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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

New Mexico

Welcome to New Mex: Sunday, May 26th

Points Earned
Rob G. - 3
David - 3
Scott - 2
Becky - 1
Aaron - 1
Jess - 1
Overview
It’s a Mexican Shoot Out in New Mexico. Players will randomly be split (with whose is there). Same with terrain, we’ll use what we got. 
Army size
 We’ll simply have one-on-one 900 point games.  Try to keep your troop numbers down (or mass those tongs like Aaron). There will not be any water, so leave those cool Maze Runners at home.
You will pay for your hero this time (i.e. 400 - hero cost).
Special Rules
If you have a posse of Mexicans they are free! (limit one)
Common Sense (as needed)
Campaign Points
Points based on bounty points (1st place, 2nd...)
+1 point for double bounty points over opponents

Welcome to New Mex part 2: Sunday, June 23rd

Points Earned
Rob G. - 2
Becky - 2
Aaron - 2
Jess - 1 
David - 1
Overview
One-on-one games outside an area infested with caverns (hint for next game). We're still in New Mexico. I'd like to have a better story, but I am rushed with FlatCon work.
Army size
200 points in Reinforcements
Not there last time - 700 points.
Special Rules
Common Sense (as needed)
Campaign Points
Points based on bounty points (1st place, 2nd...)
+1 point for double bounty points over opponents

Caverns of New Mexico: Sunday, August 25 2pm

Points Earned
Rob G. - 4
Jess - 3
Becky - 1
Aaron - 1
David - 1
Overview
Everyone goes in, one of us comes out.  You can ally to be one of the last gangs, but there will be just one.
Army size
125 points (should have at least a hero and a posse)
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.
Common Sense (as needed)
Campaign Points
1 for being there.  1 more for being last.  1 for each hero you leave in a heap.
Notes
Hell of a game from Jess.  Note to Dave, don't hide out until the end.  Rob and Aaron win the I am scarin' you award (shifting sands and turtles).  Becky wins the "I'm a Drivin', you're a walkin'" phrase contest.  Aaron also wins "I read the rules, took notes, and I am still not catching Dave cheating".  Back to Jess - Unearthly Son of a Female Wolf.  Rob's clockwork turtles did the line dance.  Pictures up later.

The Border Dance: Sunday, September 15 1pm

Points Earned
not played yet - Never Played...
Overview
We're crossing the border of McLean County and a few in between to hoe'down some Champaignerites and Urbanites.  There is some bad blood in this feud.  Somethings you just don't want to step in the middle of.
It's a free-for-all with some strange locales.
Army size
400 points
Special Rules
We're in Champaign - their turf, their rules.
Email Steve if you are going - wulfgyr@yahoo.com 
Campaign Points
1 for being there.  1 for every Champaign Hero you Put Down.  Notes
Looking forward to the showdown. 

The Border 400 point Dance: Sunday, October 13 2pm

Points Earned
Jess 2
Aaron 2
David 4
Overview
The game we were scheduled to play in Champaign.
It's a free-for-all with some strange locales.
Army size
400 points
Special Rules
Normal
Campaign Points
1 for being there.
Notes
-email notes-
Did I mention the Dixie Rails single-handedly beat with 400 bounty points a combined force of 800 bounty points? The opposing forces included wolves, human bombs, sneaky scouts, a werewolf, a hanging judge, a ball of doom witch, a mute sorcerer (at least he never talked), and much more bullet riddled targets for my six shooters. Ah... the joys of the Mechanical Spider and a few Texas Rangers.
David
-
If some of us could roll worth a darn that would not have happened.
Jess
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I had some fairly good rolls at just the right times. I went the whole game with a -2 to my malfunction and driving tests for the mechanical spider and kept on a ticking for 8+ rolls.
I am the anti-Whalen!
David

City State of New Mexico: Sunday, November 10 2pm

Points Earned
Aaron 3
David 3
Jess 2 for being a good sport
Overview
Black River unit 122 has settled into a nice peaceful little town.  The town folks have chosen to look the other way.  Though Major Ray has been careful about Devil Bat troop movements and his coven of witches.  All of this is about to change.  Rival railroads have set a path through the town the Black River folks are holding up in.  Have these rival railroads formed an alliance?
Lucky for each of the railroads there are sympathizing muckrakers in the town to help “cover”-up what is often in plain sight.  A floating judge with bayoneted pistols becomes a trick of the desert heat on what must have been children playing with blankets and sticks.
Unfortunately the muckrakers can only “cover”-up so much.  Out right destruction of property will cost a rail baron some funds to clean up the “news”.
The towns folks go into hiding as the rival “cattle ranchers” duke it out in their streets.

