During Turn 9 El Indio boosts his card drawing capabilities by playing the action “A Fortune Teller” on Horace Green to effectively increase his Max Hand trait. He can now hold more cards in his hand.
A new Posse is formed, the infamous Black Bart’s Gang.
During my upkeep phase, with the Freight Fees pulling in an extra $2, I’m feeling pretty flush. I cover my Dude expenses with my generated income, any cards I sell this turn are all unadulterated profit!
A new story card has been laid called Range War, you need a Gunfighter to enter it. My speciality.
Time to reap some of that profit, and sell George Newcomb for $4. El Indio has two Posse’s out in the open, and I have one.
Not being keen on forming Apache Posse’s due to their transitory nature, I decide to use Geronimo’s special Action to strike at El Indio’s logistics. The action “They Say You is Jinxed” forces your opponent to discard 1 to 4 cards from his hand. If I am lucky in the 1 to 4 roll, I could clear him out of any cash-able resources or playable dudes this turn. Take that El Indio! A body punch from Lucien and the gritty knuckles of his Fist!
Its time to boost my max hand and play the Fortune Teller Action from J.J. Webb. Currently pulling 4 cards per turn, it won’t harm to increase my ability to hold more cards if I want to.
I order the Fist to ride into the Range War. El Indio has two Posse’s ready to intercept, so I expect there’ll be some action in the near future.
I run the Draw phase, and get 4 cards. A Gunfighter, an Outlaw, a Cowboy and the Saloon Deed.
As the turn ticks over, sure enough, El Indio sends in Black Bart (not much of a Gang) to attack the Fist. He’s only packing 3 Gunfight Skill points against my 14!
Have some of that! Three of a Kind! A Score of 5! So 19 – 3 = 16 Wounds. Ouch!
There’s a blistering gunfight and Black Bart is riddled with bullets, his blood seeping into the sand. I assign 5 of the wounds and Black Bart is spirited off to Boot Hill.
With the Victory still glowing in my cheeks, El Indio sends his second Posse into take the Fist. They are carrying 7 Gunfight Skill points compared to my 14.
In a turn of fate, it seems my screenshot grabber fails me on the Poker Draw of this battle. So I cannot explicitly tell you what hand was drawn. How annoying is that!
Anyway, needless to say, the result throws out 12 Wounds. We could theorise about the calculations necessary to come up with that Wound result, but why bother, Sam Bass and his despicable Gang are no more. The Undertaker is being paid well this day.
I think the losses to his Posse’s have left El Indio a broken man, short on cash and firepower. He sells up Canedo and his Artillery piece. I am awarded 6 VP’s for the wanton slaying of his two Posse’s. My VP score last turn was 22/30, it is now 28/30. The end is nigh El Indio.
Looking at my Turn 10 Ledger, it’s all sweet. Building a sound monetary foundation really helps you fund a strong Posse or two. You have a lot more options, and most of the decisions seem to be favourable, rather than having to scratch and save and fire a lot of men to get by. I’ve had games where I had to actually fire men from Posse’s just to continue – so I’ve tasted the lash from tail of the rattlesnake on occasions.
A new “Wanted: Dead or Alive” story card arrives, because we completed the Range War story card. The more observant of you will notice that I netted 9 VP’s for it, and my VP score is now 37/30. I have effectively won the game, but this turn has to play out before the reckoning.
To help with any purchases this turn, I sell the Outlaw Jim Miller for $4.
I snap up the costly Saloon Deed, for my good lady Diamond Lilly. She’ll now have a place to stay and conduct her business, she’ll also pull in +2$ per turn now with the Saloon enhancing her trade.
Always money conscious, I sell up the Cowboy Bill Pickett for $4.
Looking to enhance my strength, I decide to hire the Gunfighter Col. Mortimer, he’s handy with a pistol. I figure I can afford another Gunfighter on my payroll.
Time to get True Grit on the move. I send them out, looking to land them on the Routine Patrol card later.
They are ambushed by Tres Pistoleros bringing 9 Gunfight Skill points compared to my 14.
The Poker draw goes against us, and the three pistoleers manage to net a Pair of Eights with an Ace kicker. We can only manage a 10 kicker. However, even with the loss, our overwhelming skill with the gun lands wound points onto the Ambush party!
I run the Draw phase and net 4 more cards. We get two Ambush cards, an Outlaw and a Mining Office Deed.
As the turn ticks over, we are declared the WINNER with 37 Victory Points!
After the celebrations with copious quantities of Moonshine and Firewater we look over El Indio’s lot in life. He lost his initial VP run and settled on 18/30, his card drawing abilities were poor, pulling only 2 cards per turn. We basically chopped his Posse count from 3 down to 1, and left him a broken man.
Just another day in the life of Lucien and his Fist. Walk off into the sunset, smoking a cheroot.
I hope you all enjoyed the AAR and the ups and downs of the game. I hope its helped newcomers to the game find their feet and get past the initial opacity.
I’m sorry I missed that screenshot of the Poker hand in Turn 9. If you’ve followed it all and liked what you see, go grab a copy of the game at a bargain price whilst in pre-order. We have to nurture Vic Davis’ game design skills, he seems to always deliver on creative and unique ways to bend themes into addictive and open strategy games.
There’s some good gun slinging to be done out there!