What happens when you mix The Old American West with Folkloric Horror? A First Look at Huckleberry
By JimmiWazEre
Opinionated tabletop gaming cowboy chap. Yeehaa.
TL;DR:
Huckleberry: A Wyrd West RPG blends the grit of the Old West with creeping folkloric horror. Players take on the role of Mavericks; wandering bounty hunters chasing bounties through a world tainted by the supernatural Wyrd. Its poker-inspired Ante system, luck driven Wyrd Die, and flexible core mechanic make it quick to learn and richly thematic.
Disclaimer
Now then! You know the drill by now, so here’s the disclosure: I’m not calling this a review because I haven’t played Huckleberry yet. I’ve definitely not received any financial incentive to write about it, but I did receive a copy of the PDF to share my thoughts on without any actual obligation to do so.
Additionally, I will be including links to both the Backerkit crowdfunding page for the physical edition and affiliate links where you can pick up the PDF, which scores me a small kickback at no extra cost to you.
So saddle up partner, and let’s ride.
What Is Huckleberry?
Just the Facts
| Type | TTRPG |
| Theme | Western, Horror |
| Players | 2-6 |
| Ages | Teens and up |
| Dev | Steven Alexander |
| Pages | 161 |
With the physical release launching on Backerkit on October 7th, 2025, Huckleberry: A Wyrd West RPG marks the debut tabletop release from Adventures in Lollygagging Publishing, written and designed by Steven Alexander with layout by Nathan D. Paoletta.
Originally conceived as a 1930s supernatural FBI investigation game inspired by Hellboy, Alexander’s design evolved after a session of Chris Spivey’s Haunted West revealed the perfect home for his mechanics - a dark frontier where the veil between worlds has thinned. Drawing influence from Powered by the Apocalypse’s 2d6 structure, Forbidden Lands’ approach to Traits and monsters, and the Blade Runner RPG’s step-die system, Huckleberry reimagines those ideas through a gritty Weird West lens.
The project was developed in collaboration with Adventures in Lollygagging, an indie Actual Play collective known for showcasing narrative-forward systems. According to Alexander, the partnership was a natural fit: “When it came time to be serious about self-publishing Huckleberry, it was an easy choice to publish under a label I already loved and wanted to contribute to.”
What’s it Trying to Do?
Here we come, reach for your gun and you better listen well my friend, you see; it's been slow, down below, aimed at you we're the cowboys from hell. Deed is done, again we've won, ain't talking no tall tales friend - 'cause; high noon, your doom, comin' for you - we're the: cowboys from hell.
--Pantera, Cowboys from Hell
I can’t help but have Pantera on as I write this all up. You see; Huckleberry is a weird west cowboy setting, where a corrupting maleficent force called “Wyrd” has been unleashed upon the “Fifth World”, introducing mutations to the local flora and fauna and everything between. In this setting, you play as “Mavericks”; bounty hunters, and the game play loop supports an episodic play style where each session is a new job as you and your team hunt for a new mark.
Alexander has clearly directed the game to be as player facing as possible; in a way that is reminiscent of Mork Borg, the players rolls for both attack and defence, and with a fixed target number of ten to aim for. Additionally, the GM (“Trailblazer“) is given tools to randomise events and situations in an effort to reduce GM cognitive load and keep the exciting decision making in the players hands.
Whilst the Mavericks certainly do not have the kind of longevity and power of a D&D 5e character, they aren’t going to typically be going down to one hit. Instead, the game encourages a cinematic play style, forgoing a lot of crunch in favour of fast play and building your legend as much as possible, before you inevitably hang your hat for the final time.
What Stands Out to Me?
Here’s a selection of elements that really call out to me as being particularly cool features of the game:
The Core Mechanic
I know I always say this, but I chuffin’ love a well-done core mechanic. Elegance and versatility are essential in establishing a ‘rules language’ that can be broadly applied to the whole game, and there’s no prizes from me for complexity for the sake of it.
In the case of Huckleberry, I’m happy to report that the central mechanic is lush. To begin with, all your character attributes (quick, grit, reckon, and spirit) and skills (Education, Brawl, Wrangling etc etc) are represented by a single step dice each (that is, d6, d8, d10 or d12). To make a check, you roll two dice. One from the relevant attribute, and one from the relevant skill.
For example, to roll a check for fighting in a pistol duel the Trailblazer would call for “quick” and “hand guns”, they might be d10, and d8 respectively. You’d roll those dice together and add up the total. If it’s greater than ten (the TN is always ten) - you succeed.
The Wyrd Die
Every Maverick has a Wyrd Die, starting at a d10, representing their luck, grit, and connection to the supernatural. It’s rolled alongside an Attribute when you’re reacting to danger, such as a save against bullets, curses, or rocks falling. In this way, it echoes the core mechanic above.
