Out of the deep desert of Egypt came a single rag tag local. He claimed to be the only survivor of an archeologist team that had discovered the lost tomb of Tutmankan. He spoke of the location of the tomb and great horrors that had been awaken from the depths to slay all that trespassed on the tomb. Clearly, this man was mad, but the map that he had on his person did seem to show the location of the lost tomb…. Treasure hunters from all over the city have begun to join one of the two teams that hurriedly being put together to find the temple and all its riches! Will they find treasure or their doom?
Time for another 7TV Pulp game! I decided to pull out my GF9 ruins that I had worked on some time ago and get those not he tabletop for another location. Since it was desert, I added a few hills and all my painted desert temple ruins terrain. I also through down some pottery and tents to break up the board.
I decided to make this a three sided game. There would be two fully player controlled castes. In addition, there would be a on board force. This would be controlled by any players that came later. This force would randomize moving first or last and would not have any plot cards assigned. That force would get 1D6 pips for activations on the first act, 2D6 on the second and 3D6 on the final act. The force would be made up of on board vultures (they were snacking on the previous expedition) and would be joined by two lions from one of two temple areas, two mummies and up to sixteen skeletal temple guard. These last three would be activated based on a D6 roll each turn. If the roll was equal or less then the turn number, they would arrive at one of the on board temple areas randomly. The two main castes would operate normally per the rules.
Each caste was made up of some stars and co-stars and supported by a military unit. We had two players per caste, so they decided the models between themselves and had to manage the activation tokens for their side. I set the deck with only twelve cards, as there were three teams and I wanted the rush the players to move fast, as they would be facing a very lethal board.
I signed four objective markers that would be worth one point. I placed the mucguffin, that would be worth D6 points to the main caste that possessed it at the end of the game. Finally, players would get victory points for all stars and co-stars wounds that they caused. The on board player would also get points for every extra they killed.
With that, the two main caste’s chose their sides, set up their figures and we got started.
The game started with the sides moving forward cautiously to position themselves to capture the first objectives. The on board player was lucky with almost all their turn rolls and kept adding more forces to the table. These were limited by the D6 activation rolls though. This allowed the main castes to get a good start on the vultures and take them out systematically at first.
As we moved into the second act, the two sides came into direct combat. These fights were somewhat disrupted by the on table forces, as they started to be able to activate more of their units, with the good guys taking it on the chin.
Once we moved into the final act, things really got heavy. The bad guys were able to find and grab the macguffin! The game quickly devolved into them trying to escape with it, while the other caste tried to stop them. This, while more and more undead warriors escaped the tombs to attack the blasphomous invaders!
The game ended with the bad guy caste holding the macguffin. Unfortunately they rolled a one on the D6, so it ended up being worth the same as the other objectives. Once everything was totaled up, the on board menagerie managed to squeak out the win!
- Manteuffel
Sounds great and exactly the kind of thing I have in mind for my own, recently built up Pulp collection…thanks for sharing!