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SCENARIO 27:
3:10 TO YUMA
SITUATION:
A local farmer is all that is left of a sheriff’s posse escorting a dangerous outlaw to the train station to catch the
3:10 prison train to Yuma. The outlaw’s gang has ridden in to make sure that doesn’t happen.
SIDE 1 – 6 cards, setup after the outlaws, anywhere inside the Hotel on board A.
SPECIAL RULES:
To determine who moves in a turn, during setup take an extra cowboy marker for each of side 2’s cowboys and
put them in a cup. Take 2 of cowboy #4’s extra cowboy markers and place them in the cup. Blindly draw a
marker to determine who moves. Once the cup is empty, place all of the markers back in the cup and start the
next turn. Cowboys #4 will get to move and shoot twice in each turn.
In this scenario, cowboys may move and shoot. For each movement point that used, add a -1 shot modifier.
Using this allows for only 1 shot (1 round of ammo).
At any point, Side 1 may stop the game, and place a town folk on the board that may shoot 2 shots and then is
removed from the board. The game then resumes where it left off. The town folk must be 5 movement squares
from any of side 2’s cowboys.
HOW TO WIN:
Side 1 wins by getting cowboy #4 to the Bunk House on board G and surviving until turn 15. Side 2 wins by
eliminating cowboy #4.
This solitaire module represents the gunfights and brawls that might occur as he begins to cut your hair. R1d: (1: Read entry 06.) (2-5: Read 07)
when a cowboy visits a barbershop. Because there are numerous possible (6: Read 08).
events and outcomes, it can be re-played any number of times.
05 You see that the shop’s lone barber has one man in the chair and 3
The player character (hereinafter PC) may be any cowboy. It is suggested waiting. You decide to get your haircut another time. The module ends
that you use a Cowboy with a +1 or +2 rating. Cards are not used in the here. You may go back to the beginning and play again.
initial playing of the module. For subsequent sittings you may want to
give each side 1 card; the non-player’s card is dealt face down and not used 06 Place the chit of Cowboy 7,0 in the alley, directly in front of the
before the first round of a gunfight. This module uses the following Town barber shop’s side window. Give the PC an Observation Check . If failed,
Map Configuration: skip directly to the next paragraph. If you passed the check, RRO.
B As he yells, “You killed my brother,” he opens fire! If you passed the
C D Observation Check AND jumped out of the barber’s chair, the cowboy’s
shots are modified –1. Remember that your shots through the window,
H A G unless you’re adjacent to it, are modified -1. Run one round of the
gunfight. If you survive, read entry 13.
The abbreviation RRO appears several times in this module. It means:
“React instantly, then read on.” If you fail to react instantly, treat it as 07 You’re in the second barber chair from the front of the shop. The
becoming frozen/no reaction. To begin playing, go to 01, below. barber covers you with a striped cloth, props the chair up, then begins
cutting your hair. About fifteen minutes later, he finishes and asks, “You
01 It’s a hot Saturday afternoon in Colorado in 1881. You’ve just want a shave, gent?” RRO.
arrived in town and stabled your horse. Now you walk toward the town’s
barber shop to get “cleaned up.” Read entry 02. If you want a shave, read 09; otherwise, you may either pay and end play
now, or get a bath by going to entry 10.
02 Place your chit on Board B, in front of the barbershop’s front
window. The red and white barber pole marks the outside of this narrow, 1 08 A raw, arrogant cowboy clad in dark blue shirt and jeans barges
story frame structure on Board B. into the shop attempts to force you out of the chair so that he can get his
haircut ahead of you! RRO, then read entry 16.
You peer inside the barber shop’s window to determine whether or not
you’d have to wait to get a haircut and, if so, for how long. R2d: (2-4: 09 The barber applies hot shaving cream to your face and neck, then
Read entry 03) (5-9: Read entry 04) (10-12: Read entry 11) . begins shaving you with his sharp straight-edge razor. As he shaves you,
R1d: (1-5: Skip directly to the next paragraph.) (6: Read 06).
03 As you peer in the window, you happen to see a glint-reflected in
the window. Your eyes widen to see the reflection of a man aiming a The barber finishes the shave, applies good-smelling after shave lotion, and
pistol at your back from across the street! RRO. then removes the cloth that covered you. You get up and thank him as you
pay. Bert asks, “Care for a bath, gent?”
Place the chit of Cowboy 7,0 directly across the street on the house’s
boardwalk, in front of the window. As he yells, “You killed my brother,” You may get a bath by reading entry 10, or
he opens fire! RRO. You may leave and read entry 29.
If you dodged, ran, or dropped to the ground, the cowboy’s shots are 10 (The Doctor’s Office behind the Barber Shop represents the bath.
modified –1. Run the gunfight. If you survive, read entry 12. The bed represents the tub.) You walk through the door in the barber shop
(window) to the bath. You hang your clothes and climb into the partially-
04 You’re happy to see that the shop’s lone barber has no customers. filled tub. Place your chit in the tub. An attendant pours hot water over
You walk inside and smell the odor of shaving cream and lotions. A large you. R2d: (3-11: Skip directly to the next paragraph.) (2 & 12: Read
sign on the back wall advertises, “Hot Baths 20 cents.” The barber entry 27).
motions you into the chair, covers you with a cloth, and makes small talk
You scrub yourself with soap and feel refreshed. R1d: (1-5: You dress continued running, move him the appropriate number of squares. In any
and leave the shop. Go to entry 29.) (6: You gain 1 card. Read 1-5, case, run the gunfight. If you survive, read entry 12.
above.)
19 Give the ambusher a Difficult Courage Check . If he passes the
11 Place the chit of Cowboy 7,0 across the street on the house’s check, read entry 14; if he fails the check, read entry 18.
boardwalk, 2 squares to the right of its front door. As he yells, “You killed
my brother,” he opens fire! RRO. 20 R1d. On an ODD result you lose 1 card for your cowardice. Go to
entry 26.
If you dodged, ran, or dropped to the ground, the cowboy’s shots are
modified –1. Run one round of the gunfight. If you survive, read 19. 21 The cowboy ignores you and takes a seat in the chair. RRO.
If you drew, read 22
12 You walk into the barber shop, take the vacant 2nd seat from the
If you brawled, read 23
front, and ask for a haircut. The barber, who is somewhat nervous, props
Otherwise, read 20.
you up and begins cutting your hair. You explain that the man who fired
on you was the brother of a man you killed legally in a gunfight in Tucson, 22 You’re in Square E-5; the cowboy is in E-6. In running the draw,
Arizona. Read entry 07. give yourself a +1 First Move Advantage – unless the Cowboy passes an
Observation Check. If you survive the gunfight, gain 1 card and go to
13 Give the ambusher a Difficult Courage Check . If he passes the entry 07.
check, read entry 14; if he fails the check, read entry 15.
23 Run the brawl. If you prevail, read 24; if you lost, read entry 25.
14 The cowboy prepares to fire again. Roll for Initiative and run
another round of the gunfight; then read entry 13. 24 The cowboy trudges out of the shop. R1d. On an even result, you
gain 1 card. In any case, go to entry 07.
15 The ambusher flees toward the alley to the house’s right, and runs
toward the back of the buildings. Once he reaches the end of the alley he 25 R1d. On an ODD result, you lose 1 card. Read entry 26.
will turn to his R1d: (1-4: Left) (5-6: Right). If you give chase and
reach 1 square past a building corner that might afford the ambusher cover, 26 The barber cuts the cowboy’s hair, and the cowboy walks cockily
R1d. On an ODD result, he awaits there in ambush; otherwise, he out of the shop. The barber gestures for you to step into the chair. You
continued running. If the ambusher continued running, move him the do so. Read entry 07.
appropriate number of squares. In any case, run the gunfight. If you
survive, read entry 12. 27 Place the chit of Cowboy 7,0 in the alley, directly in front of the
16 If you allowed the cowboy to go ahead of you, read 20. If you barber shop’s side window. Give the PC an Observation Check . If failed,
objected, read 21, if you drew, read 22, if you brawled, read 23. skip directly to the next paragraph. If you passed the check, RRO.
As the Cowboy yells, “You killed my brother,” he opens fire! If you
17 The barber shakes his head in disdain, but proceeds to cut the
passed the Observation Check AND jumped out of the tub, the cowboy’s
cowboy’s hair. The cowboy struts out of the shop, and you take a seat in
the barber’s chair. Read entry 07. shots are modified –1. Remember that your shots through the window,
unless you’re adjacent to it, are modified -1. Run one round of the
18. The ambusher flees to his right and will attempt to turn the corner gunfight, then read 28.
and run down the alley, beside the house, toward the back of the buildings.
Once he reaches the end of the alley he will turn to his R1d: (1-3: Left) 28 The cowboy flees behind the buildings toward Map D! You may
(4-6: Right). If you give chase and reach 1 square past a building corner or may not be able to get a shot off before he disappears, depending upon
that might afford the ambusher cover, R1d. On an ODD result, he awaits where you are and your previous reaction. In any event, you decide not
there in ambush; otherwise, he continued running. If the ambusher to chase him naked. You finish the bath with your gun right beside the tub,
then towel off. You pay the attendant, then walk out through the barber
shop. Go to entry 29.
29 The module ends here. You may go back to the beginning and
play again.
Cowboys Solo
Campaign Idea v1.2
Table of Contents
Introduction Tales from Worthington Campaign
Campaign Scenario Map Scenario 1: The Cattle Rustlers
Character Skills Scenario 2: The Indian Attack
Gang Member Roster Scenario 3: The Poker Incident
Cowboy Solitaire Rules v1.6
Cowboy Gang Initiative Cards/Indian/Outlaw Track
The Cowboys: Tales From Worthington Campaign is a series of seven gun battles with the goal of survival in the Wild
West. You will be able to choose if you’d like to become badge wearing lawmen or become a low down heartless gang of
gun toting’ killers, the choice will be yours. As your gang gains experience your members will get more guns and become
skillful, but you’ll need to be mindful that the deaths of your friends can make your heart grow cold.
At the moment this campaign is designed to be a solo campaign. However, it can be played by two players but the only
drawback is that the Cowboy player will be the only one able to keep gang roster stats since the first 2 scenarios involve
Indians. Maybe in future campaigns both sides can be played with gang rosters. Any comments or ways to improve this
campaign are appreciated. You can contact me at raygun1966@gmail.com.
What is needed to play and can I play solo?: You will need the Cowboys Way of the Gun (base game) and some
counters or figures for use during the Indian scenarios. You will need to print out the gang member roster sheet for your
cowboys so you can keep track of any stat changes, equipment, kills, special abilities, accomplishments or deaths. You will
also need to print out the Cowboys Solitaire rule charts v1.4 provided so you can play Cowboys with all the rules
enhancements. The rule additions have been highlighted in red so that it is easy to spot the additional rules. Moreover, the
additional charts will make it possible for you to play against a programmed AI but you will have to make some choices for
the AI when the situation calls for your judgment. I know that a chart is no substitute for a real breathing opponent but it
can sure be better than playing both sides without any surprises.
How are the scenarios hooked together and does it make a difference which order I play? The scenarios are put
in a certain order so that you can follow a storyline. If you play the scenarios out of sequence than many of the opponents
and the rewards will not make sense. In this campaign you will also have the opportunity to become an outlaw if you choose
to do so. You also have the choice of staying above the law by being the law. Which side you will play in the scenarios will
impact storyline of the campaign, but ultimately all roads lead to the same place, the Final Gunfight.
What is the Final Gunfight? The final and seventh scenario is the final gunfight between good and evil…law vs. anarchy.
How many cowboys you bring to the final gunfight depends on how many of your gang makes it through the six previous
scenarios. If you were lucky enough to get all ten to the final gunfight, than you would have all 10 to help you win and go
down as one of the greatest gangs in the Wild West.
How do I get started? To get started on your first campaign you need to gather your gang. Print out the gang member
roster. Give each of your ten cowboys a name and then roll the dice to randomly decide your cowboy skills. Record the skill
of each cowboy on the roster sheet along with any notes you need to make about their skill. Give all of you cowboys a
starting shooting modifier of zero (0). All Cowboys start with a shooting modifier of zero (0) unless it is modified by their
skill. There will be opportunities for each cowboy to improve their shooting modifier as the campaign progresses.
What about weapons and horses for my cowboys? Your gang of cowboys is just starting out so you will not have guns
for all of your gang just yet. At the start of the game every gang starts with a collective group of weapons: 5 knifes, 6
pistols, 1 rifle, 1 shotgun and 5 horses. The beginning caches of guns and horses are already noted on the gang roster sheet
so you don’t have to come back and look up the starting stats. During the course of the campaign you will have opportunities
for your gang to purchase more guns as you progress in status. For now, distribute your weapons cache and horses out to
the members as they are needed or assign you weapons of choice for each character. BE FOREWARNED, if you lose a
scenario and all of your cowboys either run or are dead, any of your cowboy dead and their weapons and horses will be lost
forever.
Stop the
Scenario 1: The Cattle
Cattle Rusters Rustlers
Indians
Scenario 2: The attack
Indian Attack your camp
Robbers
Scenario 4: The or
Robbery Lawmen
Posse
Scenario 5: Posse or Chase Jailbreak
Jailbreak
Scenario 6: Stage
Coach Hold up or
Prisoner transport
1,1 DEADEYE May take a +1 to hit with one weapon (pistol, rifle, or shotgun). This skill may be
1,2 taken twice for EACH weapon.
1,3 MARKSMANSHIP May add +1 to the value of the Damage Draw. (2 becomes a 3, 3-9 stays a "1"
damage, 10 becomes a J, J becomes a Q, Q a K, K an A)
1,4 CRACKSHOT Once per game you may declare one shot as an automatic hit. You must declare this
BEFORE rolling the dice. May not do any other actions that turn.
1,5 SHOOTIST Once per game you may take one additional shot for free. If this skill is taken twice it
may only be used once per turn.
1,6 TWO-GUN MOJO The Cowboy may fire two pistols with -1 per shot. If taken twice this means he takes
no penalty.
2,1 FANNIN' THE GUN The Cowboy only takes -2 per shot when fan firing.
2,3 TRUE GRIT Once per game, the Cowboy may ignore one hit. This must be decided BEFORE
2,4 damage is drawn.
2,5 BUILT LIKE AN OX The Cowboy gains +1 starting Health.
2,6 LUCKY Once per game the Cowboy may reroll one, or both, of his dice on any die roll.
3,1 CHARMED Once per game the Cowboy may reroll one, or both, of another players dice on any die
roll.
3,2 FLEET FOOTED If he does not shoot any on a turn the Cowboy may move +1 space.
3,3 QUICK AS LIGHTNING Once per game the Cowboy may take two additional actions.
3,4 NERVES OF STEEL The Cowboy takes no Penalty when holding for reaction fire.
3,5 HORSEMANSHIP The Cowboy takes -1 Pistol, -2 Rifle/Shotgun when shooting from horseback. If take
3,6 twice it becomes -0 Pistol, -1 Rifle/Shotgun.
4,1 RIGHT INTIMIDATIN' Once per game, the Cowboy may force all opponents to make a Fear check.(See
Scenario #9, pg 5 in the "Tales of the Old West" book for Fear rules).
4,2 REPUTATION This Cowboy causes opponents in line of sight to make Fear checks at a -1.
4,3 FEARLESS This Cowboy never has to check for Fear.
4,4
4,5 TOUGH AS NAILS This Cowboy reduces the card value of damage draws on wounds he takes by -1. (A
4,6 becomes K, K a Q, Q a J, J a 10, 9-4 stay the same, 3 becomes 2).
5,1 HANDY WITH A BLADE The Cowboy receives +1 to hit or damage (chosen when skill taken) with a Knife,
Tomahawk.
5,2 SPEED LOAD You may fully load a weapon in only 1/2 an Action.(And thus still take a shot or move
5,3 2).
5,4 CHARISMATIC This Cowboy starts the game with a sidekick (use a townfolk)
5,5 PISTOLEER Once per game, the Cowboy may take one free Retaliation shot at someone who has
just fired at him.
5,6 RIFLEMAN The Cowboy shifts one column to the left when determining what "to hit" numbers to
use due to range.
6,1 FASTER'N A RATTLER Once per game you may declare one shot taken at you as an automatic miss. You
must declare this BEFORE the dice are rolled. If this skill is taken twice it may only be
used once per turn.
6,2 QUICK DRAW The Cowboy may draw a pistol as a free action.
6,3 DOCTORIN' You may check once per wounded character per game & see if you can heal some or
all their damage. Roll 1d6 & check the following chart:
1 "Ouch! Ya sure ya know what yer doin' Doc?" - Take 1 additional damage.
2-4 "Where's it hurt, son?" - No change.
5 "That feels a little better I guess" - Regain 1 Health.
6 "YeeHaw! I feel like a new man!" - Fully recover back to starting Health.
6,4 BRAWLER This Cowboy gets a +1 on a brawl fight for each roll
6,5
6,6 DRUNK This Cowboy is never without a bottle. -1 action, -1 to hit dice, +1 health
Weapons cache: Knifes (5)_______
Worthington member Roster Pistols (6)_______ Rifles (1)_______
Gang name: ____________________________________ Shotguns (1) ____ Horses (5)______
Skill ____________________
Cowboy Modifier_____
2. __________________
Skill ____________________
Cowboy Modifier_____
3. __________________
Skill ____________________
Cowboy Modifier_____
4. __________________
Skill ____________________
Cowboy Modifier_____
5. __________________
Skill ____________________
Cowboy Modifier_____
6. __________________
Skill ____________________
Cowboy Modifier_____
7. __________________
Skill ____________________
Cowboy Modifier_____
8. __________________
Skill ____________________
Cowboy Modifier_____
9. __________________
Skill ____________________
Cowboy Modifier_____
10. __________________
Skill ____________________
Cowboys: Worthington Gang Campaign Scenarios
How do I start a new scenario?
1. Find the scenario information for your game and set up the map boards according to the
scenario instructions.
2. Pick out before you find out how many enemies you will be facing.
3. Find out how many opponents and you need to Roll on the How Many Table to find out how
many figures will be on each sidePlace the figures on the board where instructed and begin.
4. Read any special rules and winning conditions.
5. After the battle keep track of wounds, weapons, and horses. Add modifiers if applicable.
Situation: Your gangs of friends have been hired by “Crazy Bob” McGurdy to watch over his cattle but “Crazy Bob” has
more than just his cattle to worry about. He is suspected of some shady business and the other ranchers are looking to
retaliate. On rare occasions ranchers have been known to hire Indians to do their dirty work. Your gang hears warning shots
coming from the stables and you know you need to get there in a hurry; however, are they really there for the cattle?
15 Turns Maximum
Place the 4 cattle markers on board J spaces D2, E5, G3, G7.
Equipment: Indians (4 health and use town folk counters for now)are armed with bows (10 arrows each) and tomahawks for
up close up fighting. Outlaw is on a horse, has a ranged weapon and a knife for close up fighting. (When playing solo the
Indians will move toward “Crazy Bob” and try to kill him. The outlaw will concentrate on stealing the cattle.
Special Rules:
Neither side my play the town folk card. Adrenaline may not be played on a cattle counter. Unaccompanied cattle move 1
square per turn and the last side in possession moves them. Cattle move 5 squares per turn if moving with a mounted
cowboy/outlaw in the same square. Either side may move the cattle as long as they have a mounted cowboy in the same
square.
How To Win:
Side 2 wins if they get 4 cattle counters off row 1 of board K or they are able to kill “Crazy Bob” by the end of turn 15.
Side 1 wins if they kill the outlaw mastermind or stop the rustlers from taking the cattle.
If Bob lives: “Crazy Bob is so thankful for saving his hide he sells you two horses cheap (add 2 horses to your roster
sheet). Mark on the bottom of your gang roster that Bob lived in the first scenario.
Cowboys gain 3 cowboy modifier improvements points and make a weapon purchase (either 3 knifes OR 2 pistols OR 1
rifle). Modifier improvement points can only be given to cowboys who participated in the scenario and no more than one
modifier improvement can happen in one scenario. For example a cowboy with a (0) modifier cannot jump to a (+2) modifier
regardless of how many improvement points you have to spend. The most a cowboy’s modifier can change in one scenario is
one step.
Outlaws: Consider a job well down and go have yer self a seegar.
Aftermath: Somehow the story of the attack got all twisted around and the Worthington Gang was reported to be
killing Indians in Indian territory. McMurphy quietly let the gang go saying that he wasn't in need of their service no longer
so the gang decided to hold up in town till they decided what to do next. In town there was rumors like flys and it's getting
hard for the Gang to walk around without getting threatening looks as the culprits of enraging the local Indian tribe. It's time
for our boys to hit the road....
