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Game combines westerns and miniatures

There is something about miniature wargaming which has always attracted me, going back to before I took the plunge, which I suppose was my first Bloodbowl team.
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There is something about miniature wargaming which has always attracted me, going back to before I took the plunge, which I suppose was my first Bloodbowl team.

The miniatures, well-crafted, hand-painted, moved through a table of terrain doing battle, you do feel like the general making decisions from the sidelines.

I also love a good western. I suspect that came from my father's love of all things Louis L'Amour, and my devouring many of his books 35-plus years ago.

I loved the 'spaghetti' westerns of Clint Eastwood, and found the recent Django Unchained movie particularly well-done, far more than I had expected.

So how does western movies and miniature wargaming connect?

Well that's what this week's review is all about.

The gang at Blackwater Gulch: Gangfights in the Old West have brought the two things together in their 2012 gaming release.

When I first came across the game I think it took me about 10-seconds, well maybe eight, to know I wanted it. That is the easiest decision in gaming. Certain games just send out the right vibes, and you are hooked.

In the case of Blackwater Gulch the love at first sight has proven to be right.

The game has four factions released to-date, with five members per faction. The miniatures are all nicely detailed, and came without the tiny little add-ons which are a curse to glue on some minis. It's great when you can glue a gang together and not swear too much in the process.

The factions are different enough to stand apart from one another, Marshall and helps, Native Americans, Mexicans etc., and the skill sets are different enough you quickly realize the strengths each gang must play too.

Tim Kline is the designer. Through email he explained how the game came to be.

"I played Red Dead Redemption and thought it would make a great skirmish game, there wasn't really anything out there with the kind of style I wanted so I just made my own," he said.

The rule set is also a quick learn.

Each starter has a quick-start rule set on four pages which gets you playing fast. Yes the group I game with have some experience with mini games to draw on, but really anyone could fly right into a battle.

"From the start I wanted to have a quick and fun game," said Kline. "There's so many others out there where you spend half the game digging through a giant rulebook. I'd rather just have a game that's all about quick gunfights that you could play in an hour or less. Most games usually take only a half hour, tops

"It was tough to come up with a fun and balanced system. I had a great group of play testers who were a huge help."

The rulebook elaborates on things a bit, but does not complicate the game at all.

In fact, as more experienced mini gamers there were aspects of game play we wanted to add some complexity too, and I can see lots of room for an advanced rule set.

And there will be more to come from the company.

There are more gangs announced for this summer, and some solo characters you can add to gangs as needed.

"I do plan to expand upon the existing gangs," said Kline. "The plan was to have each gang have a five-man starter pack, followed up by three-man support packs, and also a selection of infamous characters in the gang on horseback too.

"We'll also keep on adding new hired guns into the mix too so people can have really unique gangs."

Campaign rules are forthcoming as well. In those players will abandon the handy stat cards which come with a starter box and build a gang of their own based on a provided formula. Then as you win gang fights you will gain experience to make gang members better, and earn gold to buy better weapons. That is when the real fun can start.

"I'm planning a lot of different expansions," said Kline. "Have to keep bringing out new stuff to keep it interesting. So the first major expansion will turn the game into a "Weird West" setting, focusing on a lot of folklore and Native American myths. There will be a whole host of new monsters and monster hunters, but also for players that just want something more historical they can still use all the new men in with the standard rules."

The designer is looking to add a supernatural element down the road. That will sit well with some and not for others, but there will be enough gangs in play you can pick the approach you like best.

"Actually I have three different expansions planned at the moment," offered Kline. "The first one will be based on Skinwalkers, who are basically werewolves and other were-things. The next one will most likely have an undead theme, because who doesn't love zombies?"

Whatever direction Kline takes the game, this is one which has the right western flavour, easy but fun rules, and solid minis to make it a definite favourite.

And with a starter box at about $35 it's affordable, less than an 18-hole round of golf at most courses these days, plus the minis last forever.

Check it out at www.blackwatergulch.com

If anyone is interested in this game, or other board games feel free to contact [email protected]

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