Before I get into the piccies and broadly what happened, can I just say that the game is delightfully fun. The mechanics are solid, setting the turn order using playing cards adds a nice touch of random (and the chance to occasionally trump the turn and get to go first) and losing models is actually surprisingly difficult (right Tank? Right?) which keeps all the players in the game.
McBeth, Tank Engine and I set out this weekend to teach me how to play DracAm in Tank's lovely little Old West town of Claremont.
Tank's Plains Indians, my Crossroads Cultists and McBeth's Damned Confederates were all trying to sneak our loot off one of the other player's deployment. We deployed, rolled up our ulterior motives and set to work.
Town was unprepared for the drama that was to descend upon it, with the local barkeep having met the Stage and a well-to-do lady visiting Claremont.
|The Confederates arrive|
|Indians sneaking up to Main Street|
|Post-Greebly Hostage Taking|
|Angry Greebly is Angry|
|The Anti-Greebly Indian|
|A Spirit scares off the Chief Cultist but not his Harbinger Friend|
McBeth took the game in the end, 10 VPs to Tanks 2 and my 1, which was a good win for him - he made the most of his advantages while Tank and I spent a lot of time figuring out what ours didn't do well. The after game is a hoot - not as dependent on your in game performance as after games in classic Necromunda or Frostgrave. McBeth has taken a big lead in cash, and will probably maintain his numerical superiority (zombies aside) but Tank and I have both picked up some slightly better dudes and a bit more of a clue about how our crews are supposed to work so that should balance out.
More DracAm is definitely on the cards. It's a nice shift from regular cowboys and the supernatural offers a really nice little tweak on the well known cowboy tropes.
My chunk of the crew for our 40K Wrath and Glory canned adventure and a few other 40K goodies I've finished recently. There might even be a small TY preview if you're lucky and I'm organised.