Situation: You realize shortly after the last battle that the last gunfight was not about stealing cattle at all but more of
plot to kill “Crazy Bob.” If you hadn’t of been there you would have never got into a gunfight with the local Indians. As of
late the local Indians have been none to kindly to small groups of cowboys and after they heard about your fight with their
braves they are out looking for your gang. Your gang decides it’s time to split up into two groups and head west toward
Arizona so you can put some distance from these Indians. You all agree to meet up at a known friend’s ranch out West.
You’re all sitting around the campfire when you hear the warning shots from one of your gang is riding hard toward the
camp after being sent out to get some water…what in the devil is going on…
10 Turns Maximum – Any wounds from the previous scenario are healed
Special Rules:
The Cowboy must play all towns folk cards before the start of the game and it will subtract from the Indians with knife
figures. Cowboys may be equipped with horses if still available in the cache. Indians who draw a town folk card add a knife
wielding Indian that will enter the board randomly like all of the other Indians. Any Indians killed by the town folk cards are
counted toward the NPC morale trigger (rolled for at the beginning of each turn there are dead).
If there are more than 12 Indians the dice roll for NPC morale will still be 2d6 to trigger morale checks. If the Indian Leader
(+1) is killed he counts as 3 for the morale trigger dice roll at the beginning of the turn following the death of any Indians as
illustrated in the NPC solo morale rules.
How to Win:
Side 1 wins if they are able to either kill or drive off all of the Indians (using the NPC morale rules even if the Indian side is
being played by a live person)
Winner:
Indians: You’ve driven off the cowboys and brought honor to your tribe. You return a brave warrior with a tale to tell.
Cowboys: You must stay on the map and cause the Indians to fail their morale checks and run. If you hold out against the
Indians you gain 5 cowboy modifiers improvement points and make one of the below weapon purchases to be added to your
cache of weapons.
4 knifes/2 pistol or
2 knife/ 3 pistols or
4 pistols or
1 pistol and 1 rifle
The Cowboy player also has the option to exit the map at the left edge of map I at any time, but the cowboys will only gain
one Cowboy Modifier bonus point per dead Indian up to five. Any dead are considered stripped if left and their weapons and
horses are lost Modifier improvement points can only be given to cowboys who participated in the scenario and no more than
one modifier improvement can happen in one scenario. For example a cowboy with a (0) modifier cannot jump to a (+2)
modifier regardless of how many improvement points you have to spend. The most a cowboy’s modifier can change in one
scenario is one step.
Night rules: Figures can only see 6 squares because of the dark. They can also see others within one square of a window
because of the light from inside.
Situation: The Worthington Gang has made it out of Indian Territory and has met up in a small town in Arizona. The
boys are glad to be back together and they are gathered at the local cantina when they hear of a poker tournament being
held later that night at the Rusty Bucket Saloon. Everyone in the gang wants to prove their worth at cards so they all head
down to the Saloon to get into the game.
The poker game starts and ends but regardless if Jack Flash the local card shark and all around just shady character wins or
loses he will be unhappy. Yelling from across the bar he throws slurs and cursing at your boys and after what they’ve been
through they aren’t going to take it. Once the fighting starts in the saloon, Jack Flashes partners will wake up and join the
fight.
10 Turns Maximum - Any wounds from the previous scenario are healed by rolling a dice and healing 1-3
health points (1d6 – 1,2 one, 3,4 two, 5,6 three)
Special Rules:
This scenario has two parts.
In the first part of this scenario each of the Worthington characters and the gambler Chester Rand are going to play a hand
of poker one card at a time until you have five cards. The winner of this hand will decide on who goes first when the gunplay
starts.
To simulate a poker tournament you play one card to every cowboy at the table and one card to the gambler. Compare the
gamblers one card against each of the Worthington boy’s cards.
If all of the cowboys are defeated at the poker table and not a single hand is better than Jack Flash’s poker hand, then you
must restart the scenario. First you will pay the penalty of the selling of 2 pistols or 1 horse from your cache for each time
you have to restart the scenario.
The poker card play goes as follows and uses the standard poker rules* for which hands are best:
1. Deal one card to all characters and eliminate players with hands worse than the gamblers and place them in the
bunk house on Map E.
2. Deal a second card to all remaining characters and compare again against the gambler’s hand. If their two card hand
is worse they are out of game and place them in the bunk house on Map E
3. Deal a third card to all the remaining characters and compare again against the gambler’s hand. If their three card
hand is worse they are out of game and place them in the bunk house on Map E
4. Any figures that make it to this round are placed in the saloon. The cowboys at a table and Jack Flash at the bar.
5. Deal a fourth and fifth card to the remaining characters and compare again against the gambler’s hand. If their five
card hand is worse than the gambler’s (Jack Flash) poker hand, he (jack) will get to go first when the gunfight
begins on the next turn.
*Jokers are considered wild cards. Any player that gets a joker card at any time during the poker tournament is considered
drunk for the remainder of the scenario
(Drunk = -1 action, -1 shooting, +1 health).
Now that it is established who will is in the saloon and who gets first actions the gunfight begins. Jack Flash is loud and
drunk and is loudly insulting the Worthington gang members so a gunfight occurs. The character that won the poker match
goes first and the rest of the characters are picked at random as usual.
The Worthington gang members on map E and the gamblers on map G will not have any actions during the first two turns.
On turn three all figures will be active. The gamblers in G are treated as drunk (-1 action, -1 firing, +1 health) start at a bed
and will target any cowboy they see. The Worthington gang in the bunk of map E will start at a bed space. Any figure that
pulled a joker in the poker tournament is still considered drunk (-1 action, -1 firing, +1 health).
How to Win:
Side 1 Must kill the gambler leader Jack Flash. For the NPC morale trigger treat Jack Flash as 2 for the trigger roll and 1 for
the other gamblers.
Side 2 Kill all of the Worthington Gang or cause a morale trigger and fail so that the gang leaves the map.
Winner:
Cowboys: : Gain 3 cowboy modifiers improvement points and make one of the below weapon purchases to be added to
your cache of weapons.
4 knifes/2 pistol or
2 knife/ 3 pistols or
4 pistols or
1 pistol and 1 rifle
2 pistols and a horse
2 horses
Gunfighters:
Your reputation as a gunfighter and gambler are intact, this is still your town.
Aftermath:
The gang decides that this town is not the place to settle but they buy supplies and decide to set up camp in an
abandoned cabin they found at the edge of the foothills. However, there is lots of talk about the future of the
Worthington Gang and the debate is about the choice of becoming lawmen or men of the gun.
Homebrew Cowboys: Way of the Gun Solitaire Rules v.1.6
Range (Including Diagonal Spaces, shaded are long range) Variable Dmg.
1–2 3–4 5–6 7 – 10 11 – 15 16 – 20
Knife, 7 – 12 10 – 12 12 X X X Joker Miss
tomahawk long range
Pistol 6 – 12 8 – 12 10 – 12 12 X X 2 Graze*
Bow 6 – 12 7 – 12 9 – 12 11 – 12 X X
Rifle 6 – 12 7 – 12 8 – 12 10 – 12 11 – 12 12 3-10 1 Hit
Shotgun 5 – 12 8 – 12 12 X X X J–Q 2 Hits
K 3 Hits
Roll of 1,1 = gun jam, to unjam gun (one card per action) pull a face card. 1 draw card for each
action, successful may use remaining actions. A 4 Hits
Roll 6,6 = two hits automatic
* Grazed, no damage. Target is pinned and may not move on next activation, but may shoot.
+1 / +2 Cowboy Modifier Spin & Shoot (1 or 2 shots): May change facing in the square you
are in and shoot one or two shots using the modifiers detailed under the
+2 Back Shot Shoot action.
-1 Shot crosses red line adjacent to target Move & Shoot (1 shot): A cowboy (no town folk) may move and
-1 Shot crosses open door adjacent to target shoot in the same turn. One shot may be taken at any point during the
move, but once taken no more movement is allowed. A shot fired using
-2 Shooting a pistol from horseback the Move & Shoot action is subject to the modifiers detailed on the Shot
-3 Shooting a rifle/shotgun from horseback Modifier chart.
-1 Spin & Shoot with pistol Shoot & Move (1 shot): A cowboy (no town folk) may shoot and
move in the same turn. If a cowboy shoots and moves he may move a
-2 Spin & Shoot with Bow, Knife, Tomahawk maximum of 2 squares with no shot penalty. He may only take 1 shot
-3 Spin & Shoot with rifle/shotgun that is subject to the modifiers detailed on the Shot Modifier chart .
-1/square Move & Shoot Fan Fire (multiple shots): A cowboy (no town folk) may use fan fire
to shoot all remaining ammunition in a single pistol. Shots are subject
-3 Fan Fire to the modifiers detailed on the Shot Modifier chart.
-2 Reaction Fire
Reload: Full turn (4 actions) to return one weapon to its max
-2 Dual Fired Pistols ammunition capacity. May be spread over turns.
-2 Multiple targets (2 maximum) Reaction Fire (1 shot): Anytime a cowboy or town folk is moving
-1/-2 -1 Wounded shooter/-2 with 1 HP left through an opponent’s cowboy’s line of sight, the opponent can call for
a reaction shot by his cowboy. This can only occur if the reacting
-1 Shooter was grazed therefore down on one cowboy has not moved or shot this turn. Any time a cowboy takes a
knee stunned reaction shot, he may only take 1 shot which is subject to the modifiers
detailed on the Shot Modifier chart. A cowboy may only perform one
reaction fire in a turn. This counts as the reacting player’s action for
that turn and he may take no further actions until the next round. A
moving cowboy or town folk may have reaction fire performed at them
by any number of cowboys.
Smoke ‘em Out Start a fire in an adjacent building. 4 turns later, all occupants still inside are eliminated.
If no buildings choose a square within 5 squares.
Speed Load Cowboy may reload (2 actions) and shoot in the same turn.
Town Folk 1 Add 1 town folk/Indian to your side or remove 1 from opponent’s side.
Town Folk 2 Add 2 town folks/Indians to your side or remove 2 from opponent’s side.
Wild Card Pick 2 cards. Only 1 can be played this turn. Pick the most beneficial to the NPC (side).
NPC Actions Chart adjustments to make after the dice roll. (Cumulative)
NPC out of range – result moves up 2 rows
Chart: NPC outnumbers player – up 1 row
Roll 2d6, make Fewer NPC then player – adjust down 1 row
row adjustments Reloading NPC -- down 1 row, (reloading takes precedence)
NPC is hurt – result down 1 rows
if applicable.
NPC Actions
NPC Being NPC in NPC Behind *Grazed NPC will fire on closest target as normal.
Rushed Open or Cover or * If a NPC cannot fire on a target or move to cover then set for reaction fire.
< 4 squares Long Range * If NPC doesn’t use reaction fire then at the end of the turn fires on closest target.
2 2 NPC uses full movement toward you and ends in cover when appropriate. If
NPC can brawl with target than enter the target’s square instead.
10 6 NPC moves ½ movements toward you, stops and fires. No target full move.
3-4 3 3 NPC sets for reaction fire
5, 6, 8 6, 7, 4 NPC Fires - if no target will move toward you to find target then fires
8 5 5 NPC Fires, ½ movement left or right to cover or out of sight
2,7 4 10 NPC moves ½ movements away from target, then fires.
10 11 8 NPC Fires, moves toward cover (if no cover fires again)
9 7,9 7 NPC sets for reaction fire
11-12 8 9 Pistol (up to 6 shots) Rifle (up to 3 shots) Bow (3 shots) fan fires @ -3 per shot
11 NPC full move left or right to flank you.
12 12 NPC full move back to equal cover
NPC falls prone and not visible this round takes no actions
2 NPC turns and runs toward the nearest exit edge of the map
NPC Morale rules: At the start of every turn you count the number of NPC's dead. Then you roll a 1d6 (if 6 or fewer
NPC's at the start or 2d6 if there are more than 7+ etc...). If that number is equal to or less than the number of dead
then NPC's from that turn on must make morale check each turn thereafter going to the roll 1d6 vs. your current Health
rule. If the NPC rolls higher than their current health on their turn they turn and run from the action (the morale die role
can be modified by the cowboys modifier (0,+1,+2). Roll each turn to see if they continue to run away from the fight.
Once they leave the board they are out of the game. The player has to kill NPCs to trigger the break so it keeps the
player from just waiting or running after the NPC's as they run off the map.
Actions: Instead of movement points used in the standard Cowboys game the solitaire version uses actions. Each
figure is given 4 action points per turn. These action points are used for movement, firing weapons, and other
activities that the figure will do in a turn. A figure can do multiple tasks as long as the cost does not exceed the number
of action points for that turn. (exception, a reload action can be spread over two turns, just keep track of how many
actions have been spent toward reloading).
Cards: Each side receives the number of cards they are allowed per the scenario set up. You may use the cards as in a
standard game. The NPC cards are used differently. Before the start of each NPC actions roll 2d6 to see if they will get to
use one of their cards. On a result of 10+ that NPC will receive one of the scenario cards. This dice roll is only modified
by the NPC cowboy modifier. The way in which the cards are used are different. When the player uses one of the cards
the text on the card is used. When a NPC uses a card, refer to the chart below to see the benefit for the NPC.
The advanced rules for Cowboys by Grant Wylie can be found here:
http://boardgamegeek.com/filepage/26865/advancedrulespdf
I use a variable turn mechanism by using Jim S. (BGG -jascps) cards which can be found here: http://boardgamegeek.com/filepage/35453/cowboys-
variable-turn-order-cards
The format for this paper comes from Tim Poulos’ excellent player reference sheet (w/advanced rules) which can be found here:
http://boardgamegeek.com/filepage/44793/player-reference-sheet-w-advanced-rules
I got the NPC reaction chart from Bob Bickart (Bick 10) who introduced his ideas for solo rules and NPC morale. You can find his orginal spread sheet
charts and much more here:
http://boardgamegeek.com/filepage/27921/npc-movement-cowboys-version-20
I also use Chris Heinszmann’s Shot Clock to describe hits in my session write-ups.
http://boardgamegeek.com/filepage/27726/ctwotg-shot-clock
A special thanks to Chad Mekash (Grimnir) for his early Cowboys rules summary and player aids which can be found here:
http://boardgamegeek.com/filepage/26124/cowboys-rules-summary-and-player-aid
1 2 3
4 5 6
7 8 9
10 11 12
13 14 15
16 17 18
1 2 3
4 5 6
7 8 9
Outlaw/Indian/Cowboy Track
bow
1 1 2 3 4 5 6 7 8 9 10
bow
2 1 2 3 4 5 6 7 8 9 10
bow
3 1 2 3 4 5 6 7 8 9 10
bow
4 1 2 3 4 5 6 7 8 9 10
bow
5 1 2 3 4 5 6 7 8 9 10
bow
6 1 2 3 4 5 6 7 8 9 10
bow
7 1 2 3 4 5 6 7 8 9 10
bow
8 1 2 3 4 5 6 7 8 9 10
bow
9 1 2 3 4 5 6 7 8 9 10
bow
10
1 2 3 4 5 6 7 8 9 10
Scenario 4 is being worked on
Please feel free to comment, suggest, ridicule, anything about this
project.
I was going for something just a little bit more involved than but not
as crazy as Gunslinger or Outlaw. I was still aiming for a short game
that could be more like a story and I was inspired by all those B-17
players who always make comments about how attached they
are/were to their characters even though the game is not very
heavy. Anyway, that was my inspiration. Let me know what you
think.
BBG name Raygun1966
Want to send me files send to raygun1966@gmail.com
CATTLE BATTLE
SITUATION. Two cattle barons are decide to solve their differences in a last fight!
Each player is a cattle baron: one take Cowboy #1 (rifle) and another one Cowboy #10 (rifle). Each Side roll a
dice and bigger choose as his ranch board F or G (the another will be for another Side).
Now they hire gunslingers: Each Side roll a dice and multiply for 1000$. Then who have less money begin hiring one cowboy, next
another Side hiring another one, and so on, considering that gunslingers are avaliable and until they spent the money or they want:
Additionally (and optionally), both sides roll a dice and bigger result obtain the law! That side add the Sheriff Cowboy #2 +1.
Now one Side set up 1st (one cowboy in his ranch) and another Side put another one in his ranch, and follow in this way putting
one cowboy each time (ever in board F or G, it depends). Who didn´t set up 1st is the Side that performs 1st action. Any side play cards.
HOW TO WIN
One Side win at the moment that eliminate all hired cowboys from another Side or eliminate the another baron.
THE RESCUE
SITUATION. Luc Hamill and his 4 magnificents
must to rescue a pretty girl from a bandit gang!
Any side play cards. Side 2 must place all his
cowboys in any squares of boards F, G or E.
Fallen cowboy token is not placed! Side 2 only write secretly where is located (must be in a building square of board
F,G,E). At the moment that a Side 1's cowboy go in same bulding, put the fallen cowboy token in his square and is played by Side 1!
Fallen cowboy can´t be target or hurt for any Side. I think really is a pretty girl!
HOW TO WIN
Side 1 wins at the moment fallen cowboy token go out by column 11 of boards I, J, L or by column A of board K and at least one of his
cowboy stand alive.
Side 2 wins if eliminate the enemy before fallen cowboy token go out.
Note: for a more difficult game, Side 2 can shoot on the fallen token to avoid run out.
THE RODEO
Each player take a character with pistol and modifier 0, and place it in a mounted horse token on square D6.
Place cattle tokens on B3, H2, B10 and F8. They have 2 health and they can´t perform any movement.
At the beginning of 1st turn, player roll two dice: if result is less than 12, you can perform a shoot action on a cattle token. If you
obtain 12, you fall off the horse!
In 2nd turn you roll again two dice again and if the result is less than 11 (observe that in each turn this number is decreasing -1),
you can shoot on another chosen cattle token. If you obtain 11, bad luck! you fall off the horse!
When all cattle tokens be eliminated, put again more tokens on same initial squares (B3, H2, B10 and F8).
The game for a player finish when his cowboy fall off the horse. After all players have participated, winner is the player with more
hunted cattle tokens.
Note: for a more difficult game, all cattle tokens can be moved (by another players) 2 squares (in cross) after a cowboy play his turn.
C
A
B D
H
G
SCENARIO 27:
3:10 TO YUMA
SITUATION:
A local farmer is all that is left of a sheriff’s posse escorting a dangerous outlaw to the train station to catch the
3:10 prison train to Yuma. The outlaw’s gang has ridden in to make sure that doesn’t happen.
SIDE 1 – 6 cards, setup after the outlaws, anywhere inside the Hotel on board A.
SPECIAL RULES:
To determine who moves in a turn, during setup take an extra cowboy marker for each of side 2’s cowboys and
put them in a cup. Take 2 of cowboy #4’s extra cowboy markers and place them in the cup. Blindly draw a
marker to determine who moves. Once the cup is empty, place all of the markers back in the cup and start the
next turn. Cowboys #4 will get to move and shoot twice in each turn.
In this scenario, cowboys may move and shoot. For each movement point that used, add a -1 shot modifier.
Using this allows for only 1 shot (1 round of ammo).
At any point, Side 1 may stop the game, and place a town folk on the board that may shoot 2 shots and then is
removed from the board. The game then resumes where it left off. The town folk must be 5 movement squares
from any of side 2’s cowboys.
HOW TO WIN:
Side 1 wins by getting cowboy #4 to the Bunk House on board G and surviving until turn 15. Side 2 wins by
eliminating cowboy #4.
It is putting on squares D1, E1, D2, E2, D3 and E3. Side 1 must place
SCENARIO: ROOSTER his 3 cowboys and an “obstacle token" (it only occupy one square) that
can´t be moved at the following and blocks line of vision as buildings.
COGBURN An example of set up could be like this:
SITUATION
1880. A small indian
village is overrun by a
band of drunken thugs.
Then Miss Goodnight
teams up with the ruthless Marshal Rooster J. Cogburn
who goes after them. But the band ambush them on a
river... And Side 2 begins the game. Next, at the beginning of each Side 1's
Use the River turn, must be moved the balsa one square in a straighfoward way, then
boad! ☺ the balsa is going down to row 11.
SIDE 1 SIDE 2 As special action, Rooster Cogburn can performs the machine gun
0 cards 0 cards, set up 1st and performs action: consist in three shoots to the same target using rifle
1st action characteristics (range and damage).
#4 +2 Reuben "Rooster"
Cogburn (machine gun, oh yeah, #7 Hawk (rifle, pistol holstered)
and pistol holstered)
HOW TO WIN
#8 Breed (rifle, pistol holstered) Side 1 wins if eliminate all enemies OR his 3 cowboys are alive at the
#3 Eula Goodnight (rifle) #5 Luke (rifle, pistol holstered) moment the balsa would be moved to an imaginary row 12 (that is, are
#6 Wolf (rifle) alive in next turn to reach row 11).