The interesting thing though is that the die’s size shifts up or down as you burn through Wyrd. For instance, you can shrink it by one step to reroll a check (pushing your luck) or spend four Aces (the game’s meta currency) to raise it again. When it’s high, Not only does the Maverick become more likely to make their saves, but they’ve also essentially got re-rolls in the bank too. When it’s low however, you’re courting disaster.
It’s a clever little tension gauge that links narrative risk to mechanical pressure.
The Ante System
Instead of rolling dice for enemies or hazards, the Trailblazer flips cards from a poker deck. The suit tells the Maverick which Attribute they must save with (Spades = Quick, Clubs = Grit, Diamonds = Reckon, Hearts = Spirit).
Number cards mean ordinary danger, and the monster’s ‘stat block’ gives you examples of how to describe this, but face cards twist the knife by dropping a Maverick’s Wyrd Die or escalating the threat. On the plus side, Aces and Jokers throw boons upon the Mavericks in the form of meta currency and Wyrd die promotions.
Now, because every monster in the game includes bespoke face card effects, the same deck produces wildly different encounters: a King of Hearts from a Brute might mean their attack becomes an AoE assault, while the same card from an Outlaw Thug unleashes a hail of bullets and a major injury.
I’m particularly fond of this idea, having written about GM conflict of interest and cognitive load before; any game system that takes some decisions out of the GMs hands when they need a rest are a welcome inclusion as far as I’m concerned.
Three Tiers of Environment Description
I’ve written about this idea before - that all environments should have three tiers of information. In this way GMs learn that environmental descriptions should be concise, and players should learn to engage with their surroundings in order to get the juiciest information.
I’m very happy to see that Huckleberry shares my views on this with it’s explicit inclusion of Open, Hidden, and Locked clues. The first layer is freely available information upon entering an area. The second tier is free also, but requires the player to specifically ask about a given tier one element. The final tier contains the most valuable information about, or within a known element and is consequently locked behind a dice roll of some kind.
Not only does this make for good game play, but it also results in a much easier and more concise experience for the GM taking pre-game notes for preparation.
Clint Eastwood would be proud of this, someone should tell him.
Potential Friction Points
Look, I really don’t want to be critical of this game as I think it’s pretty nifty and my mates have already added it to the ever growing list of games that I absolutely 100% have to run for them, but I’d not be doing you any favours if I wasn’t up front with you about some of the things I would have done differently, or that you should be very clear on before you buy. So I just gotta bite the bullet and crack on:
Rulebook Organisation
The rulebook references keywords and denotes them with a leading capital letter as if a proper noun. Unfortunately it then often doesn’t define these keywords until much later. Being a monotropic thinker, I find that quite a frustrating experience to sort of have to stick a pin in the thread I was currently following, and to then have to go blindly searching through the book to grab a definition, before returning to my original position and trying to carry on with the original chain of thought.
Two simple fixes here would go more than pull their weight - bolded keywords, and then page references immediately afterwards. I recently reviewed Ravaged by Storms, a Pirate Borg supplement by Golem Games, and it’s a great example of this philosophy.
Character Sheets
The PDF doesn’t include a character sheet. Obviously, it’s available for free online, but I find an annotated character sheet is a useful thing to have in a book as it tends to tell you a lot about a game system and the elements that are important. It would have been nice to include one for the sake of taking up an extra page at the back.
Built For Episodic Play
The Injury slot health system, limited advancement, and slow healing make Mavericks short lived by design. It’s brilliant for one shots and serial tales, but less so for your traditional epic D&D style sagas taking years.
This absolutely works for me, as I believe that the episodic style of running games is the best way to go anyway. It keeps the adventures action focused, helps fight against GM burnout, and prevents the players from meandering into one of those off sessions where they take two hours to go shopping for new swords.
Do You Want to Know More?
Hey what’s this, other people have thoughts about Huckleberry too? What sorcery is this?! Checkout these videos if you fancy going deeper down the rabbit hole:
Conclusion
So, I’m definitely adding Huckleberry to my shelf and I’m already thinking about ways to mine the Dark Tower books by Stephen King for adventure inspiration!
So you know - Huckleberry has just launched their crowdfunding Backerkit for the physical edition of the game (7th Oct 2025), and if you’ve been tempted by the devilish succubus of this first-look, might I suggest that sir/madam takes a sniff over at the Backerkit page and make any pledges within the first 48 hours of launch in order to receive an exclusive neoprene Huckleberry dice tray?
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Catch you laters, alligators.
In the case of Huckleberry, I’m happy to report that the central mechanic is lush. To begin with, all your character attributes and skills are represented by a single step dice each (that is, d6, d8, d10, d12 or d20). To make a check, you roll two dice. One from the relevant attribute, and one from the relevant skill.