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Scenarios

The scenario can be very important to a game of Blaze of Glory. After all it is the the excuse to go for your guns. However it is down to the type of players you are as to how important it is. In some cases the scenario can get forgotten as the players just go for an all out fire fight, but in others the objectives of the scenario can provide for very exciting games with interesting outcomes. Half the games we ran at SELWG in October 2002 were won by players who played to the objectives carefully, which resulted in them not shooting at all.  

There are many possibilities and I am only going to provide a few. On this page I will publish scenarios I have played and ideas I have for others. Feel free to use them or adapt them as you wish.

Now I have a reasonable amount of scenery I tend to lay out my table the same for each game if the scenario is to take place in Angel Creek. If it is to be elsewhere then the scenery tends to get mixed up more. The scenery plays a crucial part in my games  the buildings are laid out with alleys in between. Main Street is only about 12" from one side to the other. Street furniture and moveable items such as crates and sacks also provide vital cover to encourage players out of the buildings

The Prospector's Gold

I have run this scenario a couple of times, including a version which gets run at shows. It is suitable for players to have a just one figure or in smaller games a whole gang. 

The action starts in the Saloon.

At least one figure from each faction must be in the bar of the saloon at the start of the game. The Lawmen, if any, start in the Sheriff's Office across the street. Other gang members may be in the ground floor of any building and anywhere on the street, but not within 8" of the mule in the centre of the table. In games where each player only has one figure they all start in the saloon, which means it gets very bloody very quickly. 

An old prospector arrives in town and gets extremely drunk whilst boasting of a lucky strike he has had up in the mountains. When he passes out the various people in the bar start to speculate as to where the old man's gold is. They notice a mule tied up in the centre of the street. It then becomes a mad scramble for each person to get to the unfortunate animal and head out of town with the loot. This is where the action starts. Our show variation also has a large number of possible loot counters placed around the table, forcing the players to go looking for the gold. This usually involves poker faces and bluffing as well as straight forward shoot outs.

The winner of the game is the player who moves off the board with the gold. Lawmen may not move from the Sheriff's Office until shots are fired. I normally specify that the figure carrying the gold has to move off the narrow table edges as they are further away. 

 

email:  blazeofglory@SOTG