#9 Red (pistol)
Side 2 wins if eliminate all enemies before Side 1's balsa reachs the
SPECIAL RULES imaginary row 12.
Any side play cards. Firstly Side 2 does his
set up. All his cowboys are placed in (and
only can occupy) squares outside of the
river (sand and stones). Choose rightly
what shore, later they won´t can cross
the river!
Comanche Todd has 6 health / 4 movement. Place the stagecoach token on D6-D7. Stagecoach can´t be moved and
Cole Harper has 3 health / 3 movement. it only can be used by Nadine Groot, and inside it he obtain modifier
defense +2.
River squares can be crossed as usual. Stone
square blocks vision lines and can´t be On 1st turn Side 1 must roll a dice: with even result Groot give the rifle
occupied. to Dunson, odd result token rifle is on F10.
In each turn Side 1 only can performs shoot actions with Dunson and
Groot, and to performs shoot actions with Garth and Valance
HOW TO WIN (movement always is allowed) Side 1 must to roll a dice for each one:
Eliminate the enemy before finish turn 10th (at the moment start 11th even the cowboy can fire, and odd result is forbidden.
turn, Side 1 wins).
HOW TO WIN
Eliminate the enemy before finish turn 10th (at the moment start 11th
turn, Side 2 wins).
#10 +2 Goodnight Robicheaux 'the
Weapon: Rifle.
Habilities:
* When he shoot with a rifle not matter the
distance (but yes building lines for the line of
sight), only roll a dice: with 3,4,5,6 eliminate the
By Luc Hamill, the 8nd Magnificent ☺ enemy, other case is -3 health.
Next sheets are used for all scenarios as corresponding the characters. #7 +2 Billy Rocks 'the Assassin'. An athletic
specialist in knifes. He is a Goodnight’s friend and
Side 1 only use Sam Chisolm, and optionally can use Josh Faraday, but
meanwhile Side 1 don´t use Josh Faraday, Side 2 only can play with
'Powder Dan', Gavin David, Fanning and Moody.
HOW TO WIN
Eliminate the (active, of course) enemies.
SCENARIO #2 SCENARIO #3
SITUATION SITUATION
Amador City, California. Josh Rose Creek. The group confronts
Faraday, a gambler and trickster, is some of Bogue's men in the
caught up by two brothers that feel middle of town. The magnificents
he cheated them in a card game. The brothers start fighting against them...
bring Faraday outside of town to kill him. But Faraday distracts them
with a card trick... SIDE 1 SIDE 2
0 cards, performs 1st action 0 cards
SIDE 1 SIDE 2
Sam Chisolm placed in H8 of board A #1 Sheriff Harp (pistol) in G7
0 cards, performs 1st 0 cards of board A
action Josh Farraday in C1 of board C
#7 Earl (pistol) placed in B10 of board J #9 McCann (pistol) in A7 of
Josh Faraday Billy Rocks in C11 of board G
#10 Dicky (rifle) placed in B9 of board J board C
(unarmed) placed in Jack Horne in H4 of board B
C10 of board J 8 blue townfolk tokens
Vasquez in F1 of board B
8 yellow townfolk tokens
" Well allow me to show you something" – Josh Faraday Red Harvest in F7 of board B
SPECIAL RULES " What a merry band we are " – Goodnight Robiecheaux
Any side play cards.
SPECIAL RULES
Put a pistol token in G7 of board I. It only can be taken by Side 1. Any side play cards. All weapons are holstered.
Before Side 1 start his first turn, Side 1 draw a poker card: Side 2 set up the townfolks with a restriction: max 3 in a same board.
- It is hearts or clubs: He discover a pistol
- It is diamonds: He discover a shotgun All townfolks have 4 health / 4 movement. The blue ones have as
- It is spades: Nothing! Bad luck! weapon a pistol and the yellow ones a rifle.
Use markers to sign/count the lost health on the townfolks.
HOW TO WIN
Eliminate the enemy. At the beginning of the game, players perform a dialogue:
Side 2: “I’m still the sheriff” (Sheriff Harp)
Side 1: “Consider this a recall” (Chisolm)
In 1st turn for Side 1, 1st cowboy that performs actions is Sam Chisolm.
HOW TO WIN
Side 1 wins if eliminate the enemy, then must say '“You tell Bogue, if he
wants his town, come see me!'
Side 2 wins if eliminate 3 or 4 (you decide) magnificents.
#8 +1 Denali. An indian that is the Bogue’s right
FINAL hand.
SCENARIO: THE Weapon: Bow and arrows (it works like a rifle)
and hatchets. He can´t take any weapon token.
SEVEN Habilities:
* He has movement 6 squares.
MAGNIFICENT * He can performs hatchet action (different way
that Jack Horne): attack to an adyacent or 2
squares enemy rolling a dice, with 4,5,6 the
SITUATION enemy lost -2 health, other case is -1 health.
Rose Creek. The deadly control of industrialist Bartholomew * When he shoot with bow not matter the
Bogue goes with his gang to kill the Magnificent Seven, distance (but yes building lines for the line of
mercenaries that are fighting for more than money... sight), only roll a dice: with 4,5,6 the enemy lost -
2 health, other case is -1 health.
SIDE 1 SIDE 2 " Hemade them murder my husband, he will take everything we have. I seek
0 cards 0 cards, performs 1st righteousness, as should we all. But I' ll take revenge" – Emma Cullen
Sam Chisolm, the bounty hunter action
#9 Bartholomew Bogue SPECIAL RULES
Josh Farraday, the gambler
Any side play cards. All weapons are unholstered.
Goodnight Robicheaux, the sharpshooter #8 +1 Denali
Billy Rocks, the assassin 16 townfolk tokens Side 1 set up first placing a cowboy in board A, C, B or D (ever). Next
Side 2 put four townfolks (each one in board E or G, ever).
Jack Horne, the tracker Side 1 put another cowboy. Side 2 put another four townfolks.
Vasquez, the outlaw Side 1 another magnificent, Side 2 continues with four townfolks.
Side 1 another magnificent... Side 2 the last four townfolks.
Red Harvest, the warrior
Side 1 another magnificent... Side 2 puts Denali (in board E or G).
Side 1 another magnificent... Side 2, puts Bogue (in board E or G).
THE ENEMIES Side 1 put the final magnificent.
#1 +2 Deputy Marshal Otis #9 Cowboy (pistol), placed in G2 0 cards, performs 1st action 0 cards
(pistol) placed in G4 of board A of board A #4 +2 Van Morgan (pistol) #5 Cowboy (pistol)
#7 Cowboy (unarmed), placed in placed in G9 of board A #7 Cowboy (pistol)
H2 of board A #10 +2 Rev. Jonathan Rudd #8 Cowboy (pistol)
#8 Cowboy (pistol), placed in A2 (pistol) placed in B10 of board D
#9 Cowboy (pistol)
of board C #1 Little George (rifle) placed in
C10 of board C All them placed in any square of
#5 Cowboy (pistol), placed in A3 outside wood floor (at the
of board C Stagecoach token placed in H10 beginning not inside buildings or
of board A in sand squares) of boards B or C
SPECIAL RULES Marshal Dana (represented with
Any side play cards. Deputy Marshal has 14 health / 4 movement. In a fallen cowboy token) placed in
each turn, Side 2 can surrender one cowboy (suppose he give his gun A6 of board C
and retire token to the game) and get 2 health to put in another hurt
cowboy. Sequence of turn is: SPECIAL RULES
Any side play cards. Stagecoach only can be used by Van Morgan alone
1st turn: Deputy Marshal v Cowboy (without hurt Marshal), and inside it he obtain modifier defense +2.
2nd turn: Deputy Marshal v Cowboy (different of previous turn) Rev. Jonathan Rudd ever has modifier defense +2. When a Side 1's
3rd turn: Deputy Marshal v Cowboy (different of both previous turn) cowboy stand aside to hurt Marshal, they can move at most 3 squares
4th turn: Deputy Marshal v Cowboy (the last one) together (Marshal repeat movement in adyacent square). If the cowboy
that transport the Marshal dies, Marshal stand stopped where is placed
HOW TO WIN (until another Side 1's cowboy transport him).
Side 1 wins if all cowboys are eliminated or surrended.
Side 2 wins if kill Otis. HOW TO WIN
Side 1 wins if a cowboy transporting the hurt Marshal is placed (the
cowboy, Marshal aside) in square F5 of board A or eliminates all
enemies.
Side 2 wins if kill all Side 1's cowboys.
SCENARIO: ALONG SCENARIO: RAGE AT
THE GREAT DIVIDE DAWN
SITUATION SITUATION
A U.S. Marshall 1866. Gallatin, Davies
and two County, Missouri. In a
deputies rescue train robbery, special
a cattle rustler agent James Barlow
from a lynch and anothers members of Peterson Detective Agency ambush the Reno
mob led by a local cattle baron, Ed Roden. Now band brothers gang...
of Roden and his son Dan are pursuing them...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 0 cards, performs 1st action 0 cards
0 cards 0 cards, set up 1st and performs #4 +2 James Barlow (pistol) #9 +1 Frank Reno (pistol)
#4 +2 Marshal Len Merrick 1st action placed in C5 placed in D5
(rifle, pistol holstered) #10 Ed Roden (rifle, pistol #2 Monk Claxton (pistol) placed #8 +1 Simeon 'Sim' Reno
#2 Deputy Billy Shear (rifle, holstered) in B6 (pistol) placed in C6
pistol holstered) #6 Dan Roden (rifle, pistol #1 William Peterson (pistol) #6 John Reno (pistol) placed in
#1 Deputy Lou Gray (rifle, pistol holstered) placed in D5 D7
holstered) And as henchmen of Ed Roden 5 #10 Train Conductor (pistol) #7 Dobe (pistol) placed in D4
#7 Timothy 'Pop' Keith Town folk tokens (health 2 / placed in D3
(prisoner, unarmed) movement 4, rifle) All them placed in board K (and
All them placed in board E you can interchange their
All them placed in board I All them placed in board E positions)
HOW TO WIN
Side 1 wins if protect Timothy Keith and when finish turn 20 still is alive.
Side 2 wins if eliminate Timothy Keith before turn 20 finish.
SCENARIO: A DAY OF FURY SCENARIO: MONEY,
SITUATION WOMEN AND GUNS
When gunslinger Jagade arrives in a
law-abiding town he manages to turn SITUATION
the townsfolk into scoff-law sinners After a gold prospector is killed
while the town Marshal is powerless due to a by masked robbers, a detective
moral debt to Jagade... is hired to find the surviving killer as well as the
prospector's legal inheritors...
SIDE 1 SIDE 2
0 cards 0 cards SIDE 1 SIDE 2
+1 #2 Marshal Allan Burnett #6 Jagade (pistol holstered) 0 cards, performs 1st action 0 cards
(pistol holstered) placed in B3 placed in E2 facing E1
+2 #2 Detective 'Silver' Ward #8 John Briggs (pistol) placed in
facing C3
Hogan (pistol) placed in F5 of A6 of board G
board A #7 Clinton Gunston (pistol)
SPECIAL RULES placed in A6 of board C
Any side play cards. #4 Jess Ryerson (pistol) placed
in A6 of board D
Draw a poker card to decide who performs 1st action.
SPECIAL RULES
Before start the game, Side 2 write in a paper the name of one of his
HOW TO WIN characters. This character will be Judas, the assassin.
Eliminate the enemy.
The one chosen as Judas have 4 health / movement. The another ones
2 health / 4 movement.
NOTE: For a more difficult game for Side 2, before any one of its turns Side 1 must to eliminate the character who thinks that is Judas. When
roll a dice: with result 1 this side lost its turn (sound the clock of the Side 1 gets -1 health (or more) in one enemy, at the moment Side 2
church and he stand quiet!). must to say if that enemy is Judas.
HOW TO WIN
Eliminate the enemy.
NOTE: For a more difficult game for Side 1, it can be added in Side 2
the character #6 Henry Devers (pistol, placed in H6 of board B).
SCENARIO: BACKLASH SCENARIO: SADDLE TRAMP
SITUATION SITUATION
Near to Gila Valley, Arizona. Jim Chuck Connor, a chuck-line-riding
Slater seeks a survivor of the saddle tramp loves his life entailing
Apache ambush his father died in. no regular job or family ties and the freedom
Now he´s in a duel with a proud cowboy... to move about as he pleases. He gets a regular job, and runs across
evidence of cattle rustling and tries to run it down...
SIDE 1 SIDE 2
0 cards 0 cards SIDE 1 SIDE 2
#6 +2 Jim Slater (pistol) placed #9 +1 Johnny Cool (2 pistols) 0 cards, performs 1st action 0 cards
on H4 of board A placed on A9 of board C #4 +1 Chuck Conner (unarmed) #8 Rocky (pistol holstered) placed
placed on E6 facing D6 on D6 facing E6
*His modifier is apply only when
SPECIAL RULES he use the fists!
Any Side play cards.
SPECIAL RULES
It´s a duel! Any side play cards. Both sides decide a number of rounds (ex. 5) that
will be played.
In each turn (of for all turn) to decide who performs 1st action is
necessarily some skill... choose the way! Place cattle tokens on G8, C7, B5 and H5
Option 1: both player roll simultaneosly a dice, and first one to obtain Both Sides in his turn decide to damage the enemy OR move 2 squares
result begin a chosen cattle token to row 1 (for Side 1) or row 11 (for Side 2).
Option 2: both player have respectively two poker cards sets, first one Once a cattle token is chosen by a Side, it only can be moved this Side
on flip a card begin. (remove this condition for a more difficult game).
Each time Rocky use the pistol, after to solve the shoot action all cattle
HOW TO WIN tokens are moved 2 squares directly to row 1.
Eliminate the enemy, of course! ☺
HOW TO WIN
After a decided number of rounds winner is the Side with more points.
HOW TO WIN
Side 1 wins if eliminate Side 2.
Side 2 wins if eliminate Side 1.
Side 3 wins if eliminate Side 1 and Side 2.
So simply! ☺
SCENARIO: BRANDED SCENARIO: RIVER OF NO
SITUATION RETURN
A gunfighter try to run out
meanwhile two cowboys try to SITUATION
involve him in a scheme to bilk a A farmer recently released from
wealthy cattle family... prison with his young son is looking for revenge against a
gambler...
SIDE 1 SIDE 2
0 cards, performs 1st action 0 cards SIDE 1 SIDE 2
#9 Choya (2 pistols) placed in B9 #8 T. Jefferson Leffingwell 0 cards 0 cards
of board D (pistol) placed in G8 of board A #6 Matt Calder (unarmed) #1 Harry Weston (pistol)
#1 Dan Travis (unarmed, #7 Tattoo (unarmed) placed in #4 Mark Calder (rifle) placed in
hostage) placed in any square G9 of board A C5 of board C
adyacent to Choya 2 Townfolk tokens (rifle) placed
in G6, G7 of board A SPECIAL RULES
Any side play cards.
SPECIAL RULES
Placed a Stagecoach token in H10 board A-HA board C. It can´t be
Any side play cards.
moved or used by any cowboy. Only gives a defensive modifier +2 to
the target if the line of sight cross its squares.
Placed a Stagecoach token in H7-H8 of board A. It can´t be moved or
used by any cowboy. Only gives a defensive modifier +2 to the target if
Mark Calder can be used when start 3rd turn for Side 1, not before.
the line of sight cross its squares.
In his turn, Side 1 can move and shoot with Choya, and only moves Dan
Travis (before or after perform a shoot action with Choya) in a square HOW TO WIN
adyacent to Choya. Travis can´t be damaged by Side 1. Side 1 wins if eliminate Harry Weston and Matt Calder is alive.
Side 2 wins if eliminate Matt Calder.
Each time Side 2 get hit Choya, Side 1 roll a dice:
• 1-4 Choya lost 1 health
• 5-6 Travis lost 1 health
NOTE: For a more difficult game: Side 2 only can performs shoot actions
over Matt Calder.
HOW TO WIN
Side 1 wins if Travis dies or at the moment that Choya reach H1 of Also you can add a limited number of turns to get the objetive
board D... passing by B2 of board D! (otherwise, it is a draw).
Side 2 wins if eliminate Choya before he reach H1 of board D
Optionally, put a pretty girl token representing Marilyn Monroe! ☺
NOTE: For a different dificult, change the initials weapons, health,
cowboys or the final square.
SCENARIO: BUCHANAN SCENARIO: WESTERN
RIDES ALONE UNION
SITUATION SITUATION
Agry Town. Texan Tom Vance Shaw gives up outlawing
Buchanan is heading back and goes to work for the
home with enough money to telegraph company, his brother
start his own ranch, but when he stops in a crooked town, Jack Slade leads outlaws trying to
he's robbed... prevent the company connecting the line between Omaha and Salt Lake
City. A final fight between brothers must be solve...
SIDE 1 SIDE 2 SIDE 3
0 cards 0 cards 0 cards SIDE 1 SIDE 2
HOW TO WIN
Side 1 wins if one of them take the money and reach a square of row 11
of board E or G.
Side 2 and 3 wins (not together, just one side, of course) if one of them
take the money and reach a square of row 1 of board A or C.
SCENARIO: BULLET FOR A SCENARIO: GUNPOINT
BADMAN SITUATION
The plains, near to Lodgepole,
SITUATION Colorado. A sheriff pursues a
Former Texas Rangers Sam Ward ruthless gang of train robbers.
and Logan Keliher become enemies when Sam turns bank Accompanying him is a sharp-shooting
robber. Now the must face a bounty hunters that are searching Sam... gambler whose fiancee the gang has kidnapped...
HOW TO WIN
Side 1 wins if Logan Keliher is last man alive HOW TO WIN
Side 2 wins if Sam Guard is last man alive
All Sides wins if eliminate the enemy... Clearly, for Side 1 and 2 it´s
Side 3 wins if eliminate Side 1 and Side 2
better eleminate firstly Side 3!
SCENARIO: CHUKA SCENARIO: THE MAN
SITUATION FROM COLORADO
1876. A gunfighter, a stagecoach
driver and a U.S. Army ranger are SITUATION
assaulted by bandits... 1865, Colorado. Two friends
return home after Civil War.
One of them has had deep-rooted psychological damage
due to his experiences during the war, and as his behavior becomes
SIDE 1 SIDE 2 more violent. His friend desperately tries to find a way to help him...
0 cards, performs 1st action 0 cards
SIDE 1 SIDE 2
#6 +2 Chuka (pistol) placed in E5 #4 Bandit nº 1 (pistol) placed in
B10 0 cards 0 cards, performs 1st action
#7 Lou Trent (rifle) placed in D8
#5 Bandit nº 2 (pistol) placed in #4 Del Stewart (injured and #2 Owen Devereaux (pistol)
#1 Stage Driver (pistol) placed in unarmed) placed in H7 of board A placed in B7 of board C
E7 G11
#8 Bandit nº 3 (rifle) placed in #6 Jericho Howard (unarmed)
B2 placed in H8 of board A
#9 Bandit nº 4 (pistol) placed in
G2
SPECIAL RULES
Any side play cards and both sides must only use outside squares.
SPECIAL RULES Del Stewart begins with 3 health / 4 movement.
Any side play cards.
If Jericho Howard perform fist action instead 1 hit he gets 2 hits on rival
Place the stagecoach token on squares D6, D7. It can be occupied or (reason: he has an iron chain around his hand!).
moved by any side, just consider it is like a obstacle (with black lines).
If Owen Deveraux has 1 health immediately he lost his pistol (take off
Chuka has 6 health / movement. the board).
Before Turn 5 (for Side 2, of course) and at the following (in same
HOW TO WIN order) city begins to burn so check explosions! Roll another a dice:
Eliminate the enemy.
1: Board A, Column A 4: Board C, Column A
2: Board A, Column G 5: Board C, Column B
3: Board A, Column H 6: Board C, Column H
And again roll dice: 1 in row 1, 2 in row 3, 3 in row 5... 6 in row 11.
That square is the center of a explosion and if a cowboy is placed in it
dies, and if is in any adyacent square recieves 2 damages.
HOW TO WIN
Eliminate the enemy.
SCENARIO: COLE SCENARIO: STAR IN THE DUST
YOUNGER, GUNFIGHTER SITUATION
A sheriff planning on legally hanging a
SITUATION killer, has to contend with farmers
Beaten and forced out of town by the who want to lynch him, and cattlemen
corrupt state police of Texas, Kit who want to help him escape...
Caswell heads to the hills where he meets the notorious
desperado Cole Younger...
