Wednesday 12 December 2018

Coming This Week - Six Gun Sound Devil's Elbow - With Paper Minis


Maybe you’re an Outlaw looking for a place to lay low. Or maybe you’re a Mountain Man, Cowboy, or Gambler running from the law, or someone else. No questions asked and no questions answered. We don’t judge you here in Devil’s Elbow and you better not judge us.
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Devil’s Elbow is a tucked away place in the mountains of New Mexico. To find it you must first have a positive Interaction (page 14) with an Outlaw, then a positive Further Interaction result. Once that happens, welcome to the club!

Six Gun Sound - Devil's Elbow will be released this week. It comes complete and ready to play with paper minis, both counters and A-Frame stand up paper minis as well as two color Battle Board. Playable with any minis as well. Here are some samples that I chose to place on clear plastic bases direct from Litko or Amazon like I did.


Six Gun Sound - Devil's Elbow, coming this week!


Friday 7 December 2018

Six Gun Sound - 1st Night in Devil's Elbow - Part Two


After a good night of carousing in Devil's Elbow, Billy leaves the Golden Lady saloon and is confronted by two figures in the street.

Gambling in THW is a good way to gain increasing Rep d6, which can help you to improve your Rep. But when you leave the gambling place, especially after winning, there's a chance you could run into problems. 1st up - There's a chance that you can get robbed. Winning at gambling increases the chance of it happening.

2nd problem - Hard Feelings If you win at gambling, the NPCs that lost could decide to have Hard Feelings and will meet you outside to get their money back. This time - it was a case of Hard Feelings.


You can play Six Gun Sound - Devil's Elbow with minis or paper counters. In fact, we've included two color card stock Battle Boards and great color counters AND some awesome A-Frame cowboy counters. Brett at Precis Intermedia has provided these minis and if you haven't seen all their products, rules, terrain tiles and great paper minis, check them out.


The Confrontation can escalate from a good old fashion fist fight to a draw. The NPCs have to roll to see if they escalate, but as a Star , I decide it's time to "throw down".


Stars can do what they want but NPCs have to take the Will They Draw Test to see if they will stick around. And looks like the Townsfolk wants nothing to do with. Billy and the NPC roll 3d6 versus Rep and Billy passes 2d6 with a passing d6 total of 5 (3 and 2). The NPC passed 3d6, but scored a total of 4 (2, 1, 1). Billy goes first and rolls once on the Draw Damage Table, scoring a 2. 6 is Obviously Dead, Rep or higher but not a 6 is Out of the Fight, lower than Rep - reduce target Rep by highest passing d6 of the shooter so the NPC drops from 4 to 1. He takes the Continue On Test, passes 1d6 and goes Out of the Fight.




Wednesday 5 December 2018

Six Gun Sound - 1st Night in Devil's Elbow


Maybe you’re an Outlaw looking for a place to lay low. Or maybe you’re a Mountain Man, Cowboy, or Gambler running from the law, or someone else. No questions asked and no questions answered. We don’t judge you here in Devil’s Elbow and you better not judge us.
************
Devil’s Elbow is a tucked away place in the mountains of New Mexico.


Billy Pink (Rep 5 Star Jack of All Trades) has just entered Devil's Elbow for the first time. I decide to go to the Golden Lady Saloon. Devil's Elbow has 7 buildings to choose from and each has a number of PEFs (Possible Enemy Force) to be resolved, based on the Day Part - Daytime or Nighttime. It's Nighttime so there's 5. The first one in the Golden Lady is always Kat Dushae, the owner. There are 5 different Non-Player Characters in Devil's Elbow, each with a Special Ability. I won't go into detail about Kat, but it's a good idea to Sweet Talk her.


I roll for the second PEF and score Townsfolk and Gambler. Billy interacts with them and gains a favorable result so gains 1 Increasing Rep d6. That makes 2 as Kat gave Billy a favorable Interaction result, but Billy has done some Sweet Talking so he's even right now.


 3rd PEF resolved as a Gunslinger and an Outlaw - sometimes one in the same. Billy scores a favorable result interacting, then in Further Interaction, he gets a job offer. "Interested in maybe robbing a bank?" Billy thinks about it, but declines. "I'd be bad news for you guys. There's a lot of folks looking for me right now."


 4th PEF - Billy meets another Townsfolk and interacts, buys him a drink. Gains another favorable interaction, so at 4 total Increasing Rep d6. Here's where I double dip - I go back to the Gambler and for the 5th PEF I decide to gamble.


Here's a quick rundown on Gambling.
1 - Roll to see who is playing. I score 4 - one being my Star.
2 - Who are they?
Rep 5 Billy will play against a Rep 4 Outlaw, a Rep 3 Townsfolk and a Rep 5 Gambler. Uh oh!
3 - All players roll 2d6 versus current Rep. Pass 2, stay on the game, pass 1d6 and drop Rep by  1 point, pass 0d6 and you're out - gain Deceasing d6 equal to the number of players, including yourself.

1st Round - Townsfolk drops to Rep 2. Gambler cheated but wasn't caught.
2nd Round - Outlaw drops to Rep 3, Townsfolk to Rep 1. Gambler cheated, Billy caught him - I choose to not do anything yet, Townsfolk caught him as well, but chooses to leave the game.
3rd Round - Outlaw drops out of game, Gambler drops one Rep to 4.
4th Round - Gamblers drops out, Billy wins and gains 4 Increasing Rep d6.

I decide to leave, but...


I roll for Hard Feelings from those that lost in the game and as Billy leaves, the Gambler and an NPC friend follow Billy out the door.


The duo confront Billy outside -  Part Two Confrontation!