hand
Desperado
Fistful of Lead; Reloaded
Legends of the Old West
Rules with No Name
Shoot N' Skedaddle
The copyright date in this one is 1975 and obviously it didn't belong to me in the beginning






I'll have a specific format so that I'm approaching each rule set in the same way, comparing apples to apples and showing off the unique characteristics of each.

Tuesday, April 19, 2016

Kickstarter Loot 1 - Fistful of Lead Reloaded!

The box from Wiley Games for his Fistful of Lead Reloaded actually arrived last week but there has been so much to do that I didn't manage to open it till today. This is not a review of the rules just what came as part of my kickstarter rewards. I have forgotten what I actually went for but a lot of stuff came in my box!

Fistful of Lead Reloaded rulebook
Scenario Book
Three bags of laser cut tokens
5 miniatures (requires some assembly)
1 Deck of Custom playing cards
2 10-sided dice
2 Quick Reference Sheets
1 Marshal's Badge (for nicely put together)

I'm really happy with this one. Everything I received is very high quality. A big thumbs up for this Kickstarter. You should be able to pick this stuff up soon since rewards are in the mail. Here is a post on his blog with some information: The Baron's Blog

A few pictures for those of you that are more visually oriented.

Great covers, nicely done. Looking forward to trying these out for Ca

Peanuts, I hate foam peanuts
Cards, dice and minis, doesn't get much better than this.
The card deck, comes in its own plastic box.
I'm very happy with the minis. They are a bit small when compared to Reaper, closer to Foundry in size I think.
Laser cut stuff, very nice!



Sorry, fuzzy picture of the rules. This is the style I'm happy with, minimum bling, illustrations when needed and clear text. Not fancy but it gets the job done and keeps it short!

Monday, November 9, 2015

A Kickstarter worth watching - Fistful of Lead: Reloaded

I have been waiting for this one! As an avid collector of rules how can I not add this to my collection of western rules? This is an upgraded version of Fistful of Lead a set of rules I have enjoyed in the past. There is plenty to go along with this one to; miniatures, custom card deck, status markers well and the rules. Even if you end up not liking the rules (I'm not sure how that would be possible) odds are everything else can be used in another western rules game system.



How can you pass up this bunch? Looks like Calamity is going to be getting some new citizens.


I see the dollars rapidly adding up so this one is sure to be funded. Fistful of Lead: Reloaded