SIDE 1 SIDE 2 SIDE 3
SIDE 1 SIDE 2 0 cards 0 cards 0 cards
0 cards 0 cards #2 +2 Sheriff Bill #1 George Ballard #6 Lew Hogan (pistol)
Jorden (pistol) (rifle) #10 Jess Ryman
#8 Kit Caswell (pistol) in C9 #2 Captain Follyard (pistol
placed in 1A of #3 Orval Jones (rifle)
#9 +1 Cole Younger (2 pistols) holstered) in E10
board C (pistol)
in A9 #6 Sgt. Price (pistol holstered) #4 Ben Smith (pistol)
#8 Sam Hall #7 Mike
in D8 All them placed in
(hostage) placed MacNamara (pistol)
#1 Barman (unarmed) in D11 in 2H of board A outside squares of
All them placed in board B
outside squares of
SPECIAL RULES board D
Put a rifle token in C11. It only can be used by the Barman.
To decide who performs 1st action, draw a poker card (most value SPECIAL RULES
begins). Any side play cards.
At the beginning of all Side 2's turn, roll a dice: 1-3 it can use the Sequence turn is "Side 1 - Side 2 - Side 3 - Side 2", and so on.
Barman, 4-6 not.
Side 1 controls Sam Hall. He only can performs movement actions.
HOW TO WIN Side 1 can performs a shoot action over Sam Hall. At the moment that
Eliminate the enemy (Barman is not necesarry to be eliminated). Sam get 2 health (no more, no less, and therefore he'll moves 2
squares) Side 2 must remove one of their cowboys (Side 2 chooses).
HOW TO WIN
NOTE: For get more random, you can use the poker card system to Side 1 and 3 win if they eliminate Side 2 or at the moment that Sam
decide who performs 1st action in each round. Hall reachs a square of 11 of board B or D.
Side 2 wins if eliminate Bill Jorden and at least two Side 3's cowboys.
At the beginning Side 2 only can use Jimmy Rapp. If Jimmy is SPECIAL RULES
eliminated, next turn Side 2 can use Dick Braden and Casino Waiter. Any side play cards.
Brett Wade has 6 health / 4 movement. Charlie Burns performs 1st action. Next is turn for Side 2, and later Side
Dick Braden and Casino Waiter have 2 health / 4 movement. 1 (including Charlie Burns), and so on.
SPECIAL RULES and repeat successively. Jim Kipp has health 12 and movement 4. Any
Any side play cards. side play cards.
Side 2's cowboys only can performs 1 reload action on the game, Side HOW TO WIN
1's cowboys 2 reload actions. If they remain their bullets... using action Side 1 wins if kill Storekeeper and another Side 2’s cowboy.
fists! Side 2 wins if kill Jim Kipp.
On his turn, Side 1 can remove Sam to give Bart 3 health (not
additionally, to get max. 4 as usual).
HOW TO WIN
Side 1 wins if have at least one cowboy alive 20 turns or gets go out by
boards G or D before turn 20 finish.
Side 2 wins if eliminate all enemies before turn 20 finish.
SCENARIO: DODGE CITY SCENARIO: AT GUNPOINT
SITUATION SITUATION
1866, Dodge City. Jeff Plainview, Texas. Jack Wright,
Surrett rules in the a peace-loving owner of a
town, and his general store, is forced to act
henchman are going to against a gang of bank
hold an innocent, Rusty robbers...
Hart. Place needs is a
fearless honest Marshal. A guy like Wade Hatton, that SIDE 1 SIDE 2
goes to free his friend of the death...
0 cards 0 cards
SIDE 1 SIDE 2 #4 +2 Jack Wright (unarmed, see #9 Alvin Dennis (pistol) in
Special Rules) in any “General Store any “Bank square” of board D
0 cards, performs 1st action 0 cards square” of board C #7 Bob Dennis (pistol) in any
#1 +2 Wade Hatton (pistol #10 Jeff Surrett (pistol And in any “Jail square” of board A: “Bank square” of board D
holstered) placed in A5 of board C holstered)
#2 Marshal MacKay (pistol) And in any square of rows 8,
#9 Rusty Hart (pistol holstered) #7 Yancey (pistol holstered) 9, 10 or 11 of board B or D:
placed in H5 of board B #1 Marshal George Henderson
#8 Cowboy (pistol holstered) (rifle) #6 Kirk (pistol)
#5 Cowboy (pistol holstered) #4 Moore (pistol)
They are placed (choose
order) in G6, G5, G4 and H4 of SPECIAL RULES
board B Any side play cards. To decide who side set up 1st draw a poker card
(most value). Repeat same to decide who side performs 1st action.
SPECIAL RULES
Any side play cards. At the beginning just play Side 1, and consist in Game admits two modes:
move 1 square Hatton (an Hart repeat movement in an aside square)
and later roll dice:, but even starts the dance... MEANWHILE MARSHAL MACKAY IS ALIVE:
ROLL DICE: ODD: Nothing happens. Side 2 don`t do anything and Side Jack Wright can´t do shoot actions and can´t be target for Side 2.
1 continue moving Hatton one square and rolling dice. Side 2 just play with Dennis brothers and Kirk.
ROLL DICE: EVEN: Starts the dance! Immediately Side 1 can do any
action and later is the turn of Side 2 as usual. IF MARSHAL MACKAY IS ELIMINATED:
Immediately Jack Wright can do shoot actions with his own pistol (not
HOW TO WIN inherited of MacKay).
Side 1 wins at the moment that Hatton and Hart reach row 10 of board Side 2 can play with all gang band members.
A or D OR if they eliminate all Side 2’s cowboys.
Side 2 wins if eliminate Hatton and Hart before the reach row 10 of
board A or D.
HOW TO WIN
Both sides win eliminating all enemies.
SCENARIO: THE FAR SCENARIO: THE MAN
COUNTRY WHO SHOT LIBERTY
VALANCE
SITUATION
Dawson City, 1896. To SITUATION
revenge a friend's death, Shinbone, a frontier town. The
Jeff Webster, a self- leader of a gang of outlaws,
minded adventurer, calls Mr. Gannon, a called Liberty Balance, has tripped the
crooked lawman, out to settle the dispute man to man, but the villain waiter Ransom Stoddard in the diner, causing him to spill a tray of food.
arranges an ambush... And an angry cowboy, Tom Doniphon, claims "That's MY steak,
Valance!"...
SIDE 1 SIDE 2
2 cards, performs 1st action 0 cards, set up 1st SIDE 1 SIDE 2
#4 +1 Jeff Webster (pistol), #1 +2 Madden +2 (2 pistols) 2 cards, performs 1st action 0 cards
placed in board D or C and #7 Newberry (pistol) #4 +2 Tom Doniphon (pistol) #9 +1 Liberty Valance (pistol)
outside of buildings placed in square E4 placed in square D2
Madden and Newberry are placed
in square 1G and 3G (you choice #10 Pompey (rifle), placed in #8 Reese (pistol) placed in
for each one), and inside Saloon of square F4 facing E4 square E2
board A: #5 Floyd (pistol) placed in square
#2 Mr. Gannon (pistol) C2
#8 Ives (pistol)
SPECIAL RULES
#9 Cowboy (pistol) The waiter Ransom Stoddard is represented with a fallen cowboy token.
He can´t be moved (blocks lines of sight as usual) and has 1 health. If
SPECIAL RULES he dies, you must remove the token from the board. Meanwhile Pompey
Jeff Webster has 6 health/movement, and doesnt need reload. Mr doesn´t shot, Reese and Floy can´t do it. Any side can play TOWN FOLK
Gannon must be out of Saloon at the beginnin of turn 10. Ives and #9 or SMOKE EM OUT cards.
Cowboy can´t be out of Saloon until turn 15. Any side can play TOWN
FOLK or SMOKE EM OUT cards. HOW TO WIN
Side 1 wins if eliminate Liberty Valance.
HOW TO WIN Side 2 wins if eliminate Tom Doniphon.
Side 1 wins if eliminate Mr. Gannon before turn 20 be finished.
Side 2 wins if eliminate Jeff Webster before turn 20 be finished.
Any other result is draw.
SCENARIO: FIRECREEK SCENARIO: CATTLE EMPIRE
SITUATION SITUATION
A quiet little town called After serving a five year prison
Firecreek. Farmer and family sentence for allowing his men
man Johnny Cobb moonlights to destroy a town in a drunken spree, a trail
as a $2 a month sheriff. When boss is hired by the same town's leading
a gang of freebooters passes citizen to drive their cattle to Fort Clemson. Complicating matters, a
through, their leader Larkin decides to spend the night. The gang take rival cattle baron also hires the cattle driver to lead his herd...
advantage of the frightened townspeople...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 0 cards, set up 1st and performs 0 cards
0 cards, performs 1st action 0 cards 1st action #1 Garth (pistol)
#2 Johnny Cobb (pistol, injured) #8 Larkin (pistol) placed in A4 of #4 +2 John Cord (pistol) #8 Stitch (pistol)
placed in B3 of board D board G #6 Douglas Hamilton (pistol) #7 Grainger (pistol)
#6 Earl (pistol) placed in G6 of #5 Juan Aruzza (pistol)
board E #3 Corbo (pistol)
#7 Norman (pistol) placed in H7 #10 Quince (pistol)
of board E
#9 Willard (pistol) placed in E11
SPECIAL RULES
Side 1 choose place all its cowboys in board I or J. Then Side 2 put its
of board G
all cowboys in the another board.
Johnny Cobb has 12 health / 2 movement (he is injured). Garth and John Cord can´t be target in shoot actions. In any moment,
Side 1 can order "stop the fire". Remove all cowboy tokens except John
Uniquely indoor squares of buildings can be used by Johnny Cobb. Cord and Garth, and sum at their health points the eliminated enemies
(example: if Side 1 have eliminated 2 cowboys, John Cord obtain +2
If Side 2 only has one cowboy alive, immediately Johnny can change the health, that is, 6 health in total).
pistol for a rifle.
After calculate the health of Cord and Garth, start Side 2 next turn
trying to eliminate John Cord (and Cord will do the same).
HOW TO WIN
Eliminate the enemy. HOW TO WIN
Side 1 wins if eliminate Garth.
Side 2 wins if eliminate John Cord.
SCENARIO: FORT WORTH SCENARIO: FORT WORTH #2
#1 SITUATION
Fort Worth. Ned Britt discover that his
SITUATION friend Blair Lunsford has used the
Fort Worth. Ned Britt returns home, unrest to buy up parcels of land on the cheap.
however the area is terrorized by Britt sees through his friend's ambition, and
Gabe Clevenger and his gang.... they are now antagonists...
_________________________________________________________
NOTE: This scenario can be played with two sides on this way:
SIDE 1 SIDE 2
#4 +2 N. Britt (2 pistols) #1 +2 B. Lunsford (2 pistols)
#7 F. Talbot (pistol) #5 +1 G. Clevenger (2 pistols)
Brazos Kane has 6 health / 4 movement, and he can´t go in the Bunk Side 2's cowboys can´t go out the Corral or the Barn.
House.
Mr. Banner has 2 health / 4 movement. Side 1’s cowboys have 6 health (and 4 movement as usual).
At the beginning, Side 2 just can play with Johnny O'Neil. If O'Neil is HOW TO WIN
eliminated, Kane obtain again 4 health (max.) and Side 2 just can use Eliminate the enemy.
Bard Macky. Finally, if Macky is eliminated Side 2 can use Mr. Banner.
HOW TO WIN
Eliminate the enemy.
SCENARIO: GUNSIGHT SCENARIO: SANTA FE
RIDGE SITUATION
After the Civil War brothers who
SITUATION fought for the South head west.
A border Arizona town. A stage Yanks are building the Santa Fe Railroad
line agent investigates a series and one of the brothers joins them. The
of robberies and now he can arrest the criminal... others still hold their hatred of the North
and join up with those trying to stop the railroad's completion. Now a
SIDE 1 SIDE 2 final confrontation in a Railroad Station is coming...
0 cards 0 cards, set up 1st and performs
SIDE 1 SIDE 2
#1 +2 Deputy Mike Ryan 1st action
0 cards 0 cards, performs 1st action
(pistol) #4 Velvet Clark (rifle, pistol
holstered) #4 Britt Canfield (pistol) #3 Cole Sanders (pistol) placed on
Unmounted horse token
#1 Dave Baxter (pistol) F4
HOW TO WIN Meanwhile be another Side 2's cowboys, Britt Canfield can´t shoot on
Side 1 wins if eliminate the enemy. Terry and Tom Canfield, and conversely brothers Terry and Tom can´t
Side 2 wins if eliminate the enemy or reach a square of column H of shoot on Britt if exist another Side 1's cowboys as target.
board J.
HOW TO WIN
At the moment that start turn 12th, Railroad comes and Side that has
eliminated more enemies wins (equal numbers, shared victory).
SCENARIO: GUNSMOKE SCENARIO: SEVEN WAYS
SITUATION FROM SUNDOWN
A young gunslinger tries to help
a rancher and his daughter, save SITUATION
their land and cattle. Now he go to pay an Some town in New Mexico. Seven
evil land owner, but an old gunslinger Ways from Sundown Jones, whose
friend is waiting the moment... father numbered the kids and the mother embellished the
numbers, is an inexperienced Texas Ranger and in his first assignment
SIDE 1 SIDE 2 SIDE 3 has captured Jim Flood, a notorious outlaw who eluded the law for
0 cards 0 cards 0 cards years. Now two bounty hunters try to take the prisoner...
Sequence turn is in order ascendent (example, if begin Side 2, next Side SPECIAL RULES
3 and continue with Side 1). Any side play cards.
Jim Flood can performs movement actions but he can´t use guns or
HOW TO WIN performs shoot actions. Also he can use his fist.
Side 1 wins if in certain turn Lake and Telford have simultaneosly 3
health and Kittredge has more than 1 health Meanwhile both Side 2's cowboys stay on the Saloon, Jim Flood can go
Side 2 wins if eliminate Side 3 out to outside squares.
Side 3 wins if eliminate Side 1
If Seven eliminate one enemy, immediately roll a dice and with even
result (odd, nothing happens) the another enemy take off the gun
(remove from the board).
HOW TO WIN
Side 1 wins if eliminate the enemies.
Side 2 wins if eliminate Jim Flood.
SCENARIO: GUN FOR A SCENARIO: RETURN OF THE
COWARD SEVEN
SITUATION SITUATION
A town called “Arroyo Seco”. After One day bandits comes to the town and takes most of the men
the death of a rancher his three sons run the ranch but one of prisoner. Chris, Vin and Chico find four other men to rescue
them is seen as a coward because of his reluctance to them...
gunfight...
THE SEVEN BANDITS
SIDE 1 SIDE 2 0 cards, set up 1st 0 cards
0 cards, performs 1st action 0 cards, set up 1st #2 +1 Chris (2 pistols) #5 +1 Lorca (pistol) placed
#6 Bless Keough (pistol) #8 Cowboy #1 (pistol) placed in D3 #4 +1 Vin (pistol) in A6 of board K
placed in E2 #5 Cowboy #2 (pistol) placed in E3 16 Townfolk (pistol) outside
#6 Chico (rifle)
#7 Hade Keough (pistol) #3 Cowboy #3 (pistol) placed in C3 of any board
placed in D2 #7 +1 Colbee (pistol)
#9 Cowboy #4 (pistol) placed in F2 #1 Frank (rifle) All them have 4 health /
movement
#10 Manuel (rifle, pistol holstered)
#7 Luis (rifle)
SPECIAL RULES
Any side play cards. SPECIAL RULES
Each player choose a magnificient (choose the order) and put him in
All Side 2's cowboys have 2 health / 4 movement. same order in any square (inside of buildings) of board E or F.
Bless Keough before performs any shoot action must roll a dice. If result Select a sequence turn. In his turn, each player (in this order):
is 4 or more, he can performs it (otherwise not). - Put up to 3 bandits in any square on board I, J, K, or L
- Play with up to 3 bandits (no necessarily same that before, and must
be different to Lorca) trying to eliminate another player's cowboys
Note: For an easier game for Side 1, in each turn Bless obtain +1 in his - Play with his cowboy
roll. Then is roll, roll+1, roll+2 and so on... more than 4. Lorca can´t be use. Every time that be a target, he answer with a shoot
action (never a movement action) to the player that have attacked him.
HOW TO WIN Note: Optionally can be put up to 3 dead bandits (a zombie western!)
Eliminate the enemy
HOW TO WIN
When a player eliminate Lorca game is over. This player is the winner.
Anyway, when all magnificients or bandits be eliminated game is over.
Winner is the one with more victims (draw, winner is the one with more
life points).
SCENARIO: GUN FOR A SCENARIO: RETURN OF THE
COWARD SEVEN
SITUATION SITUATION
A town called “Arroyo Seco”. After One day bandits comes to the town and takes most of the men
the death of a rancher his three sons run the ranch but one of prisoner. Chris, Vin and Chico find four other men to rescue
them is seen as a coward because of his reluctance to them...
gunfight...
THE SEVEN BANDITS
SIDE 1 SIDE 2 0 cards, set up 1st 0 cards
0 cards, performs 1st action 0 cards, set up 1st #2 +1 Chris (2 pistols) #5 +1 Lorca (pistol) placed
#6 Bless Keough (pistol) #8 Cowboy #1 (pistol) placed in D3 #4 +1 Vin (pistol) in A6 of board K
placed in E2 #5 Cowboy #2 (pistol) placed in E3 16 Townfolk (pistol) outside
#6 Chico (rifle)
#7 Hade Keough (pistol) #3 Cowboy #3 (pistol) placed in C3 of any board
placed in D2 #7 +1 Colbee (pistol)
#9 Cowboy #4 (pistol) placed in F2 #1 Frank (rifle) All them have 4 health /
movement
#10 Manuel (rifle, pistol holstered)
#7 Luis (rifle)
SPECIAL RULES
Any side play cards. SPECIAL RULES
Each player choose a magnificient (choose the order) and put him in
All Side 2's cowboys have 2 health / 4 movement. same order in any square (inside of buildings) of board E or F.
Bless Keough before performs any shoot action must roll a dice. If result Select a sequence turn. In his turn, each player (in this order):
is 4 or more, he can performs it (otherwise not). - Put up to 3 bandits in any square on board I, J, K, or L
- Play with up to 3 bandits (no necessarily same that before, and must
be different to Lorca) trying to eliminate another player's cowboys
Note: For an easier game for Side 1, in each turn Bless obtain +1 in his - Play with his cowboy
roll. Then is roll, roll+1, roll+2 and so on... more than 4. Lorca can´t be use. Every time that be a target, he answer with a shoot
action (never a movement action) to the player that have attacked him.
HOW TO WIN Note: Optionally can be put up to 3 dead bandits (a zombie western!)
Eliminate the enemy
HOW TO WIN
When a player eliminate Lorca game is over. This player is the winner.
Anyway, when all magnificients or bandits be eliminated game is over.
Winner is the one with more victims (draw, winner is the one with more
life points).
SCENARIO: GUN FURY SCENARIO: CORONER CREEK
SITUATION SITUATION
Arizona. After a stagecoach holdup, A town called Coroner Creek. At
Frank Slayton's notorious gang the morning. A man is bent on
leave Ben Warren for dead and head off taking revenge on those
with his fiancée. Warren follows and recruits responsible for his fiance's death...
two others who have sworn revenge on the ruthless Slayton...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 SIDE 3 0 cards, performs 1st action 0 cards
0 cards 0 cards 0 cards, performs 1st action #4 +1 Chris Danning (pistol) #1 Younger Miles (pistol)
#4 Ben #1 +2 Tom #9 Frank Slayton (pistol) placed placed in H8 of board B #9 Ernie Combs (2 pistols)
Warren 'Jess' Burgess in E5
(pistol) placed (pistol) placed #6 Stew Shallis (pistol)
#8 Blinky (pistol) placed in D6
in H7 in H5
#6 Brazos (pistol) placed in D4
#7 Jim Morse (pistol) placed in SPECIAL RULES
D8 Any side play cards.
#5 Vincente (pistol) placed in E8
At the beginning, Side 2 write in secret the positions of Younger (must
#3 Westy (pistol) placed in F5 be inside the Brothel) and Ernie and Stew (both will be inside the
Livery), but DON´T PLACE any cowboy, only when each one have line of
SPECIAL RULES sight with Chris Danning, THEN that cowboy can be played.
After Side 3, Sides 1 and 2 decide (in any way) who performs action
and it will be fixed all game. Side 1 firstly must go to the Livery. When eliminates Ernie and Stew,
then must go to the Brothel.
Side 1 and 2 don´t need reload weapons (next turn to empty the bullets
they directly have reloaded the weapons). Chris Danning have 12 health / 4 movement.
HOW TO WIN
Sides 1 and 2 wins if they eliminate all Side 3's cowboys. Then decide
the winner by points: 1 for enemy eliminate and 3 for eliminate Slayton.
Side 3 wins if eliminate Side 1 and Side 2.
SCENARIO: HANGMAN’ S SCENARIO: THE LAWLESS
KNOT BREED
SITUATION SITUATION
1865. Confederate soldiers are Texas. John Wesley Hardin has
trapped by bandits in a station a life of cards and guns, and
after stole gold from the Union... now a Sheriff is facing him...
