WHAT WORKS: The "slice of Weird West life" stuff is very much welcome, with a "common" cattle drive also being peppered with a number of distinctly Deadlands encounters. The Act Two stopover is very nice touch that helps drive home the oddity of the setting. This adventure certainly lives up to the promise of being self contained.
WHAT DOESN'T WORK: If you're running this is a full series, there's an NPC or two with plot armor, and some suspicious players are going to get hung up on that Act 2 stopover I mentioned. $10 for 37 pages may feel like a tad much for some people.
CONCLUSION: I love the "mundane" stuff being in here. Such a great change of pace for Deadlands adventures (which I'm usually a fan of, anyway). This also serves as a great adventure because not only does it combine elements of the "weird" west with the "old" west, but a number of the Savage Worlds and Deadlands Reloaded rules as well (dueling, random encounters, social combat and mass combat). Is it the most awe inspiring adventure? Nah. Are the hooks in this adventure compelling enough to make you NEED to see Blood Drive 2? Not really. But it's well worth picking up, especially for a relatively new group who may not be wildly familiar with the Deadlands setting.
For my full review, please visit http://mostunreadbloge-
[4 of 5 Stars!]