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The Great Rail Wars at the Flatlands
home tools links
Pictures gallery gallery2 Rob Lusk's Shane's Game
Campaign Pics GenCon 2002 A B Origins 2003 Halloween 2003
Campaign home rules map missouri kansas colorado maze newmexico

Kansas

Kiss My Kansas: Thursday, September 6th

Points Earned
Aaron - 2
Rich - 2
Rob G. - 2
Becky - 1
Scott - 1
David - 1
Overview
Outdoor adventure played in the middle of a Kansas town.
Army Size
500 Points.
You can have a free 55 point hero if you need one.
Special Rules
Becky and Scott get free Experienced Gunmen on Horseback, for getting 1st and 2nd in Missouri.
There is a twister running through the town. Roll a d12 for direction and a d10 for distance at the end of every round.
Any posse that is hit by the twister gets spun and cannot act.
2 or 3 players per table, max.
Common Sense (as needed)
If You Were Not At The Last Game
N/A This is the first game of the state.
Campaign Points
Points based on bounty points (1st place, 2nd...)

Witch it all, Which Wichita: Thursday, Oct. 11th

Points Earned
Becky - 6 (7)
Dave - 3 (4)
Aaron - 3 (5)
Scott - 2 (2)
Rob G. - 2 (4)
Vince - 1 (1)
Rich - (2)
Overview
The object of this game is to gain rights to building a rail line through the town.
Kick in the door and "convince" the local judge to give you exclusive rights.
You will be helped by a local witch.
Reinforcements
Free hero up to 55 points, if you need it.
100 points to build your army with.
Free witch (stats from the new book)
Special Rules
Hidden starting location for one hero and one posse (start in random building).
Surprise rule when the first witch dies.
Player with the most bounty points in the newspaper office wins over the paper.
Player with the most bounty points in the judge's office wins judge (alive or dead).
Buildings can take 50 points of damage per story before turning into ruins. (everyone inside take 3d6 damage)
Common Sense (as needed).
If You Were Not At The Last Game
250 points.
Free hero up to 55 points, if you need it.
Free witch (stats from the new book)
Campaign Points
Convince a live judge to let you through town: 3 points
Convince a dead judge to let you through town: 1 point
Convince the local paper that you have rights: 2 point
Points based on bounty points (1st place, 2nd...)

To Pee in Topeka: Thursday, Nov. 1st

Points Earned
David - 5 (9)
Becky - 2 (9)
Rob G. - 2 (6)
Aaron - 1 (6)
Kyle - 1 (1)
Scott - (3)
Rich - (2)
Vince - (1)
Overview
Zig-zag back "To Pee in Topeka", everyone needs a train... yes, every player.
This will NOT be the only train game in the campaign, so any work you put into a train will be reused.
Army Size
One free train.
500 points, building a hero comes out of this total.
Special Rules
An extra 3 Fate chips just for the train (for use on any car).
Trains always move 8" unless damaged (or other catasrophy)
Trains start 25" appart, 2nd round: 12", 3rd: 8" 4th+:4"
Tracks cannot be attacked or spelled (no Earthwrack, etc.)
Train consists of:
Locomotive
Ore Car
War Car
Flatbed
Box Car, Passenger Car, or Caboose
Common Sense (as needed)
If You Were Not At The Last Game
N/A We all start fresh.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Take out locomotive: 1 point
Hero stays on a locomotive for the whole game: 1 point
Hero boards enemy locomotive: 1 point

Junction City: Thursday, Nov. 15th

Points Earned
Kyle - 5 (6)
Becky - 4 (13)
Aaron - 3 (9)
Dave - 2 (11)
Rob G. - 1+3 (10)
Scott - (3)
Rich - (2)
Vince - (1)
Overview
Four trains meet like spokes of a tire. Engines facing each other. Random roll for location (including non-train’d armies).
If your train didn't survive, then you are footin' it in Junction City and come in on turn 2. You start with just your leftovers.
Armies start within 6" of the train while “Reinforcements” and newbies just outside of Junction City. Vehicles (not the train) start at whatever pace you declare before the game (Half-Steam by default).
Reinforcements
If you lost your hero or don’t have one, build a free one, up to 55 points.
You get a free engineer for your train (see special rules).
Bring your army up to 200 points – reinforcements come in turn 2.
Aaron, Rob G, and David get a free posse of Scouts. (Reward for hard work on trains)
Special Rules
An extra 3 Fate chips just for the train (for use on any car).
Anyone that does not have an engine, your entire army starts at the beginning of turn two.
Trains Cannot Move.
Engineers cannot:
Ride a horse
Cannot be killed while inside the hotel.
Common Sense (as needed)
If You Were Not At The Last Game
200 points with no train, all your points come in on turn 2.
Build a free hero, up to 55 points.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Taking out locomotive: 1 point
Get engineer to the hotel: 3 points
Kill Dave's Hero: 1 point & -1 for Dave.

Dodge Under Dodge City: Thursday, Dec. 13th

Points Earned
Rob G. - 6 (16)
Aaron - 6 (15)
Scott - 6 (9)
Becky - 1 (14)
Dave - 1 (12)
Kyle - 1 (7)
Rich - (2)
Vince - (1)
Overview
Dodge City been a little dry for this time of the year. The cattle have spoiled the nearby rivers. So your throats are a wee bit parched for some pure water.
One of the locals tells you about the not-so-well-known Caverns of Dodge City. There’s a spring of water down under.
You intend to find it before “tracking” on your way. The villager says, “I wouldn’t go down there…”.
Army Size
450 points.
Any hero needs to be paid for.
Special Rules
In the caves 24” viewing radius.
No artillary.
No vehicles, except for battlesuits, which move at 1/2 speed.
No weather.
No horses.
Rocket packs, and flying creatures move at 1/2 speed.
Games are 1 on 1 when possible.
Special event happens at the end of turn 1 and 2. Something Dodge-ish, something GRWish… as always twisted horror.
Heroes who drink (no action besides regular movement that turn) from the spring – roll Cave Treasure on page 121 main book.
Common Sense (as needed)
If You Were Not At The Last Game
N/A We all start fresh.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Bonus for having the most bounty points within 6” of the spring: 3