#7 +1 Jamie Groves (pistol) #5 Maxwell (rifle, pistol) #8 John Clements (pistol #6 Ike Hanley (pistol holstered)
holstered) placed in D3 placed in B3
All them placed inside of Bunk House with All them placed in outside
3 hostages (use folktown tokens, 2 health squares not adyacent to OR
and movement): Bunk House's walls
Molly Hull, Lee Kemper and Mrs. #3 +2 Marshal Wild Bill Hickok
Harris (pistol) placed in C2
Additionally place a pistol token inside
of Bunk House (choose square) SPECIAL RULES
Any side play cards.
SPECIAL RULES Side 2 decide if play with 2 cowboys or Bill Hickok ☺
Any side play cards. Roll dice to decide who set up 1st ONE cowboy (or
hostage) and follows another Side placing one, and so on. Roll dice to In each turn to decide who performs 1st action both sides draw a poker
know who performs 1st action. card and begins most value (as usual in poker).
In each turn, both side only plays one or two cowboys, and can repeat
same one or both cowboys that previous turn. HOW TO WIN
Hostage are controlled by Side 1, but they only performs move actions. Side 1 wins if eliminate the enemies.
In fact, Side 1 on his turn can use 2 cowboys and moves 2 hostages. Side 2 wins if eliminate John Wesley Hardin.
HOW TO WIN
When 15th turn finish for both players, Side with more points wins
(draw is valid). Both sides get points on this way:
SIDE 1 SIDE 2
Eliminate an enemy 1 pt Eliminate an enemy 1 pt
Get out the board (for squares A1, A11, Eliminate a hostage -1 pt
H1, H11) one of his cowboys 1 pt
SCENARIO: HIGH NOON SCENARIO: RIO BRAVO
SITUATION SITUATION
Hadleyville, New Mexico. A Rio Bravo, Texas.
sheriff, personally compelled A sheriff who
to face a returning deadly arrives in the
enemy, finds that his own town refuses to help him... small-town and arrests the brother of the powerful
local rancher in order to help his drunken deputy
sheriff friend. With the help of a cripple and a young gunfighter, the two
friends hold off the rancher's gang...
SIDE 1 SIDE 2
SIDE 1 SIDE 2
3 cards, performs 1st action 0 cards, set up first
2 cards 4 cards, set up first and performs 1st
#2 +2 Sheriff Will Kane (2 #3 +1 Frank Miller (pistol) action
#2 +1 Sheriff John T.
pistols), placed in any square of #6 Jack Colby (2 pistols) Chance (rifle, pistol Next five members of the gang are
board A or D
#9 Ben Miller (2 pistols) holstered) placed in any square of board B or D:
SPECIAL RULES All them set up on board A #9 Cowboy (rifle, pistol holstered)
Sheriff Kane gets +2 movement (6 movement at full health) for this anywhere inside the jail #10 Cowboy (pistol)
scenario because of his familiarity with the town. Anytime Side 1
#8 +1 Joe Burdette (unarmed) sets up
eliminates an enemy, Side 1 can get a new card (that can be played in
on board A, square C6. (May not perform
next turn). TOWN FOLK or PANIC cards may not be played by either
any action until released by Side 2 per
side.
special rules)
All them placed in any square of All them placed in any square of board K #10 Reese Clegg (rifle) placed on
row 1 of board A or C row 11 of board A or C #2 Sam Jenkins (pistol) placed B5 of board H
on the stagecoach, E6 of board K #8 Jesse Clegg (pistol) placed on
SPECIAL RULES Place the stagecoach token on D6 of board H
Any side play cards. To decide who set up 1st, each side roll dice and E6-F6 (facing D6) of board K #7 Luke Clegg (pistol) placed on
most put one cowboy. Another side put one cowboy. Again, each side C4 of board H
roll a dice and so on.
SPECIAL RULES
Order of turn is defined each turn with one roll dice for side (draw, roll Any side play cards.
again).
Stagecoach token is not moved by any side. It gives a modifier +1 to
Neil and Dan Hammond can´t shoot them meanwhile anothers cowboys cowboys placing on its squares (and blocks line of sight as buildings).
be alive.
Uncle Shiloh Clegg has 2 health / movement.
HOW TO WIN
Side 1 wins if eliminate all enemies. For a more complicate game:
Side 2 wins if Dan Hammond go out board A or C by any square of row - Side 1 must eliminate finally Uncle Shiloh Clegg.
1 or eliminate all enemies. - Side 2 must eliminate firstly Sam Jenkins.
Optional rule: Dan Hammond must go out before a chosen turn be HOW TO WIN
finished (for example, turn 10). Eliminate the enemy.
SCENARIO: THE LAW AND JAKE WADE SCENARIO: DEATH OF A
SITUATION GUNFIGHTER
A ghost town. Jake
Wade is a one-time SITUATION
outlaw but is now a Cottownwood Springs,
Marshall. His past Texas. In the turn-of-the
catches up with him century Frank Patch is an
when his former old-style lawman in a town determined to become
partner, Clint Hollister, takes him modern. When he kills drunken Luke Mills in self-defense,
prisoner in order to get his share of the loot from their last job together. the town leaders decide it's time for a change...
Now they have a final duel...
SIDE 1 SIDE 2
SIDE 1 SIDE 2
0 cards 0 cards
0 cards 0 cards, performs 1st action
#2 +2 Marshal Frank Patch #4 Will Oxley (rifle) placed in D9
#2 Jake Wade (pistol holstered) #6 Clint Hollister (unarmed) (pistol... and he´s just married) of board A
placed on 9A of board D placed on 9H of board B placed in E5 of board A #10 Chris Hogg (rifle) placed in
B5 of board D
SPECIAL RULES
Any side play cards. #7 Phil Miller (pistol) placed in B4
of board C
Before start the game, Side 1 choose one square of rows 1-2-3-4 of #8 Lester Locke (unarmed)
boards B or C and put in a pistol token. Then Clint must go to take it placed in B3 of board C
and then they can performs shoot actions.
SPECIAL RULES
Meanwhile Clint is unarmed they can´t damage the enemy. Any side play cards.
To decide who performs 1st action, each side draw a poker card (most
value).
HOW TO WIN
Eliminate the enemy.
SCENARIO: LAW AND ORDER SCENARIO: THREE VIOLENT
SITUATION PEOPLE
Plains near to Cotton Wood. Marshal
Frame Johnson must to capture his SITUATION
brother... When Confederate officer Colt Saunders returns to his Texas
ranch after the war he finds his lands wanted by carpetbaggers
SIDE 1 SIDE 2 and by corrupt provisional government commissioners Harrison and
0 cards, performs 1st action 0 cards Cable...
HOW TO WIN
Side 1 wins if eliminate all cowboys of Side 2 (Calvera and all townfolks)
or if at least one cowboy of Side 1 still is alive when finish turn 20.
Side 2 wins if eliminate The Magnificent Seven before finish turn 20.
SCENARIO: MAN IN SCENARIO: THE VIOLENT
THE SADDLE MEN
SITUATION SITUATION
A small rancher called Owen A Union ex-officer plans to sell
Merritt is being harassed by his up to Anchor Ranch and move
mighty and powerfull neighbour. When the neighbour east with his fiancee, but the low price offered by Anchor's
even hires a gunman called Dutcher to intimidate him he has to defend crippled owner and the outfit's bully-boy tactics make him
himself and his property by means of violence... think again. When one of his hands is murdered he decides
to stay and fight, utilising his war experience...
SIDE 1 SIDE 2
SIDE 1 SIDE 2
0 cards 0 cards
0 cards, performs 1st action 0 cards
#3 Owen Merritt (pistol) placed #6 Fay Dutcher (pistol) placed in
in C8 of board A B4 of board D #6 John Parrish (pistol) placed #3 Wade Matlock (pistol) placed
in F2 of board A in D2 of board A
#8 Cole Wilkison (pistol
SPECIAL RULES holstered) placed in B3 of board A
Any side play cards. #2 Sheriff Magruder (pistol
holstered) placed in C3 of board A
In each round, both sides draw a poker card and who obtain most value
performs 1st action in that round.
Before to performs any shoot action both cowboys must roll a common SPECIAL RULES
dice: John Parrish has 8 health / 4 movement.
• 1, 2, 3: the shoot is lost
• 4, 5, 6: the shoot action is avaliable (and proceed as usual) Meanwhile Wade Matlock be alive, Side 2 can´t use Wilkison or
Magruder.
Reason is because there is a strong wind in the town!
If Side 1 eliminate Matlock, John Parrish take the Matlock's pistol (no
matter the distance to that square), therefore he will have 2 pistols.
HOW TO WIN
Eliminate the enemy.
HOW TO WIN
Side 1 wins at the moment that reach square H11 of board D after to
have eliminated Matlock and one additional cowboy.
Side 2 wins if eliminate John Parrish before reach square H11 of board
D.
SCENARIO: MAN SCENARIO: TEN
WITHOUT A STAR WANTED MEN
SITUATION SITUATION
Wyoming. An Ocatilla, Arizona. A
easygoing cowboy rancher hires
Dempsey Rae and gunfighters to
his impressionable control the region.
young friend Jeff With assistance from the sheriff and his nephew Howie, the rancher
Jimson are hired to work in the ranch of an attractive woman that has John Stewart will fight...
conflict with her neighbors...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 3 cards, performs 1st action 0 cards, set up 1st
3 cards, performs 1st action 0 cards, set up 1st #4 +2 John Stewart #9 +2 Frank Scavo (2 pistols)
#4 +2 Dempsey Rae (pistol) #1 Steve Miles (pistol) (pistol) #7 Al Drucker (pistol)
#6 +1 Jeff "Texas" Jimson #5 Cowboy (pistol) #6 Howie Stewart (pistol) #8 Cowboy (pistol)
(pistol) #8 +1 Cowboy (pistol)*
#7 Cowboy (pistol) #10 +1 Sheriff Clyde #8 +2 Cowboy (pistol)*
They are placed in any square out #8 Cowboy (pistol) Gibbons (rifle) #5 Cowboy (pistol)
of buildings of board E or F All them are place inside of #5 +1 Cowboy (pistol)*
8 cattle counters #5 +2 Cowboy (pistol)*
House of board B
They are placed in any square out #3 Cowboy (pistol)
of buildings of board K or L #3 +1 Cowboy (pistol)*
*This modifiers is considered 0. Idea is
SPECIAL RULES represented all gang’s cowboys with
At the beginning of each turn Side 2 must move cattle counters similar images for an easy
increasing 1 row (therefore they go forward ever, even exiting of boards identification.
E and F). For example, if a cattle is in D7 of board K, next turn must be
All them are place inside of Restaurant
placed in C8, D8 or E8 (unique possibilities). Each cattle counter has 1
and Show House of board C.
health and blocks lines of sight. Any side can play TOWN FOLK or
SMOKE EM OUT cards.
SPECIAL RULES
HOW TO WIN #5 and #3 Cowboys (the middle of Side 2) must be inside of
Side 1 wins if eliminate Steve Miles. Restaurante and/or Show House until the finish of turn 15. John Stewart
Side 2 wins if eliminate Side 1’s cowboys. doesnt need reload. Any side can play TOWN FOLK or SMOKE EM OUT
Any other result is draw. cards.
HOW TO WIN
Side 1 wins if eliminate at least 7 cowboys (Frank Scavo counts as 2).
Side 2 wins if eliminate all Side 1’s cowboys.
SCENARIO: MONTANA SCENARIO: NIGHT
SITUATION PASSAGE
Montana. An Australian
sheepman Morgan Lane comes SITUATION
looking for grazing space, is Durango, Colorado. Grant
opposed by local ranchers. They meet in the McLaine, a fired railroad
street for a brawl... man, founds a "frighten-
children" outlaw in a saloon, and wants rematch...
HOW TO WIN
Side 1 wins if kill Tex Coyne and another Side 2’s cowboy.
Side 2 wins if kill Morgan Lane.
SCENARIO: POSSE FROM SCENARIO: A TICKET TO
HELL TOMAHAWK
SITUATION SITUATION
Ranch Stendar, near to a town called Epitaph, Colorado, 1876. Two wanted
Paradise. Banner Cole is a tough men are searching the sheriff...
sheriff's deputy who forms a small posse to go after 4 death cell
escapees... SIDE 1 SIDE 2
0 cards, performs 1st action 0 cards, set up 1st
SIDE 1 SIDE 2
#2 +2 Marshal Kit Dodge (pistol) #9 Gilo (2 pistols)
0 cards, performs 1st action 0 cards, set up 1st placed on D2 placed on E5
#4 +1 Banner Cole (rifle, pistol #6 Crip (rifle, pistol holstered) #6 +2 Kit Dodge Jr. (a pretty unarmed #5 Trancos (rifle, pistol
holstered) #7 Leo (rifle, pistol holstered) girl) placed on D3 holstered) placed on D6
#10 Seymour Kern (rifle, pistol #8 Hash (rifle, pistol holstered) #1 Johnny Behind-the-Deuces (secret
holstered) pistol, hostage) placed on F6
#3 Cal (rifle, pistol holstered)
#5 Johnny Caddo (rifle) #3 Deputy Chuckity (unarmed,
All them placed on squares in Bunk
#9 Jock Wiley (2 pistols) House hostage) placed on F4
#1 Burt Hogan (rifle)
SPECIAL RULES
All them placed on squares of
Any side play cards. Forget the red lines on E5 and D4, and consider
columns A, B, C
exist a door between D3 and D4.
Cowboys only performs movement (2 squares) and 'fist' actions (like SPECIAL RULES
use a knive, but it only damage -1 health). If you hit, the enemy moves Any side play cards.
1 square (only if it is avaliable) in the opposite direction.
Firstly, Side 3 set up all its cowboys on any square of board E or G (or
If a cowboy have 2 health or less, the unique pistol can be taken only both).
for a turn (perform shoot action and at the beginning of NEXT turn put it Secondly, Side 2 set up all its cowboys on any square of board B or D
in C8, so the enemy can´t used it until next turn). (or both).
Finally, Side 1 put Jim Canfield in any square of board B or D.
Any cowboy can’t go out the Show House.
Meanwhile Side 3 have at least one townfolk token, Side 2 can´t
HOW TO WIN performs shoot actions on Side 1.
Eliminate the enemy.
HOW TO WIN
Side 1 wins if eliminate Rudy Schaeffer.
Side 2 wins if eliminate Side 3 and then Side 1.
NOTE: Also you can decide who performs 1st action in each turn Side 3 wins if eliminate Side 1 and Side 2.
drawing a poker card (most value begins).
NOTE: For an advantage to Side 1, once for turn it can performs 'Marcia
scream' action: Side 1 change (swirls) the facing of just ONE cowboy
from Side 2 or Side 3 (choose the cowboy).
SCENARIO: RIDE CLEAR OF SCENARIO: THE REDHEAD
DIABLO AND THE COWBOY
SITUATION SITUATION
Diablo. Railroad surveyer New Mexico Territory, 1865. Gil
Clay O'Mara goes after Kyle finds himself unrest of the
rustlers who murdered his father and American Civil War and soon gets himself framed for a murder. His only
brother. Along the way, he teams up with outlaw Whitey Kincade who alibi is Candace Bronson, who is aiding the Confederate cause and has
wants to protect him... left the territory to deliver a vital message about a Yankee gold
shipment. So he sets off in pursuit, running into desperados...
SIDE 1 SIDE 2
0 cards, performs 1st action 0 cards SIDE 1 SIDE 2
#6 +2 Deputy Clay O'Mara #2 Sheriff Fred Kenyon (pistol) 0 cards, performs 1st action 0 cards
(pistol) placed on C3 of board A placed on B2 of board C #6 +1 Gil Kyle (pistol) placed #8 Brock (pistol) placed on E5
#3 +2 Whitey Kincade (injured, #1 Tom Meredith (rifle) placed on on A2 #7 Perry (pistol holstered) placed
pistol) placed on E2 of board A B4 of board C #2 Maj. Dunn Jeffers (pistol) on D6
#9 Tim Lowerie (2 pistols) placed placed on B1
on B1 of board C
SPECIAL RULES
SPECIAL RULES Any side play cards.
Any side play cards.
Put #3 Candace Bronson (hostage, unarmed) on square F5. She is
Clay O’Mara has 9 health / 4 movement and Whitey Kincade 3 health / controlled (only performs movement actions) by Side 2 meanwhile a
movement. Side 2's cowboy be in an adyacent square (not diagonal squares): when
Brock or Perry be moved, one adyacent can be placed in an adyacent
In his turn Side 1 must to use firstly Kincade ever and later O’Mara. square.
Side 2 can´t go in any building (the Saloon included) but Side can go At the moment that Candace Bronson be without Brock neither Perry in
out or go in any building. an adyacent square (or they be in diagonal squares), she is free and
immediately is controlled by Side 1.
If at the end of the game only rest one cowboy in each Side,
immediately they begin a fight with fists (remove the board their Candace Bronson never can´t be target by Side 2.
weapons).
HOW TO WIN
HOW TO WIN Side 1 wins if eliminate the enemy or get Candace Bronson reach any
Eliminate the enemy. square of column A and Kyle or Jeffers still is alive.
Side 2 wins if eliminate the enemy before Candace reach a square of
column A.
SCENARIO #1: RIO LOBO SCENARIO #2: RIO LOBO
SITUATION SITUATION
Blackthorne, Texas. Cord Río Lobo, Texas. Cord
McNally, an ex union officer, McNally, an ex union officer,
teams up with sheriff and an ex teams up with sheriff and an ex Johnny
Johnny Rebs to fight again Rio Lobo Rebs to recover this little Texas town from
Sheriff that has an invalid arrest order... ruthless outlaws...
If Side 2 lose 2 cowboys, in ONLY one turn can do a dinamyte action but
ONLY one cowboy: do a usual shoot over an enemy using an “imaginary
rifle” (apply all modifiers), and if it success, instead of normal damage it
kills the victim and all enemys in adyacent squares (8 squares around).
HOW TO WIN
Eliminate the enemy.
SCENARIO: RUN FOR COVER SCENARIO: THE
SITUATION COMANCHEROS
Matt Dow is mistaken as a train
robber. After the town's sheriff SITUATION
shoots Davey Bishop, the kid he's riding with, Lousiana, 1843. A poker game
Dow clears his name and ends up as the new has finished and Tully Crow
sheriff. And now Dow must to stop Bishop and thinks that Capt. Jake Cutter
an ally bandit... has cheated...
HOW TO WIN
Side 1 wins if eliminate Side 2
Side 2 wins if eliminate Side 3
Side 3 wins if eliminate Side 1
SCENARIO: THE SONS SCENARIO: THUNDER OVER
OF KATIE ELDER THE PLAINS
SITUATION SITUATION
Clearwater, Texas. Post-Bellum Texas. An army
To prove his captain tries to tries to save
innocence and his an innocent from the gallows
three brothers, Tom Elder manages to kidnap Morgan Hastings's weak- leading a document to the sheriff that blame Mr. Balfour,
willed son, Dave Hastings, although Morgan will shoot on his proper son who try to prevent...
to prevent him from testifying...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 0 cards 0 cards
0 cards, performs 1st and 2nd 0 cards #4 +1 Captain David Porter #1 H.L. Balfour (pistol) placed in
action (see Special Rules) #1 +1 Morgan Hastings (pistol), (pistol) placed in any square square G1 of board D
#4 Tom Elder (pistol), placed in placed in square G6 of board C inside the House of board B #9 Cowboy (pistol) placed in
square B5 of board C #6 Dave Hastings (hostage, square B6 of board C
#9 +1 John Elder (rifle), placed pistol), placed in square B6 of #7 Cowboy (pistol) placed in
in square D7 of board F board C square A10 of board B
Bud Elder (seriously injured),
represented with a fallen cowboy SPECIAL RULES
token in square E7 of board F Any side play cards. Captain Porter can enter and go out of buildings,
but Side 2's cowboys not. Captain Porter has 8 health / 4 movement.
SPECIAL RULES
Any side play cards. Game is divided in 2 phases: HOW TO WIN
FIRST PHASE: DAVE OUTSIDE OF BARN: 1st and 2nd turn just play Tom Side 1 wins if eliminates all Side 2’s cowboys OR eliminates at least one
with Dave: Tom must take him (he can´t shoot him) to the Barn of cowboy and after enter to the Jail of board A.
board F, and when Tom moves, Dave repeat movement (even with less Side 2 wins if eliminates Captain Porter.
health) in adyacent square. Brother John can´t do actions meanwhile
Tom is out of board F, and Bud never do actions (like any dead
cowboy). Morgan must kill his proper son!
