Curio Clashes, we took the field to try out some amendments I made to the Fistful of Lead variant for Horse and Musket era.
Most of the rules are the same, but Close Combat is slightly more dramatic, shooting automatically gives you a reload marker, in this case smoke (no six shooters here), and a few cards act differently. But, essentially the same game we know and love.
We had 7 players. Three ran the Redcoats with 6 models each. The 4 Rebels each had 5 models, only slightly outnumbering their oppressors.
First to turns were spent mostly maneuvering. The Hessian (me) got in range first and unloaded a mostly useless fusilade against a well protected group of Continentals hiding behind a wall. That means the next turn I spent mostly reloaded (COME ON SIX CARD!).
By turn 4, the British had made a run for the wagon. One was gunned down while the other managed to light the wagon. At the end of the turn, we rolled a die. On a "10", BOOM!. If a 10 wasn't rolled, it added a +1 to next roll at the end of the next turn. Alas, we rolled a "9", and the very next turn the Rebels managed to stamp out the fire.
It was not to be. As in all FfoL games, somewhere near quitting time, the Wound rolls just keep coming up "Dead". Today the Continental army would have it's day. The last Hessian Jaeger slunk off the find a nice Pennsylvania Dutch girl and settle down, while the last British survivor had bad news for Command.
Tweaks worked out great. 38 models on the table, 2 hour game. Most of all, everyone had fun.
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