"And a thing is not seen because it is visible, but conversely, visible because it is seen" - Plato
We finally got round to having a more ambitious game with the What a Cowboy! rules, more figures on the table and even a scenario of sorts.
Sadly the quality of the photos hasn't improved. The two characters hidden on the right are bandits trying to ambush the wagon, which may contain money, or gold, or possibly their arrested leader. There were four factions on the table and I'm not sure anyone fully understood what they were trying to do, even James and he designed the scenario. I was in charge of one lot of lawmen, did the least and ended up the winner.
The rules continue to entertain. Richard Clarke likes to put spotting into his rules and it doesn't always sit right with me, but here they do make sense and the rationale behind them is well explained in the text. Reloading is possibly one area that seems a bit odd, but we came to the conclusion that it was perhaps about getting the cadence and flow of the game to work smoothly rather than a literal interpretation of either real life or of how it's done in Hollywood. Anyway, having got on top of it we are inevitably now going to do something else. After all, it's hard to be a cowboy in the north of England.