SECOND PHASE: DAVE INSIDE OF BARN: In the turn that Dave enters
to the Burn, he can do action as normal, and he must to kill Tom and
John (now Morgan's objetive is that same).
HOW TO WIN
Side 1 wins if kill Morgan and Dave (after take him to the Barn).
Side 2 wins if kill Dave before enter to the Barn, or later kill with his son
Side 1's cowboys.
SCENARIO: STAGECOACH SCENARIO: MY DARLING
( 1966) CLEMENTINE
SITUATION SITUATION
Cheyenne, Wyoming. Gunslinger Ringo Kid Tombstone. Wyatt Earp takes on the job of town marshal,
seeks revenge agains the outlaw family making his brothers deputies. He soon runs into the hard-
Plummer, and this night he goes to the Saloon 'El Dorado'... drinking Doc Holliday as well as the sullen and vicious Clanton clan...
HOW TO WIN
Side 1 wins at the moment that one of his cowboys reach H11 of board
HOW TO WIN
B or A11 of board D. Eliminate the enemy.
Side 2 wins at the moment that one of his cowboys reach A1 of board G
or H1 of board H.
Side 3 wins if eliminate Side 1 and Side 2 before any cowboy reach the
mentioned squares.
SCENARIO: THE DUEL AT SCENARIO: POWDER
SILVER CREEK RIVER
SITUATION SITUATION
Silver Creek, Colorado. Marshal Powder River country, Montana.
Tyrone and the Silver Kid form 1875. An ex-lawman, Chino
an uneasy alliance against a gang of claim jumpers... Bull, becomes temporary town
marshal, forming a friendship with gun-man Mitch Hardin. Chino runs
SIDE 1 SIDE 2 into the murderous Logan brothers...
0 cards 0 cards
SIDE 1 SIDE 2 SIDE 3
#2 Marshal 'Lightning' Tyrone #5 +1 Johnny Sombrero
(injured, holstered pistol) placed (holstered pistol) placed on A10 of 0 cards 0 cards 0 cards, performs 1st
on A6 of board C board C #1 +1 Chino 'Bull' #6 +2 Mitch Hardin action
#6 +2 Luke 'The Silver Kid' Bullock (rifle) placed (pistol) placed in F8 #3 Loney Hogan
Cromwell (2 holstered pistols) in G8 of board A of board A (pistol, mounted)
placed on G4 of board A Place a fallen cowboy #8 Bo Curry (pistol,
token (Harvey Logan, mounted)
SPECIAL RULES dead) in square H9 of
Draw a poker card to decide who performs 1st action (most value). #7 Joey (pistol,
board A mounted)
Marshal Tyrone has 2 health / 4 movement. #9 Richards (pistol,
mounted)
Side 1 only can play with Tyrone, and only can use The Silver Kid to
All them placed in
shoot on Tyrone. If he damage (any hit) Tyrone, Side 1 will play only
squares of row 1 from
with The Silver Kid, and Side 2 only must to eliminate this new enemy.
board E or G
HOW TO WIN SPECIAL RULES
Side must to eliminate the enemy. Turn Sequence is: Side 3 - Side 1 - Side 2.
Side 2 must to eliminate Tyrone and, in case Side 1 get play with The
Silver Kid, then eliminate Silver Kid. Side 3's cowboys only can go in horses in their first 3 turns, at 4th turn
they go unmounted (remove horse tokens).
Meanwhile Side 3 don´t be eliminated, Side 1 and Side 2 can´t
performs shoot actions between them. At the moment that Side 3 be
eliminated, Side 1 change the rifle for a pistol.
HOW TO WIN
Side 1 must eliminate Side 3 (joint to Side 2) and later Side 2.
Side 2 must eliminate Side 3 (joint to Side 1) and later Side 1.
Side 3 must eliminate Side 1 and Side 2.
SCENARIO: THE HANGMAN SCENARIO: AMONGST
SITUATION VULTURES
A small border town. U.S. Marshal
Bovard, nicknamed 'The Hangman', SITUATION
comes to identify and arrest a Old Surehand and Winnetou investigate
fugitive. However, the man is known and liked in murders and suspect about a gang: The Vultures...
the town, and the citizens band together to try to help him avoid
capture... SIDE 1 SIDE 2
0 cards 0 cards, set up 1st
SIDE 1 SIDE 2
#4 +2 Old Surehand (rifle) #9 Preston (2 pistols)
0 cards 0 cards, performs 1st action
#6 +1 Winnetou (rifle) #2 'Reverend' Weller (pistol)
#8 Marshal Mackenzie 'The #10 Pedro Alonso (rifle) placed
All them placed in any square of #8 Stewie (pistol)
Hangman' Bovard (pistol in G5 of board B
board J #5 Billy (pistol, another pistol
holstered) placed in E5 of board B #6 Johnny Bishop (pistol
holstered)
#2 Sheriff Buck Weston (pistol holstered) placed in D2 of board C
holstered) placed in B10 of board #7 Martin Bauman Jr. (ever
C unarmed, hostage)
All them placed in any square of
SPECIAL RULES board I
Any side play cards.
SPECIAL RULES
In Side 2’s first turn, uniquely Pedro Alonso is moved (nothing more). Any side play cards. Use poker cards (most value) to determinate who
side performs 1st action.
Meanwhile Side 1 don´t use Sheriff Weston (in any way), Side 2 can´t
performs shoot actions with Johnny Bishop. Martin Bauman Jr. can´t do any kind of actions. When a Side 2's
cowboy is in any square adyacent to the one of Martin Bauman Jr. and
he moves, Martin repeat movimiento (even with less salud) in adyacent
HOW TO WIN square.
Side 1 wins if eliminate Johnny Bishop before he reach some outside
square of row 11 from board B. Side 1 never can shoot on Martin Bauman Jr.
Side 2 wins at the moment Johnny Bishop reach some outside square of
row 11 from board B. HOW TO WIN
Side 1 wins if eliminate all Side 2's cowboys except Martin Bauman Jr.
Side 2 wins if eliminate the enemy.
HOW TO WIN
Eliminate the enemy.
NOTE: Optionally, after 1st turn each Side draw a poker card at
beginning to decide order to perform actions. NOTE: For change the difficult, change the movement of Claudius to 1
movement or Trask to 3 movement.
SCENARIO: THE LONELY SCENARIO: THE GUN HAWK
MAN SITUATION
A village called Santuario. An
SITUATION ill gunslinger called Blaine
A town near to Echo Canyon, a Madden desire die with honor
place with best mustangs. facing a young gunslinger fan...
Gunslinger Jacob Wade finds his long-abandoned son
Riley. His visions of a quiet life are doomed by the re-appearance of SIDE 1 SIDE 2
enemies from his past... 0 cards 0 cards
In certain moment of his turn, Side 1 can choose don´t performs any HOW TO WIN
action with Jacob Wade to switch off the lights of the Saloon: all Eliminate the enemy, it is a duel! ☺
cowboys, except Jacob Wade, obtain a modifier -2 in shoot actions for
the rest of game.
Optionally you can consider that Faro, Willie and Lon will lost 1 health
point at the moment that they go out to the Saloon.
HOW TO WIN
Eliminate the enemy, of course! ☺
SCENARIO: THE SCENARIO: RIDE, VAQUERO!
MAGNIFICENT SEVEN RIDE! SITUATION
Esqueda, an outlaw, attempts to force
SITUATION settlers King Cameron out of his
Marshal Chris Adams turns territory. Esqueda's mother raised Rio
down a friend's request to help as her own. Rio has loyalty to Esqueda but also feels the settlers should
stop the depredations of a gang of Mexican bandits and be able to stay. A showdown between the two raised as brothers is
recruits a writer and five prisoners... unavoidable...
If Hickok has 4 health, on next turn can do actions Buffalo Bill as usual.
If one Side 2's cowboy is eliminated, on next turn can do actions John
Lattimer.
HOW TO WIN
Eliminate the enemy.
SCENARIO: THE SCENARIO: THE
PROUD ONES #1 PROUD ONES #2
SITUATION SITUATION
A corrup gambler hires Marshal Silver and the son of
gunslingers to rescue his the hired gun from years ago,
employee... Anderson, try to stop the
wanted men...
SIDE 1 SIDE 2
0 cards 0 cards, performs 1st action SIDE 1 SIDE 2
#2 +2 Marshal Cass Silver #9 +1 Pike (2 pistols) placed on 0 cards, performs 1st action 0 cards, performs 1st action
(pistol) placed on E4 of board D C10 of board C #2 +2* Marshal Cass Silver #9 Pike (2 pistols) placed on E6
#6 +1 Deputy Thad Anderson #1 Jim Dexter (prisoner) placed (rifle, pistol holstered) placed on of board E
(2 pistols) placed on G5 of board on C6 of board A G5 of board A #1 Jim Dexter (pistol) placed on
B #8 Dillon (pistol) placed on D8 of #6 +1 Deputy Thad Anderson D4 of board E
#7 Deputy Jake (pistol) placed board C (rifle, 2 pistols holstered) placed #8 Dillon (pistol) placed on F5 of
on D4 of board A on H5 of board A board E
#7 Tim (pistol) placed on E8 of
board C *This modifier could be increase #7 Tim (pistol) placed on D6 of
or decrease, see Special Rules board E
SPECIAL RULES
Side 2 can´t be shoot on Thad Anderson meanwhile Dexter don´t be SPECIAL RULES
rescued. Put the Stagecoach token on C11 and D11 of board E. It can´t be
moved, but any cowboy in that squares obtain a defensive modifier +4.
To rescue Dexter, Side 2 must enter at least one cowboy to the Jail of
board A, eliminate Deputy Jake and at the moment next turn control Cass Silver and Thad Anderson have 5 health / 4 movement.
Dexter (unarmed).
Side 2's cowboys can´t go out the Bunk House. Only if this Side have 2
Any Side 1's cowboy can´t enter to the Bunk House of board E. or less cowboys they can be placed on outside squares.
In his turn, Side 1 can choose Cass Silver has a modifier -4 (that
HOW TO WIN considering the initial +2 is -2) for shoot actions for bouts of blindness,
Side 1 wins if eliminate the enemy before they reach the Bunk House of and next turn he´ll have a total modifier +4 on shoot actions (+2 initial
board E. and +2 additional).
Side 2 wins if Pike and Dexter reach the Bunk House squares.
In his turn Side 2 can choose Pike has a modifier +1 on his shoot
actions if at the moment Tim lose -1 health.
HOW TO WIN
Eliminate the enemy.
SCENARIO: THE PROUD SCENARIO: THE TALL T
REBEL SITUATION
Some place near to
SITUATION Contention, Arizona. An
An Illinois town. A Confederate independent former ranch foreman is
veteran try to recover his son's kidnapped along with an heiress, who is
dog from Harry Berligh and sons, a crooked cowboys... being held for ransom by trio of ruthless outlaws...
HOW TO WIN
Side 1 wins if John with Lance or David with Lance get out of board E by
column A. Also Side 1 wins immediately if the unique Side 2's cowboy
alive is Tom Burleigh (he really don´t want fight!).
Side 2 wins if eliminate all Side 1's cowboys (and dog!) before they go
out by board E.
SCENARIO: THE QUICK GUN #1 SCENARIO: THE QUICK GUN
SITUATION #2
Big Rock Canyon, near to Shelby
town. Gunslinger Murphy go to his SITUATION
home city. Two wanted men of his former gang are pursuit Shelby town. A gunslinger helps a town fight off a raid by his former
him... gang.
SIDE 1 SIDE 2
SIDE 1 SIDE 2
0 cards, set up 1st 0 cards, performs 1st action
0 cards 0 cards, performs 1st action
#2 Sheriff Scotty Grant #5 Spangler (pistol and 6 health / 4
#4 +2 Clint Cooper (pistol) #6 Loker (pistol) placed on a (pistol) placed H3 of board A mov) placed in a square of board E or
placed on a horse token on B6 of horse token on A6 of board L G
#1 Dan Evans (pistol)
board K #7 Dex (pistol) placed on a horse placed in A4 of board C #3 Cagle (pistol), #9 Donovan
token on A7 of board L (pistol)
10 citizen tokens (rifle, 2
health / 4 mov) #7 Mitchell (pistol), #10 Mike (pistol)
SPECIAL RULES
Any side play cards. #4 +2 Clint Cooper #8 Bonner (pistol), #6 Jake (pistol)
(unarmed, 6 health / 4 mov) All them in squares of board E,G and of
Clint Cooper has 8 health / 4 movement. placed in C6 of board A. rows 9,10,11 of boards B,D.
Pistol token in D4 of board A
Put a rifle token in each Side 2's horse token. It can be used by any SPECIAL RULES
cowboy, of course. Put tokens on G2,H2 of board A; A2,B2 of board C; G6,H6 of board B
and A6,B6 of board D: are barricades and anybody can´t cross it.
HOW TO WIN
Side 1 put his citizen tokens on squares after the barricades (exa: 5
Eliminate the enemy.
in each barricade). Next Side 2 put his cowboys (exa: 4 in E,G and 3
on row 11 of boards B,D) but Spangler must be placed on board E or G.
After the barricade citizens and Side 1's cowboys obtain a defensive
mod. +2. All cowboys must be ever outside of buildings up to Clint
Cooper (Jail at the beginning) and Spangler (Bank, see How to win)
At beginning of 5th turn barricades blow up: remove tokens from H2
of board A; A2 of board C; H6 of board B and A6 of board D. Any
cowboy adyacent (8 squares around) get -1 health (sorry citizens!).
At the beginning of 7th turn, Side 1 can use Clint Cooper.
HOW TO WIN
Side 1 wins if eliminate the enemy
Side 2 wins if eliminate the enemy or eliminate Clint Cooper and
Spangler reach E9 of board D
SCENARIO: THE SCENARIO: GUNFIGHT AT
REDHEAD FROM COMANCHE CREEK
WYOMING SITUATION
Comanche Creek, Colorado. 1875.
SITUATION The National Detective Agency knows a gang's method and
Sweetwater, Wyoming. Cattle king Duncan is opposed by ambitious arranges to have agent Gifford jailed for train robbery. The
Averell, who imports his old flame, shapely Kate Maxwell, and sets her gang takes the bait...
up as alternative cattle buyer...
SIDE 1 SIDE 2 SIDE 3
SIDE 1 SIDE 2 SIDE 2 SIDE 2 0 cards 0 cards 0 cards
0 cards 0 cards 0 cards 0 cards #1 Amos Troop #6 Agent Bob #10 Marshal Dan
(pistol) placed in Gifford (unarmed) Shearer (rifle) placed
#1 Jim #2 Sheriff #10 Reece #6 Kate
A8 board C placed in C8 board D in G5 board A
Averell (6 Stan Blaine Duncan Maxwell
health/4 mov, (2 pistols) in (pistol) in B2 (she´s a girl!, #4 Jed Hayden #2 Agent Bill
pistol holstered G1 board A board C pistol) in G2 (pistol) placed in Peters (pistol)
in the jacket!) board A B7 board C placed in G4 board A
#3 Chet #4 Matt
in H2 board A Jones Jessup #5 'Knuckles' #8 Nielson #3 Agent (pistol)
#8 +1 Sandy (pistol) in (pistol) in B1 Hogan (pistol) placed in placed in G1 board A
(pistol) in A4 C9 board E board C (unarmed) in A5 board C
board G D2 board A
SPECIAL RULES
SPECIAL RULES Any side play cards.
Any side play cards. Place rifle tokens on E6 of board A and G6 of board Put a pistol token under Bill Peters. He can´t use it. At moment that he
C. Place pistol tokens in EF of board A and D11 of board C. be adyacent to Gifford, Gifford obtain the pistol (next turn can shoot).
Duration of the game: 15 rounds. At the beginning of each round, all Also Gifford (and any cowboy) can obtain a pistol in usual way (from a
sides draw a poker card. Sequence turn goes by most value. fallen cowboy).
When 'Knuckles' Hogan performs 'fist action' he cause -2 health on rival. Meanwhile Gifford be alive, Side 2 can´t performs shoot actions over
Side 3.
HOW TO WIN
Side 1 wins at moment that eliminate Duncan and Sheriff Blaine and if HOW TO WIN
Averell still is alive. Side 1 wins if eliminate Side 2
Side 2 wins at moment eliminate Averell and if Sheriff Blaine is alive. Side 2 wins if eliminate Side 3 and Gifford still is alive or, in case Gifford
Side 3 wins at moment that eliminate Sandy and if Duncan is alive. be eliminated, if eliminate Side 2 and 3
Side 4 wins at moment eliminate Averell and if Kate & Hogan are alive. Side 3 wins if eliminate Gifford
NOTE: For change the difficult, change the duration of the game. For a NOTE: Put a round limit for a more difficult game (specially for Side 2),
random game, select a side drawing poker cards or with a dice. for example 10 rounds.
SCENARIO: THE SAGA OF SCENARIO: CALAMITY JANE
HEMP BROWN AND SAM BASS
SITUATION SITUATION
Lieutenant Hemp Brown's army Sam Bass shows up in Denton, Texas
payroll wagon is robbed by ex- looking for work. Circumstances make
sergeant Jed Givens' gang, forcing Brown to search for the Sam seemingly good luck with horses and women leads him to
culprits after he is deemed a coward by the court martial... disaster...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 SIDE 3
0 cards 0 cards, performs 1st action
0 cards 0 cards 0 cards
#4 +1 Sam Bass (pistol, 4 health #2 Sheriff William 'Will' Egan
#6 Hemp Brown #1 Bo Slauter (rifle) #8 +1 Jed Givens / 5 movement) placed in D9 (pistol) placed in F8
(pistol) placed in placed in F7 (unarmed, 6 health / 4 #6 Calamity Jane (pistol) placed #3 Harry Dean (pistol) placed in
E3 movement) placed in in B4 F9
E6 #8 Joel Collins (pistol) placed in #7 Abe Jones (pistol) placed in
C8 F10
SPECIAL RULES
Any side play cards. SPECIAL RULES
If Side 2 eliminate firstly Sam Bass, in this moment Calamity Jane and
Imagine that Bunk House is a cantina, "The Slaughter House" (Bo Joel Collins obtain -1 health.
Slauter is the barman!).
If Side 2 eliminate firstly Calamity Jane, Sam Bass obtain -1 health.
Put a pistol token in F5. It only can be used by Side 3.
Meanwhile Side 3 don´t use the pistol token (only use his fits), Side 2
can performs any action and Side 1 only can fight with fists.
HOW TO WIN
Side 1 wins if eliminate (at least) one enemy and then all go out the
board by row 1.
Side 2 wins if eliminate the enemy.
HOW TO WIN
Side 1 wins if eliminate Side 2.
Side 2 wins if eliminate Side 1 and Side 3 has 2 health or less. NOTE: For more equality, in each round both sides draw a poker card
Side 3 wins if it is eliminate Side 2 and Side 1 Hemp Brown 2 health or and most values begins that round.
more.
#4 +2 Jess Carlin (pistol) placed #3 Luke Starr (pistol) placed in SIDE 1 SIDE 2
in A9 of board C C2 of board A
0 cards, performs 1st action 0 cards
#7 Harv (pistol) placed in G4 of
board A #6 Gary Brannon (unarmed) #4 Frank Walker (rifle) placed in D7
placed in A5 #8 Billy Costa (pistol) placed in F9
#6 Gil Rio (pistol) placed in H3 of
board A #9 +1 Morgan (pistol) placed in B3
#8 Eb (pistol) placed in A3 of #1 Sam Brannon (hostage,
board C unarmed) placed in E7
At the beginning of turn 10 (and next ones) all cowboys must be out of
Bunk House of board G (a fire starts).
HOW TO WIN
Both sides win eliminating all enemies.
SCENARIO: WHISPERING SCENARIO: SILVER LODE
SMITH SITUATION
A town called Silver Lode. Dan
SITUATION Ballard, a respected citizen, has his
Legendary railroad detective wedding interrupted by Ned
Whispering Smith becomes McCarthy, a US Marshal who arrests Ballard
convinced that old friend and for the murder of his brother and the theft of $20,000. Ballard seeks to
colleague Murray Sinclair has joined a criminal band to loot the stall McCarthy while tracking down evidence that will prove his
railroad... innocence...
SPECIAL RULES
SPECIAL RULES Any side play cards.
Any Side play cards.
Place horse tokens on J3, H2 of board I, and on E7, E8 of board J
In each turn to decide who performs 1st action between Side 1 and Side
Lee and Ed Hackett have 6 health / 4 movement.
3, both players roll dice (more results) begins, and next the another one
Will Motely have 2 health / 4 movement.
and later Side 2 and Side 4 (EVER in this order).
Turn Sequence is: Side 1 - Side 2 - Side 3
HOW TO WIN
Side 1 and 3 wins if eliminate Side 2 and 4.
HOW TO WIN
Side 1 wins if eliminate Side 2 before 5th turn finish.
