Pulp Alley is
a skirmish game designed to recreate the adventure of serials and cheap
paperbacks. This is commonly referred to
as Pulp Gamin, and often takes place in the inter-war years between WWI and
WWII. In addition, Pulp Gaming often
takes place in exotic locales, have two-fisted men-of-action, villainous
scientists, gangsters, and femme fatales.
It is the stuff of Sam Spade, Indiana Jones, Sky Captain, and Doc Savage. With that you have an idea of what the game
is trying to recreate.
I was first exposed to Pulp Alley after playing some
games of
Super System 4thEdition. I briefly toyed with the idea
of picking up
Chaos in Carpathia or
Chaos in Cairo. While researching these two titles I stumbled
across the
Pulp Alley game. I heard people mention some interesting
mechanics in the game system, and I became very interested in learning
more. It seemed like it had some of the
mechanics that I enjoyed.
Each [layer creates a League of characters for the
game. These can have some generic
archetypes that give League wide bonus, and then there are a few character
types of different skill levels. Each
League is typically run by a Hero. The
Hero then has a collection of followers and sidekicks. Think of Indiana Jones, Short Round,
Professor Brody, and Henry Jones all working together as a League.
This sounds like fun to me, so let’s dig in and see it if
delivers.
Things I Like
This game has an interesting Initiative system. The player with initiative can choose if he
will activate a model or the opponent. The
player maintains it as long as the opponent does not complete an objective
(plot Point) or outright win in a fight.
If one of those things happens then initiative passes to the other
player. If you want the other player to
activate they can choose any model in their league so there is an element of
risk. Go first and do what you need to
do, or let your opponent and possibly lose the initiative. Decisions are good!
Models use a dice poll with a dice shifting mechanic. This is similar to Force-on-Force. A 4+ on any dice size is a success, but some
things will require more successes than others.
For example, to solve a peril or Plot Point you might need to roll more
than one success. In addition, a model’s
Health is also a Dice size, as you are injured the dice size is reduced and no
dice pool can be used with a dice larger than your injury dice. If you dice shift below a d6, you are unconscious
or out-of-the-fight. This is a clever
mechanic to give models more than one injury but reduce effectiveness due to
injury.
Finally, the game uses an opposed dice roll called Dice
Matching. Both players role the Model’s
opposed dice pools and compare the number of successes. However, if you roll a success with a result
equal or better than an opponent you can cancel the result. Typically the attacker can match, and that
allows him to decide how many wounds he wants to try to inflict at a cost of
receiving how many back. Therefore, you are
forced to make decisions about how much punishment you are willing to take vs.
receive. Decisions are good. Dice matching is also used in other opposed
tests as well.
Things I Do Not Like
Each player draws cards from a Fortune Deck. These are used
when an opponent activates a model. You
can use it to force them to make challenge rolls. If succeeded, the model may continue but if
failed they make take damage. This could
be anything that fits the narrative. It
can also be used to make terrain features perilous to cross without a test,
securing an objective (Plot Point), or complicating an action.
This is a good way to force decisions on both players and
keep them engaged in the game. So, why
do I not like it? There are three
reasons.
1.
The game uses a number of different dice sizes
to resolve actions. A deck is just
another form of resolving or forcing actions and clutter up the mechanics away
from the core mechanic.
2.
I didn’t buy the deck when I bought the rules as
I did not know I needed it.
3.
The challenges are rather abstract and
boring. The detail needs to be added by
the players.
This game is designed to be played player vs. player and
the Fortune Deck is the mechanic that allows it. However, this game would play best with a
GM. That way the abstract perils and
challenges could be defined by the GM.
This would ideal, but most gamers are lucky to find a single likeminded
individual much less a GM too. I can see
why they tried to bypass needing a GM.
Personally, I think this game would be really cool as a League vs. the
GM type game too.
Meh and Other
Uncertainties
The game comes with a number of scenarios in the
book. This includes plot point
placement, special events, deployment, terrain, etc. Everything you need to get playing. There are 6 scenarios and give you a good
idea of where to start. However, I think
this game would shine with custom scenarios instead. The scenarios recommend 5 plot points, but
this seems like too many on such a small boards. However, season to taste.
The scenarios also allow for some basic campaign
enhancements. I am sure the supplements
go into this in much greater detail, but the main books gives you a basic system
to get you started.
The rules themselves are bound like a comic book. This is a neat little gimmick to bring home
the pulp nature of the work. The art is
stylized and peppered with photos of models in black-and-white. I enjoyed the design touches to keep with the
Pulp feel of the rules.
Final Thoughts
This is a very clever game, perhaps too clever! It combines dice pools, dice shifts,
matching, opposed rolls, deck building, card playing, and an innovative
initiative mechanic all in one game. I
will be honest it is a bit overwhelming and feels like it may actually get in
the way of the game play. The dice
mechanics alone would make me want to play the game but the deck aspect feels
like too much goodness layered on top. I
tend to prefer games that choose a core mechanic and stick with it.
This game would be ideal for a small group of dedicated
players who were rotating GMs to make a sort of wargame/RPG hybrid. That being said, I look forward to trying
these rules out using some of my Inquisitor 28
guys. The system seems like it would be
a great system for Oldhammer as well
as Pulp Action. The small model count
and board size seem to make it ideal. Plus
it covers investigation on and light RPG on the tabletop too.
If that is the type of game that interests you, then I
recommend picking up the rules. Be sure
you also get the Fortune Deck as well.
The rules come with some in the book, but I am sure the deck from Pulp
Alley would be worth it.
I am very glad to have read these rules. There was a variety of great mechanics to
look at and think about. As a designer,
it is a good toolbox for game mechanic ideas.