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Brimstone before the Fall
03-30-2014, 07:37 PM (This post was last modified: 03-31-2014 03:18 PM by Old Dwarf.)
Post: #1
Brimstone before the Fall
OK-this comes under the madness is upon me waiting for SoB this Fall. I saw a promo on BGG for a new Doomtown. The Game is set
in the same time period as SoB but I wasn't impressed with the Game.

But the idea was planted That a Game set in a Western Town could be modified to Brimstone before it went up in the explosion.Looking
around I found FFG Deadwood. http://www.fantasyflightgames.com/edge_m...i=Deadwood

It's a worker placement/resource type thing that I usually avoid but I figure I can add an Event Table & use Gangs based on SoB
(Hello Scafford Gang)

The Game is probably OoP but I found a copy on Amazon at a good price so I'll be putting up some stuff to tie the Game to Brimstone
when my copy arrives in a few days.

OD

3/31/14-Just added the modification materials up below:

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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03-31-2014, 03:14 PM (This post was last modified: 07-07-2014 12:04 AM by Old Dwarf.)
Post: #2
RE: Brimstone before the Fall
Deadwood to Brimstone Modifications:

Time Frame each Turn = 1 month Jan 1858-Jan 1863(each year is 12 Turns)

Fractions 3=Danites(Grey), Scafford Gang(Tan), S.W. Processing Co.(Green)

Event Table: Roll at start of each turn after the 3rd Turn (a Turn is after each Fraction completes it's 2 Actions.)

Victory-as per Deadwood + if no side has won by the end of Jan.1863 Dalton Outfitters takes
over the town & then Victory is figured as per usual rules for the 3 Fractions.

Note the term Ranch is converted to a Home area named in line with the Fraction occupation.

Fraction Backgrounds

Danites-Home Area St George- Mormon enforcers seeking to make Brimstone a part of the
Mormon settlements. Brimstone has ignored & rebuffed the LDS Missionaries so a hostile
take over is planned.

Scafford Gang-Home Area the Hide Out-Robbers, hired guns & general trouble makers but
they do their dirty work elsewhere so Brimstone tolerates them.The Gang seeks to take over the
town & turn it into their base to expand their criminal operations.

S.W. Processing Co.-Home Area the Plant- The Company is the main supplier of Beef to
Dalton Outfitters & seeks to control Brimstone to give it more control over its own
workforce. Control of the town would give the company an economic stranglehold
on the Area & a better negotiation position with Dalton Outfitters.


Brimstone Event Table roll d6- 1-4 =No Event/5-6=Event -Roll d6 on Table

1.Fire =Randomly select 1 Building & it's destroyed(place at the bottom of
its Tier Deck. Any occupant is placed back to his home area. Now roll d6 if
a 6 rolled the Fire spreads to D3 adjacent Buildings (randomly choose witch),
follow the same procedure as above to remove Building/occupant.Only 1 d6
roll is made. NOTE- Do not roll for Town Hall, Sheriffs Office & the Church
are exempt from Fire.

2.Apache Raid=Randomly place 1 Cowboy in a Building in Boot Hill.

3.Big Trouble=Randomly move Sheriff to another intersection.

4.Cholera=All Cowboys in town buildings reduced by 1 wound (1 remains 1).
for this turn. Then Roll d6 for each if 6 place in Boot Hill

5.Buffalo Gals Behaving Badly = Roll d6 for a random Cowboy in a Saloon or
Dance Hall.

1.Dance by the Light of the Moon-Cowboy over does it ,the Gals dump him
dead drunk back to his Home Area.

2.Rough Stuff- Cowboy gets insulted by a Gal & argument leads to her getting
Stabbed.Cowboy is removed to abandoned mine & gets wanted poster.

3.Big Cat Fight,Cowboy takes 1 wound trying to break up.

4.Brawl-Cowboy starts a fight, his Fraction MUST pay d3$ for damages. If
unable to pay full costs benefits for that Building is lost for that turn.
If Building has no benefits Cowboy can not move this turn as he works
off the damage. Note Fraction has to pay if it has any money up to costs.

5. Keep the Lid on-Sheriff is randomly moved to random adjacent Intersection
adjacent to a Saloon or Dance Hall.

6.Lovers Quarrel - Gal jealous & takes a shot. Cowboy gets a Shoot Out
vs 1 Strength opponent (shoot out as usual but only Cowboy is effected).


6.Posse =Sheriff & 1 Random Cowboy from each Fraction are removed from Game
this Turn. Start of next turn Sheriff returned to random intersection
adjacent to Sheriffs Dept. & the Cowboys to their Home Areas. Fraction may
send a Cowboy at his Home Area to the Posse but if none or he chooses not to do
so then use Random Method.


Note Random Selection is done by assigning a die # to each Cowboy/Building/Intersection
that qualifies.



Note Random Selection is done by assigning a die # to each Cowboy/Building/Intersection
that qualifies. Note as per Deadwood Rules a Cowboy
at the Abandoned Mine can not be randomly selected.


Solo Variant:

At Start of each Fractions Turn Roll d6:

1-4=Choose Random Action -roll d6*
5-6=Choose Any Action

Random Action Table*

1-2= Attempt to Annex Occupied Building**
3-4=Attempt to Annex Unoccupied Building**
5-6=Return to Home area*

(If Random Action rolled not possible assign other 2
odd/Even die roll to get Action. If only 1 Action
possible use that Action)

** Must choose Target Building by a Random
Selection die Roll

**Cowboy is randomly selected but if Cowboy
at "Home" he is chosen

* Cowboy randomly selected but if a Cowboy at
Abandon Mine he is selected.

Shoot Outs-

1.Once target randomly selected player may choose
which strength Cowboy may Attack with.

2. If defender Cowboy has a pony roll d-6
1-3=Fight/4-6=Skedaddle
Modify die roll by + or - difference in Cowboy
Strength between Attacker & Defender
Note this roll made AFTER cartridge use
determined.

3.Cartridge Use -each side that has a cartridge
roll d6: 1-3=Use/4-6 Don't use.
Modify roll -1 if other Cowboy stronger.
Note both sides if have cartridge both roll at
same time.

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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08-13-2014, 12:47 AM
Post: #3
RE: Brimstone before the Fall
I played this out & it went very smoothly( a lot of my mash ups don't).
The Scafford Gang won but it was close.

OD

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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