Side 2 and 4 wins if eliminate Side 1 and 3.
Side 2 wins if eliminate all cowboys or be alive when 6th turn begins.
Between the winner sides, you can consider that the winner is the one Side 3 wins if eliminate Side 2 before 5th turn finish.
who survives and/or eliminate more enemies (hit in the last health
point).
Note: Another fun game is Side 1 must eliminate Side 3, and Side 2
must eliminate Side 4 (and the respective converses). The winner is first
side to get this goal.
SCENARIO: SCENARIO: THE
WINCHESTER 73 WESTERNER
SITUATION SITUATION
Dodge City, Kansas. Vinergaroon, Texas. Judge Roy
1876. Lin McAdam Bean, a self-appointed hanging
enters a shooting competition on judge, enters the theater alone
the Fourth of July contending in the to await the performance of his admired
final against Dutch Henry. They actress. Unknown to Bean, a deputy
prize is one-of-one-thousand perfect Winchester rifle. Lin wins but sheriff has been waiting in the theater to stop the evil judge...
Dutch steals the prize and start a hot pursuit...
SIDE 1 SIDE 2
SIDE 1 SIDE 2 0 cards, performs 1st action 0 cards
0 cards 0 cards, set up 1st and performs #4 Cole Harden (pistol) placed in #9 Judge Roy Bean (pistol, and
#4 +2 Lin McAdam (rifle, pistol 1st action square G10 an useless sword) placed in square
holstered) placed in any square of #1 +2 Dutch Henry Brown (rifle, E10
board J pistol holstered) placed in any
square of board I SPECIAL RULES
First cowboy that go out to the Show House at the moment lost 1
SPECIAL RULES health. Any card is played.
Rifles on both Sides has munition 8. Any card is played.
HOW TO WIN
HOW TO WIN Side 1 wins if eliminate Judge Roy Bean before turn 6 turn be finished.
Eliminate the enemy. Side 2 wins if eliminate Cole Harden or resist alive 6 turns.
It is putting on squares D1, E1, D2, E2, D3 and E3. Side 1 must place
SCENARIO: ROOSTER his 3 cowboys and an “obstacle token" (it only occupy one square) that
can´t be moved at the following and blocks line of vision as buildings.
COGBURN An example of set up could be like this:
SITUATION
1880. A small indian
village is overrun by a
band of drunken thugs.
Then Miss Goodnight
teams up with the ruthless Marshal Rooster J. Cogburn
who goes after them. But the band ambush them on a
river... And Side 2 begins the game. Next, at the beginning of each Side 1's
Use the River turn, must be moved the balsa one square in a straighfoward way, then
boad! ☺ the balsa is going down to row 11.
SIDE 1 SIDE 2 As special action, Rooster Cogburn can performs the machine gun
0 cards 0 cards, set up 1st and performs action: consist in three shoots to the same target using rifle
1st action characteristics (range and damage).
#4 +2 Reuben "Rooster"
Cogburn (machine gun, oh yeah, #7 Hawk (rifle, pistol holstered)
and pistol holstered)
HOW TO WIN
#8 Breed (rifle, pistol holstered) Side 1 wins if eliminate all enemies OR his 3 cowboys are alive at the
#3 Eula Goodnight (rifle) #5 Luke (rifle, pistol holstered) moment the balsa would be moved to an imaginary row 12 (that is, are
#6 Wolf (rifle) alive in next turn to reach row 11).
#9 Red (pistol)
Side 2 wins if eliminate all enemies before Side 1's balsa reachs the
SPECIAL RULES imaginary row 12.
Any side play cards. Firstly Side 2 does his
set up. All his cowboys are placed in (and
only can occupy) squares outside of the
river (sand and stones). Choose rightly
what shore, later they won´t can cross
the river!
SIDE 1 SIDE 2
HOW TO WIN
0 cards 0 cards, performs 1st action Side 1 wins if eliminate Abe McQuown and Edward Calhoun.
#1 +2 Johnny Gannon (pistol #7 Abe McQuown (pistol holstered) Side 2 wins if eliminate Johnny Gannon.
holstered) placed in A6 of placed in B10 of board D
board D #6 Edward Calhoun (pistol
#10 Bacon (rifle, pistol holstered) placed in A11 of board D
holstered) placed in E7 of #8 Luke Friendly (pistol holstered)
board B placed in G7 of board B
#4 Curley Burne (pistol) #9 Shaw (2 pistols holstered) placed
placed in B5 of board C in H7 of board A
#2 Skinner (pistol) placed in #3 Hutchinson (in stagecoach, pistol
F5 of board A holstered)
Citizen token Henry #5 MacDonald (hidden in
Richardson (rifle) placed in stagecoach, rifle) placed in A7-A6 of
C3 of board C board C
SPECIAL RULES
Any side play cards.
Firstly all players decide the number of turns, for example 10 turns.
To decide who set up 1st draw a poker card (order by most value). Cowboys are placed in any square of a board in such a way that only
one board for a cowboy
After each player take secretly a mission card to decide how to win.
To decide who performs 1st action draw a poker card (order by most value).
Then at the beginning of any turn, all players draw a poker card to decide the turn sequence... and that´s all, stranger! Let´s go dance! ☺
READ ME
This module can be played again and again because so much
chance and room for different decisions has been built in.
Further, you could design your own modules using this module
as a base and substituting your own Chance Encounters for the
ones in this module.
Adversaries: (Cross out if eliminated) Earps: Adversaries: (Cross out if eliminated) Earps:
Bill Brosius Tom M c Laury M organ Earp Bill Brosius Tom M c Laury M organ Earp
Calendar: S
Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp Calendar: S
Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp
S M T W Th F S “Old M an” Clanton Frank Stillwell Doc Holliday S M T W Th F S “Old M an” Clanton Frank Stillwell Doc Holliday
S M T W Th F S Billy Claibourne Diego Chez S M T W Th F S Billy Claibourne Diego Chez
S M T W Th F S Pony Deal Indian Joe S M T W Th F S Pony Deal Indian Joe
Frank M cLaury Frank M cLaury
Adversaries: (Cross out if eliminated) Earps: Adversaries: (Cross out if eliminated) Earps:
Bill Brosius Tom M c Laury M organ Earp Bill Brosius Tom M c Laury M organ Earp
Billy Clanton Johnny Ringo Virgil Earp
Calendar: S
Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp Calendar: S Ike Clanton Pete Spence Wyatt Earp
S M T W Th F S “Old M an” Clanton Frank Stillwell Doc Holliday S M T W Th F S “Old M an” Clanton Frank Stillwell Doc Holliday
S M T W Th F S Billy Claibourne Diego Chez S M T W Th F S Billy Claibourne Diego Chez
S M T W Th F S Pony Deal Indian Joe S M T W Th F S Pony Deal Indian Joe
Frank M cLaury Frank M cLaury
in TOMBSTONE
Serve a Writ. Entry 49, page 9. 9 Read paper in hotel lobby (75)
Banking 10 Brothel, then Check Streets p 36
Do interview at Epitaph (74) 11-12 Brothel, 149 or Man Office 129
BUILDINGS in TOMBSTONE
Establishments Board Go to Entry Page
(Bank) Wells Fargo Bank D or H Day: 77 14
Barber Shop & Bath B 02 / 10 3/5
Belle’s Brothel D 149 22
Chance Encounters N.A. N.A. 25-32
Doctor’s Office B 51 10
General Store C 112 18
Laundry (Wo Chins’) H 121 19
Livery Stable B 29 7
Hotel A 85 15
Marshall’s Office A 129 20
Ramrod Restaurant (Restaurant) C 113 18
Ranchouse Restaurant C 113 18
(Saloon) Oriental Saloon (Show House) C 60 11
(Saloon) Alhambra Saloon A 36 8
Sheriff’s Office A 67 13
Telegraph Office (Post Office) D 76 14
Tombstone Epitaph H 74 13
2 39
This module represents the build-up to and aftermath of the Gunfight at the O.K.
Corral. It can be played in either of two ways.
The fastest, simplest way is to turn to page 25 and follow the instructions for
Chance Encounters, allowing those encounters to be the complete module. The
second, richer way is to utilize the “Daily Activity Chart” on the back cover. To
use the second method, read on here.
Even if the second method is used, the module does not attempt to run every
mundane activity in which Wyatt Earp would have participated during each d ay.
Instead, it compresses action so as to run 1 activity each day, and 1 each night.
The “Daily Activity Chart” indicates the activities Wyatt must perform each Day
and Night. For each day, roll once for a daylight encounter and once for a night
encounter, then run those activities. The Establishments Chart on the back cover
is used to locate what entry and what board are used for the activity. Make a note
that you start the adventure with $50 cash. You may keep the cash on you, or you
may leave some or all of in the bank or your room.
Determine where you would go AFTER each activity, then roll 1 die for the
possibility of a Chance Encounter at the halfway point. Chance Encounters occur
on rolls of 1, 2, and 3. At times, two activities are listed. This would require 2
rolls for Chance Encounter possibilities. Go to entry 01 to begin.
In addition to Wyatt Earp, this module uses the following chits. The Earps all
carry 2 pistols. All other NPCs carry 1 pistol – unless otherwise noted.
M organ Earp 2, 0 5,0 Chez John Behan 9, 0 Frank M cLaury 9,+1
Doc Holliday 2,+2 7,0 Spence John Ringo 9, +1* Tom M cLaury 7, 0
Virgil Earp 1 ,0 11,0 Stillwell B. Claibourne 8, 0 Ike Clanton 7, 0
Wyatt Earp 2, +2 B.Brosius 11, +1 * Billy Clanton 11, 0
* Carries 2 Pistols
H A G
The frequently used abbreviation RRO means: “React instantly, then read on.” If
you fail to react instantly, treat it as becoming frozen / no reaction.
Recordkeeping: After each day’s activities, cross it off. After two weeks and one
day pass, the module ends. (Put a “J” next to the names of any Clanton-McLaury
Faction adversaries who are in jail. References to characters currently in jail are
ignored. Strike out the names of all members of the Clanton -McLaury faction that
are eliminated (4 wounds in a gunfight); then, ignore references to su ch characters.
Place an I next to the names of any Clantons or McLaurys who have been
incapacitated, but NOT jailed.
Chance Encounter Rule. After each daily activity, go to the halfway point to
your next destination and roll 1 die for the possibility of a Chance Encounter at the
halfway point. Chance Encounters occur on rolls of 1, 2, and 3. Because some
38 3
activities require 2 scenarios (e.g. ‘eat & gamble), there will be 2 rolls for possible
Chance Encounters.
End of the Module: The module ends in one of 3 ways – whichever occurs first.
First, Wyatt Earp sustains 4 wounds while alone outside of town. Second, two
weeks and one day pass, or third, all Chance Encounters have been used
Night Gunfighting Rule: After 6 Chance Encounters have been crossed out,
night falls, triggering the Night Gunfighting rule. That rule modifies all shots at a
target outside over the Range of 3. This is true only for the first night in town.
Pistol Whipping: One of a lawman’s favorite moves to avoid trouble was to
quickly draw his gun and whip its barrel across an adversary’s skull before he
could react. To simulate this move, R1d, modifying +1 if the target is drunk:
1 The NPC also goes for his gun! Run the Draw and Gunfight.
2-4 NPC’s eyes glaze and he collapses, unconscious!
5 NPC’s eyes glaze and he falls down unconscious! Lose 1 EP for using
this sneaky tactic.
6 Your pistol grazes the NPC’s skull causing 1 wound, but he is still
conscious! Roll for a Bellicose Reaction. (If the result is that the NPC
draws, you have a +1 modifier –in addition to any other modifiers –
because your pistol is already out.
Wounds: Anytime you are wounded, you may go to Doc Gillingham’s Office,
entry 51 on page 10. However, on the way to your next activity (probably your
room) you must roll for a Chance Encounter at the halfway point. Brawling
wounds automatically heal at the rate of 2 each half day. Gunshot wounds heal a t
the rate of 1 every 2 days. You may remain in your room while wounds heal, if
you cross out the days spent there.
START Once all chits and the scorepad are ready, go to entry 01 to begin.
01 It’s a hot, early Saturday morning in August, 1881. You leave your
room in the Tombstone House Hotel (Board A), walk downstairs, and then sit in a
rocking chair, relaxing.
Using the “Daily Activity Chart,” on the back cover, roll for activities for each day
and night, per the rules above. From here on, the Daily Activity Chart will tell you
what entry or entries to read.
02 BA RBER S HOP The red and white barber pole marks the outside of
this narrow, 1 story frame structure on Board B. Place your chit in front of the
barber shop’s front window. A sign advertises, “Haircuts $1.00.” The shop is
open nights because many of the women in the brothels won’t do business with a
man who is not recently bathed.
You peer inside the barber shop’s window to determine whether or not you’d have
to wait and, if so, for how long. R2d: (2-4: Read entry 03) (5-9: Read 04)
(10: Read entry 05) (11-12: Read entry 11).
4 37
03 As you peer in the window, you happen to see a glint-reflected in the 9 The first half of this block’s check is uneventful. Then you see a man in
window. Your eyes widen to see the reflection of a man aiming a pistol at your the shadows leaning against the Dry Goods Store on Board D. The Range
back from across the street! RRO. is R2d. Roll for a Chance Encounter.
Place the chit of Cowboy 7,0 directly across the street on the hotel’s boardwalk, in 10 Cyrus Guyler, the town drunk, exits the saloon ahead, turns and walks
front of the window. As he yells, “Earp, you killed my brother,” he opens fire! toward you. RRO. He tips his hat and saying, “Marshal,” then stumbles
RRO. on by.
If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1. 11 The town is quiet. You’re standing on the boardwalk in front of the NE
Run the gunfight. If you survive, RRO, then read entry 12. corner of the hotel. In the dim glow of the gas streetlamps, across the
street at Belle’s place, you see a cowboy mount up, and ride toward you.
04 You’re happy to see that the shop’s lone barber has no customers. You He canters peacefully by and out of town.
walk inside and smell the pleasant odor of shaving cream and lotions. A large sign
on the back wall advertises, “Hot Baths 20 cents.” 12 The town is ominously dark and quiet so far. R1d:
If you want a bath, go to entry 10. 1-3 A cowboy with a lean, savage look, long hair and a tied -down
gun approaches, his spurs jingling importantly. He’s at range 3. There’s
If you want a shave, you sit down in the barber chair. Go to entry 9.
a 2-5 chance he’s a Randomly Determined enemy from the Clant on-
If you want a haircut, go to the next paragraph in this entry.
McLaury faction, in which case you should check the Bellicose Reaction
The barber motions you into the second chair, covers you with a barber’s cloth, Chart; otherwise, he strides by.
and makes small talk as he begins to cut your hair. R1d: (1: Read entry 06.) (2-
5: Read 07) (6: Read 08). 4-6 As you scan the buildings ahead, in the dim glow of the gas
streetlamps, you see nothing out of the ordinary. R1d. On an even result,
05 You see that the shop’s lone barber has one man in the chair an d 3 read on. Editor Brady tells you, “Wyatt, two men are robbin’ the
waiting. If you want a bath, go to entry 10. Otherwise, you decide to get your General Store! One’s inside, handin’ goods out to his partner who’s by
haircut another time. Select another destination and roll for a Chance Encounter their horses out back of the store!”
at the halfway point.
06 Place the chit of Cowboy 7,0 in the alley, directly in front of the barber
shop’s side window. Give the PC an Observation Check . If failed, skip directly to
the next paragraph. If you passed the check, RRO.
As the man in the alley yells, “You killed my brother,” he opens fire! If you
passed the Observation Check AND took evasive action, the cowboy’s shots are
modified –1. Remember that your shots through the window, unless you’re
adjacent to it, are modified -1. Run one round of the gunfight. If you survive,
read entry 13.
07 You’re in the second barber chair from the front of the shop. The barber
has covered you with a striped cloth, propped the chair up, and begun cutting your
hair. About fifteen minutes later, he finishes the cut and asks, “You want a shave,
Mr. Earp?” RRO.
If you want a shave, (.25 cents) read 09
If you want a bath (50 cents) , read 10.
If you want to talk to the barber to seek general information about the town,
read 75.
Otherwise, you pay $1.00 for the haircut and leave the establishment.
08 A raw, arrogant cowboy clad in dark blue shirt and jeans barges into the
shop attempts to force you out of the chair so that he can get his haircut ahead of
you! RRO, then read entry 16.
36 5
Because their rifles are in hand, Curly Bill and Pony Deal will fire first; W yatt will 09 The barber applies hot shaving cream to your face and neck, then begins
a his single shot after drawing a six gun or his shotgun. Next, check Courage for shaving you with his sharp straight-edge razor. As he shaves, R1d: (1-5: Skip
Doc and Warren, run the first turn of the gunfight, and then read the next directly to the next paragraph.) (6: Read 06).
paragraph.
The barber finishes the shave, applies good-smelling after shave lotion, and then
After the first shots are fired, there’s a 2-7 chance that your horse spooks and flees. removes the cloth that covered you. You get up and thank him as you hand him a
If either Curly Bill Brosius or Pony Deal are incapacitated or killed, the other must quarter for the shave. Bert asks, “Care for a bath, Mr. Earp?”
pass a Difficult Courage Check to avoid fleeing. You may get a bath by reading entry 10, or
You may leave and select another destination. Remember to roll for
CHECKING TOMBSTONE’S STREETS the possibility of a Chance Encounter at the halfway point.
Checking the town requires 4 checks on the following chart. If you roll a number 10 (The Doctor’s Office behind the Barber Shop represents the bath. The
a second time, treat it as “no encounter.” R2d each turn. bed represents the tub.) You walk through the door in the barber shop (window)
to the bath. You pay 50 cents, hang your clothes, then climb into the partially -
2-3 Your bootsteps resound on the boardwalk as you pass a bank and a
filled tub. Place your chit in the tub. An attendant pours hot wat er over you,
millenary shop. You’re on Board D, nearing the Dry Goods store. You
almost filling the porcelain tub. The hot water feels relaxing. R2d: (3-11: Skip
notice that the store’s door is ajar! You hear strange, ransacking -like
directly to the next paragraph.) (2 & 12: Read entry 27).
sounds inside. RRO, then R1d.
You scrub yourself with soap and feel refreshed. R1d: (1-5: You dress and leave
1 It’s the building’s owner (Townfolk). If your weapon is out, see
the bath house. Decide where to go next and remember to roll for a Chance
Bellicose Reactions, modifying -30.
Encounter at the halfway point.) (6: You gain 1 EP. Read 1-5, above.)
2-3 You see a robber gathering items and placing them in his
satchel. If you attempt arrest, and he is aware of your 11 Place the chit of Cowboy 7,0 across the street on the hotel’s boardwalk, 2
presence, roll for a Bellicose Reaction. (Cowboy 11, 0) squares to the right of its front door. As he yells, “You killed my brother,” he
opens fire! RRO.
4-5 The door suddenly flings open! A stout figure with hat tipped
back plunges out yelling, “You lizard! I been wait’n for my If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1.
chance to blow your innards out!” (Cowboy 11, 0) draws! Run one round of the gunfight. If you survive, read 19.
6 It’s Sam Guyler, the town drunk. While asleep, he’s fallen over 12 You walk into the barber shop, take the vacant 2nd seat from the front.
on his side. The barber, who is somewhat nervous, props you up and begins grooming you.
4 Things are quiet as your bootsteps resound on the boardwalks. You scan You explain that the man who fired on you was the brother of a man you killed
the buildings in the dim glow of the gas s treetlamps. Now you’re in the legally in a gunfight in Tucson, Arizona. Make a selection from the bullets
alley beside the bank on Board H. Roll for a Chance Encounter. below.
If you want a bath, read 10.
5 You’re on the boardwalk directly in front of the barber shop when you If you want to talk to the barber to seek general information about the
hear a feint sound from behind. You stop and gaze back into the dark.
town, read 75.
You see nothing. Things are quiet. A cowboy leaves the saloon across
Otherwise, you may either pay $1.00 for the haircut and return to
the street, swings up, and rides quietly out of town.
entry 07, or leave the establishment and select another destination.
6 You’re walking the boardwalk in front of the bank on Board D. Your
bootsteps resound as the rest of this dark block’s check is uneventful. 13 Give the ambusher a Difficult Courage Check . If he passes the check,
read entry 14; if he fails the check, read entry 15.
7 You can hear loud conversation as you near, the Alhambra Saloon. You
check the establishment by looking through its batwing doors. Things are 14 The cowboy prepares to fire again. Roll for Initiative and run another
quiet.
8 You’re on Board D, in front of the Dry Goods store, headed west. You
check the store’s front door; it’s securely locked. The sound of your
boots on the boardwalk pierces the night’s quiet as you continue.
