Pulp Alley in the Post-Apocalypse!
Waiting on cyberpunk city terrain pieces, we ran Pulp Alley through it’s paces at an abandoned military base somewhere inside the North American Exclusion Zone. A Zone Exploration and Recovery Team (ZERT) got its collective head handed to it by a group of scavengers and mutants. ZERT’s effort at being all tactical and sneaky-devious tripped over it’s own boots when Krazy Ivan’s Filthy Few barreled right in. The situation dissolved into a vulgar brawl, with the massive Mongo blocking shots with those concrete blocks then pummeling everything he could see.
TERRAIN, OBJECTIVES, OPPONENTS







TURN ONE AND TWO
The center road way open as a shooting gallery, both forces hug cover and advance on left and right flanks.







TURN THREE AND FOUR
Contact! Nasty fights erupt around the Comms Relay as Scavs rush forward.






TURN FIVE AND SIX
It’s all over but the crying. Reeling, the ZERT crew can’t recover and goes down. The Marked One is the sole survivor. (could it be any other way?)




The game did run an extra turn, the scavs wanting to take down the Marked One, but he stood firm and slipped away to fight another day.
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CONCLUSION
We’ve been playing one-of games to get a firm grasp on PA’s mechanics. We need a few more, as we keep forgetting to play Fortune cards and minor stuff like that, but Pulp Alley still shines. Simultaneous combat and shifting initiative keeps both players engaged. The Plot Points (Objectives) focuses game play and tactics. It’s easy to tweak for genre-specific equipment/abilities (like the smoke grenades and power sledge) and robust enough to handle such minor modifications. End of the day? We’re enjoying it.
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