Army size

*Jess’s Black River 800 (you can hire troops from another railroad not playing) you can set up how every you’d like in the town
*400 points everyone else – Aaron’s Iron Dragon gets a train with warcar (free) to ride in on (west side), Dave launches from the desert on an airship (also free) (south side).
Special Rules
Improvements to train or airship are not free
Any destruction to buildings will cost you in replacements for the next game session.  We’ll keep track of all non-small arms damage to buildings.  One point of damage will be one point less reinforcements. Total building takeout will multiply the penalty by 3.  Wooden buildings will catch on fire 1-3 on a d6 for explosions, 1-5 for flames, causing 2d6 damage per turn.  If you miss with lets say a canon we’re going to see where it landed for this damage.
Jess can set up anywhere in town, he knows we are coming.
Survivals matter for the next scene.
Common Sense (as needed)
Campaign Points
1 for being there.  Scores for bounty points.  Aaron and Dave’s total versus Jess’.  Aaron and Dave can earn 3 each with a win.  Jess 4.
Notes
This game was tilted from the get go.  Jess was losing whole posses each time Aaron and I went.  Aaron, set up to put the complete whooopup on him in the third round with no end in site.
Jess did 16 points in damage to one of the buildings.

Teepees in the Desert: Sunday, December ? 2pm

Points Earned
not played yet.
Overview
After a grand entrance into some little rink-a-dink town the Black River use to hold, the Iron Dragon are smoking peace pipes.  Some group of Indians with teepees in the desert have help hide the oriental express.
The rest of the gangs are sure the Tongs are up to something.  Like calling in an ancient dragon or the like.
One the teepees holds only the ancient Indian Shaman.  He can clear the Hunting Grounds for your railroad passage.
Army size
*Aaron with his leftovers, plus 200. The train is gone.  Troops can be hidden in teepees (see below) or anywhere inside the village.
*David leftovers including the airship.
*Jess leftovers, plus 84 points (minus 16 for building damage).
*Everyone else 300 points.  If you show up with an army prebuilt (on paper), one vehicle is purchased for 1/2 the cost.
Special Rules
*Aaron can hide in teepees. He knows we are coming. Aaron, draw a map to hide your troops on.
*Teepee Rules - inside each teepee will be up to 2 posses and a single of Iron Dragon, empty, the ancient Indian Shaman, or an Indian family.
Destroying or attacking an Indian family will cost you 100 bounty points.  Destroying the Indian Shaman will cost you 50% of your army size in the next 2 games due to Indian raids and cursed luck.
Troops have to move one figure next to a teepee to "explore and expose".  Empty or family, ends the turn.  The Ancient Shaman becomes your hostage.  If Iron Dragon is hiding inside, all figures are exposed (teepee removed) and a smarts roll is made to see who goes first (ID coming off hold, or exposing troop finishing their turn).  Anyone else on hold wanting to interrupt this action, should make a smarts roll at the same time.
*All Iron Dragon inside teepees are on hold to start the game.  Normal rules for being on hold.  After leaving teepee or being exposed, ID troops are dealt action cards.
*You can shoot out from a teepee, you now have +2 cover near the entrance.
*A troop can shoot blind into the outside of a teepee. You roll a d12 to see if you hit anyone.  So a family of 5, would mean 1-5 hits, 7-12 misses.  Remember any damage to a Indian family is minus 100 bounty points.
*Multiple players will mean one or some of the attackers are Iron Dragon sympathizers.
*Survivals do not matter for the next scene.
*Common Sense (as needed)
Campaign Points
1 for being there.  1 for capturing the Ancient Shaman (or in Aaron's case, keeping the Shaman from being a hostage).  Scores for bounty points.
Notes
-