Friday 14 September 2018

Dracula's America


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.

Claremont

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.

Cultists! 
Indians!

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.
Impending drama
The Confederates came from the North West, the Indians from the South West and the Cultists from the East. The Confederate ghostly gunslinger made his way into Main Street and scared off the Chinese prospector!
The Confederates arrive
The Crossroads Cult began by summoning Greeblies to attack the town. The small 'Hellhound' was summoned almost every turn and the big scary Behemoth discovered the slow walk across town was going to take him a while!
Greebly!
The Indians played the board edges and while one of their Skinwalking Wolves was shot down by a Confederate Zombie (I refer you to last weeks comment about McBeth and rolling 6s) the rest snuck up on the Cult.
Indians sneaking up to Main Street
The small 'Hellhound' ran into Main Street and took the first of the Cults two hostages, who was promptly shot down by the Conferedate ghostly gunman. The hostage, not the Greebly. The Greebly took another hostage and attempted to close with the Indians leaning to this scene:
Post-Greebly Hostage Taking
Turns out a Greebly with a hostage is no match for an Indian with a rifle. This was rather the story of the game, as both mine and Tank's shenanigan creatures were repeatedly gunned down by basic six-guns. At least I could keep summoning mine although it did impact on my team performance since it chewed up three actions a turn to get both the Greebly's back in play and it meant my Summoners barely left their deployment zone!
Angry Greebly is Angry
Some intense gunfighting between the Cult's Bandito allies and the Indians led to one very angry Indian shooting like a boss and gunning down a small Greebly basically every turn.
The Anti-Greebly Indian
Much despair was had as we hadn't managed to throw down identical cards to get a supernatural event! When we finally did, it turned out Rogan's Bar was haunted and a man who summons demons for a living ran off while his demonic ally stood there and cowboyed up!
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.

Next time: 
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.

1 comment:

  1. To be fair it was not so much my ability to roll 6's, it was more your and Tanks 'ability' to roll ones!

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