6 35
round of the gunfight; then read entry 13. E The street clears! R1d: (1-4: See F) (5-6: Ringo and Holiday draw
15 The ambusher flees toward the alley to the house’s right, and runs toward simultaneously! Run the gunfight).
the back of the buildings. Once he reaches the end of the alley he will turn to his F As Ringo and Doc draw, a rifleman (Cowboy 4,0) fires his rifle at Doc
R1d: (1-4: Left) (5-6: Right). If you give chase and reach 1 square past a from the window to the left of the Hotel’s front door (Board A)!
building corner that might afford the ambusher cover, R1d. On an ODD result, he
awaits there in ambush; otherwise, he continued running. If the ambusher G The companion you selected - Morgan or Virgil if available - otherwise,
continued running, move him the appropriate number of squares. In any case, run Deputy Green (Town Folk) agrees to accompany you. The two of you walk
the gunfight. If you survive, RRO, then read entry 12. resolutely toward Freemont Street. See A.
16 If you allowed the cowboy to go ahead of you, read 20. If you objected,
read 21, if you drew, read 22, if you brawled, read 23. SURPRISE at IRON SPRINGS
17 The barber shakes his head in disdain, but proceeds to cut the cowboy’s Read this scenario – except for its last paragraph - before running any action.
hair. The cowboy pays, then struts out of the shop, and you take a seat in the Turn Boards A & B over and place them so the J in Map J is in the top right-hand
barber’s chair. Read entry 07. corner.
18. The ambusher flees to his right and will attempt to turn the corner and run A warrant has just come through for the arrest of Curly Bill Brocius, whom you’ve
down the alley, beside the house, toward the back of the buildings. Once he learned was the instigator of the recent attempt on your brother Morgan’s life.
reaches the end of the alley he will turn to his R1d: (1-3: Left) (4-6: Right). If You, your brother Warren (Cowboy 2,0), and Doc Holliday are on a vengeance
you give chase and reach 1 square past a building corner that might afford the ride, headed for Mescal Springs, also called Iron Springs, where Curly Bill and his
ambusher cover, R1d. On an ODD result, he awaits there in ambush; otherwise, men are rumored to be.
he continued running. If the ambusher continued running, move him the You, your men, and your horses need water. You’ve spotted a small stream in a
appropriate number of squares. In any case, run the gunfight. If you survive,
valley overlooked by some dangerous high rocks. You all peer up at the rocks but
read 12. see no one. Out of caution, you decide to take your horse into the valley first.
19 Give the ambusher a Difficult Courage Check . If he passes the check, Place Curly Bill Brosius (Cowboy 11, +1) in the far west square in the rock
read entry 14; if he fails the check, read entry 18. formation. Place his partner Pony Deal (Cowboy 4,0) 3 squares to his right, also
20 R1d. On an ODD result you lose 1 EP for your cowardice. Go to 26. in the rocks. Place your chit on the top of Board L, where it adjoins Board J
anywhere to the left of the mid point of the map, in the open (not behind a tree or
21 The cowboy ignores you and takes a seat in the chair. RRO. rock). Place your horse behind you. You carry a shotgun in your saddle’s
If you drew, read 22 scabbard. Row H on Board J represents the stream.
If you brawled, read 23 Turn Board G over, and place it so that the I is in its southwest corner. Place Doc
Otherwise, read 20. Holliday (Blue, +2) and Warren Earp (Cowboy 2,0) in the rocks which are located
22 You’re in Square E-5; the cowboy is in E-6. In running the draw, give in the southeast corner of Board G, in Row B. Warren and Doc carry rifles in
yourself a +1 First Move Advantage – unless the Cowboy passes an Observation their scabbards. (Board D is treated as wilderness.)
Check. If you survive the gunfight, gain 1 EP and RRO.
As you pull your horse toward the stream, you spot Curly Bill Brosius and Pony
23 Run the brawl. If you prevail, read 24; if you lost, read entry 25. Deal in the rocks - just as they spot you! Brosius and Deal will open fire on you
with the rifles which are already in their hands - but not aimed; they get 1 shot
24 The cowboy trudges out of the shop. R1d. On an even result, you gain 1 each! They haven’t spotted Doc or Warren, and no one else on your side has
Experience Point. In any case, go to entry 07. spotted the ambushers. Doc and Warren will have to pass Courage Checks to
remain and face the gunfire from the high rocks.
25 R1d. On an ODD result, you lose 1 EP. Read entry 26.
On any NPC Reaction of “Charge” Brosius or Deal will flee. Treat the green and
gray objects on Board J and L as trees and rocks, respectively.
34 7
Go there immediately, and see A 26 The barber cuts the cowboy’s hair, and the cowboy walks cockily out of
Don’t interfere, see E the shop. The barber gestures for you to step into the chair. You do so. Read
Go to your office for help and/or weapons, and read entry C. entry 07.
A You rush toward Freemont Street. As you reach the Barber Shop’s front 27 Place the chit of Cowboy 7,0 in the alley, directly in front of the barber
door on Board B, you see Doc Holiday and Johnny Ringo angrily facing each shop’s side window. Give the PC an Observation Check . If failed, skip directly to
other on Freemont Street. Doc Holliday is on the “D” in Board D facing Johnny the next paragraph. If you passed the check, RRO.
Ringo (Cowboy 6, +1) who stands beside the brothel R1d: (1-3: 6) (4-6: 5)
As the Cowboy yells, “You killed my brother, Earp” he o pens fire! If you passed
squares away.
the Observation Check AND jumped out of the tub, the cowboy’s shots are
They walk 1 square toward each other as you move 1 more square. You modified –1. Remember that your shots through the window, unless you’re
hear Doc taunt, “Ringo, you’re my huckleberry!” R1d: (1-2: Doc and adjacent to it, are modified -1. Run one round of the gunfight, then read 28.
Ringo go for leather! Run the gunfight.) (3-4: Read B) (5-6: See E). 28 The cowboy flees behind the buildings toward Map D! You may or may
not be able to get a shot off before he disappears, depending upon where you are
B As you reach the barber shop’s front door your eye catches a factor Doc and your previous reaction and proximity – or lack thereof – to a weapon. In
overlooked – the barrel of a rifle which protrudes from the window to the right of any event, you decide not to chase him naked. You finish the bath with your gun
the Hotel’s front door! RRO, then read the bullet that most closely approximates right beside the tub, then towel off. You tip the attendant 10 cents, then walk out
your reaction through the barber shop.
Draw & Fire on the Rifleman: R1d
29 THOMPSON’S LI VERY BA RN You enter the two-story, small livery
1-4: Run both gunfights. Doc and Ringo draw as the rifleman fires at barn on Board B. Place your chit 2 squares inside its front double doors. If you
R1d: (1-3: Doc Holliday) (4-6: You). have a horse with you, it’s in the square behind you.
5-6: Doc and Ringo draw as the rifleman fires at Doc! Another A horse in a stall on the left whinnies. R2d: (2-4: see 30 ) (5-6: see entry 31)
rifleman – unbeknownst to you – fires at you from the left-front (7-10: entry 32 ) (11-12: see 30 ).
corner of the roof of the hotel!
30 Horse smell fills the air inside the cool barn. You see Cowboy 8, (R1d
Verbally tell Doc, “Quit the foolishness,” as you nod in the direction of Odd: +1 Even: 0) paying a burly, middle-aged man in leather apron who stands
the rifle barrel. R1d by the wagon. R1d: (1-5: Read 33) (6: Read entry 34).
1-5 The rifle is drawn in the window. Doc agrees. Everyone
departs, ending the scenario. 31 The barn is cool inside. You hear rhythmic clanging and see burly Jim
Woods in his leather apron pounding a red hot horseshoe on the anvil. He yells,
6 Doc yells, “Take the rifleman! He and Ringo “What you need, Marshall?” Read entry 35.
draw on each other! Before running any
action, R1d: 32 Horse smell fills the air. You see a liveryman in the stall to your
left
1-4 All draw and open fire! Run the
gunfight! holding the right fore-leg of a big chestnut between his knees as he nails on a
horseshoe. Read entry 35.
5-6 The rifleman on the roof (Cowboy
4,0) fires at you as Doc and Ringo 33 The cowboy pulls a pinto out of the last stall and leads him out of the
draw on each other! The rifleman in the hotel will start barn. Go to the 2nd paragraph of entry 35.
firing in the next turn at R1d: (1-4: Doc) (5-6: You).
34 The cowboy looks at you…his eyes widen! Make an OB CK and note its
C You rush to your office. R1d: (1-4: See D) (5-6: Read G). result. The cowboy yells, “You killed my brother,” as he draws! RRO.
D You enter your office to find that no deputies are present! You turn and If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1.
rush back toward Freemont Street! You arrive too late! Go into a time lapse and Run the draw, giving the cowboy a +1 First Move Modifier – unless you passed
run the gunfight between Doc Holliday and Johnny Ringo by consulting E – which your observation check. Next run the gunfight. If you survive, RRO, then read
occurs before you can return. entry 35.
8 33
35 This entry purposely left blank. end of the pool table. An NPC stands outside the window adjacent to the square
Morgan occupies. If possible, the NPC will be Frank Stillwell (Cowboy 11,0). If
36 A LHAMBRA S A LOON You push through the bat-wing doors into the Stillwell is unavailable, it will be (in order) Pete Spence (7,0), Diego Chez (5,0).
narrow Alhambra Saloon on Board A. A cowboy celebrates as he rakes in the The killer opens fire with his pistol, getting off 2 shots before Morgan can react.
chips in a card game at the table to the door’s left. Several stoic, heavily -armed Run the gunfight using the following rules.
men sit at various tables. A draw poker game runs in the back left corner of the
room, while a roulette wheel spins madly in the back right corner. You may take 1. Night Gunfighting Rules are not in effect because it’s a moonlit night.
part in one of the following activities by going to the appropriate number. 2. After the gunfight’s 5th round, Wyatt may exit the front door of the hotel
Poker 37 (House on Board A) and attempt to give aide.
Roulette 38 3. After the gunfight’s 3 rd turn is completed, the OHT will flee in the most
Drink at bar 39 opportune direction. He escapes into the darkness if he makes it off the east,
Leave the saloon and go to another establishment. south, or west edges of the town map.
37 POKER Two men sit around the back, left-hand table of the saloon.
Cowboy 8,0 sits facing NE. An older man (Townfolk) sits in the chair nearest the VENGENCE
back wall. You take the open chair, facing SE. Cards, money, spent cigars, and Do NOT read this section unless directed to do so.
booze are spread out before you. The man to your right is a rough -looking drover
in his late 30s. There is a 2-7 chance that professional gambler Ross Foley You learn that the man who ambushed your brother Morgan at the pool hall is
(Townfolk, Gambler +2) comes over and takes the vacant seat. The older man holding up in a line shack at Pete Spence’s lumber camp, not far from Tombstone.
says, “Costs two dollars to open, Marshal.” Your Gambler Rating is +2. RRO.
You’ll need pen and paper if you want to use the more realistic version of the If you want to go there to fill him full of lead, read on.
game. If not, skip directly to the next paragraph. If so, R1d for each NPC and
Use Map G for this scenario. Ignore the house; the Bunk House will represent the
multiply times $20 to determine his cash on hand. If Ross Foley is a player (per
line shack which is surrounded by trees save for the yard which is represented by
the next paragraph), he has $300 on hand. The sequence for poker playing follows:
the open spaces (including the house) on Board G.
1. Put your $2 in to enter.
Place yourself on the ‘D’ on Board D, which is considered in the edge of the
2. R2d for your hand. woods. Make plans, then read the next paragraph.
3. If you wish to remain in, place your bet.
You may have decided to use Stealth to try and surprise the owlhoot, or you may
4. R2d for each of the 2 layman player’s hands. In case of ties, the tied players
roll off again. Your Gambling Rating is +2; it modifies your card playing have decided to knock on the door and order him to “open up.” At the appropriat e
time, randomly place the OHT (Cowboy 7,0) in the bunkhouse, and run the
rolls.
scenario.
5. At the end of each hand, R2d. On DOUBLES, roll for the possibility of a
Chance Encounter.
You may play poker for as long as you like or until you or all of the other players
RINGO-HOLIDAY BAD BLOOD
have run out of money. Once you’ve finished, return to entry 36 and select a Do NOT read this section unless directed to do so.
different activity.
You’re told that Johnny Ringo (Cowboy 6, +1) is in Tombstone and that he’s
38 ROULETTE You study the crowd of 4 at the roulette table in the back called-out your friend Doc Holliday. They’re to meet on Freemont Street on
corner of the saloon on Board C. They appear to be local cowhands, cheering Board G in a few minutes. RRO, then read the bullet that most closely
madly for their numbers to hit. A slick man in a fancy white hat runs the game. approximates your reaction.
He entices you, “How about a turn at the wheel, Marshal.”
Decide how much to bet and R2d. If you roll 10 or higher, go to 52 . If you roll
less, go to 53.
32 9
Having finished, you open the outhouse door. As you do so, you notice that the 39 DRINK The bar is occupied by 4 thirsty men. You have to wait a
Nugget’s back door now stands open! A man dressed like a cowboy stands minute or two for the sweaty, heavy-set bartender to respond to your signal for a
outside the open door. (The fireplace represents the back door.) He holds a bottle drink. “What’ll you have?” he finally asks. RRO.
in his right hand. A strip of cloth sticks out of thee neck of the bottle. The man
quickly lights a strip of cloth, then draws back his arm to throw the bottle through You order your drink, and the bartender fills your glass to the top. Deduct the
the open door! RRO, then go to entry 152 on page 22. appropriate amount from the chart below from your cash -on-hand, then roll on the
chart below.
Decide how much to bet and R2d. If you roll 10 or higher; go to 52. If you roll HH It’s newspaperman Jeb Brady. He looks hurried and upset. See “Ringo
less than 10, go to 53. Holliday Bad Blood,” on page 33.
55 R1d: (1-4: Go to entry 44) (Go to entry 56).
II If EE and/or FF have been crossed out, see “Surprise at Iron Springs,”
56 Your luck changes. In one hand you’re dealt a flush, kings high. In the on page 35.
next hand, you’re dealt 2 queens and two 10s! You win both hands, gaining $20.
You may end the game go to entry 36, or play another hand by going to entry 57. JJ It’s Curly Bill Brosius (Cowboy 11, +1). The Range is R1d: (1-2: 1)
Roll 3 dice. If you roll 7 or more, go to 44; if you roll less than 7, go to 45. (3-4: 3) (5-6: 5). If you’ve killed or arrested a member of the Clanton-McLaury
faction, skip directly to the next paragraph. Otherwise, he passes by.
57 Roll 3 dice. If you roll 9 or more, go to 44. If you roll less than 9, go
to entry 45. Curly Bill snaps, “Earp, you’re lower than possum skum! Like lightning, he goes
for leather! Run the gunfight.
58 A young, unshaven cowboy who reeks of whiskey spits tobacco juice at
your feet! RRO. KK Place board E-2, to the right of Board G. Needing to relieve yourself,
you go to the outhouse on Board G. Treat the home as the Tombstone Nugget
R2d, but modify –3 if you attempted to avoid trouble. On a result of 7-12 he Office. Treat the outhouse as if it’s 2 squares further east (on Board E-2).
30 11
X Suddeenly a light shower begins falling. Then, just as suddenly, it stops. opens a brawl; he is Cowboy 7,0. Otherwise, he staggers by and walks out the
Go to the first Chance Encounter BEFORE this one that has not been read. saloon’s batwing doors. Return to entry 39.
Y See Chance Encounter G on page 26, even if crossed out. 59 Make a note to return to entry 36 when this entry ends. A stocky, seedy
stranger enters the saloon and approaches you. You think you’ve seen him before,
Z See Chance Encounter P on page 27, but substitute Pony Deal (Cowboy but you can’t place him. At Range 2 (4 yards) he sneers, “Try mindin’ your own
4, 0) for Tom McLaury. business, Wyatt!” RRO.
AA Ned Buntline indicates he’s just heard that the McLaurys are changing If you replied, read either entry 1 or 2, whichever is closest to your reply.
If you entered combat, run it, using Cowboy 11 +1.
brands on some newly rustled cattle on their east range. You saddle up and ride
out to the McLaurys east range. Turn 2 maps over to represent the range, then 1. “I was until you came along,” you reply. Read Entry 7.
R2d: 2. “Ever try followin’ your own advice?” Read Entry 3.
2-4 You arrive, but find the range empty. You figure it must have just been 3. He snarls, “You sow!” R1d (1-2: 4) (3: 5) (4: 6) (5-6: 7)
a rumor. The scenario ends with your long, uneventful ride back to 4. Dutton sneers, then struts by and walks out the saloon’s batwing doors.
town. 5. Dutton opens a Brawl!
6. Dutton’s hand flashes to his belt for his S&W ‘45! Run the gunfight.
5-9 You arrive to find 2 rough-looking cowboys that you don’t know . Use Unless you took precautions, he has the first move.
chits 7 & 8 – both 0s - to represent these men. Decide whether you 7. Ed Dutton stares coldly. R1d: (1-3: 4) (4: 6) (5: 5) (6: 3)
dismount, then read on.
From Range R1d: (1-3: 2) (4-6: 4) roll for a Bellicose Reaction from 60 ORI ENTAL S A LOON The two-story Oriental on Board C is the larges t
these men. If you survive, roll on the chart below which represents your saloon in Tombstone. You push through its bat-wing doors and peer over the
examination of the brands on the cattle. large, grand room and its papered walls. At the far end of the room, by the stage a
piano player plays a steady medley of popular tunes on a tinny sounding piano.
2-8 The cattle bear the brand of the Rocking-L Ranch. You may
An unoccupied roulette table sits behind the last row of chairs which face the
attempt arrest via the Arrest Chart on the back cover. If you
stage.
succeed in arresting both men, gain 1 EP.
You see 9 individuals in the room. Three men play cards at the last table back on
9-12 You examine the brands and determine that there is no proof
the left-hand wall. A man and woman sit at the table closest to the bar, talking to
whatsoever that the cattle were rustled. You apologize, climb up
each other. The bartender serves drinks to 3 men and a woman who stand at the
into your saddle, and ride back to Tombstone.
bar. You may:
BB You learn that “Old Man” Clanton – with Sheriff Behan’s blessings – has Attempt to join the poker game by reading 61
bailed out any Clantons and/or McLaurys not wanted for murder. As the men Play roulette and read entry 62
leave town the old man warns, “Earp! If you ever try to come after me, you’ll Amble up to the bar for a drink by reading entry 63
never take me.” Leave the saloon and return to entry 1.
CC It’s Johnny Ringo (Cowboy 9, +1) at Range R1d: (1-3: 3) (4-6: 6). 61 There is an empty chair facing the SE corner of the saloon. No one minds
His pearl-handled Colt-45 hangs low in a tied-down holster. If you’ve arrested if you sit in. The minimum amount to enter is $10 per hand.
and/or shot Sheriff Behan skip directly to the next paragraph. Otherwise, Ringo
ambles cockily by, muttering, “Earp.” You’ll need pen and paper if you want to use the more realistic version of the
game. If not, skip directly to the next paragraph. If so, R1d for each NPC and
Like lightning Ringo draws! Run the gunfight, beginning with the draw. multiply times $20 to determine his cash on hand. If Clay Reed is a player (per
the next paragraph), he has $300 on hand. The sequence for poker playing follows:
1. Put your $10 in to enter.
2. R2d for your hand.
3. If you wish to remain in, place your bet.
4. R2d for each of the 2 layman player’s hands. [There’s a 2-7 chance that there
is a fourth player. If so, it’s Clay Reed (Cowboy 9,+1), a professional
12 29
5. gambler whose roll is modified +3 to simulate his superior skill .] In case of proceeds down Freemont Street toward the Corral! Doc is armed with a six gun
ties, the tied players roll off again. Your Gambling Rating is +2; it modifies and a shotgun. The rest of you carry 2 six guns each.
your card playing rolls.
You, Virgil, Morgan and Doc walk 4 abreast, slowly and deliberately down
6. At the end of each hand, R2d. On DOUBLES, roll for the possibility of a Freemont Street. Place your faction facing east, beginning with Virgil Earp on
Chance Encounter. the “D” of Board D. The rest of the Earp faction is placed beside Virgil, on Board
You may play poker for as long as you like or until you or all of the other players G. Soon you see the men of the cowboy faction in vacant lot near Fly’s. The
have run out of money. Once you’ve finished, return to entry 60 and select a vacant lot between the brothel and the bunk house on Board G simulates the alley.
different activity. Place the chits of available men and horses as follows.
62 The roulette table sits behind the last row of chairs which face the stage. Ike Clanton Horse
8, 0) (2-10 chance)
Place you chit facing the stage. “Sweet Alice” May spins the wheel. The house
Tom M cLaury Horse
minimum is 1 dollar; the maximum bet is $50. There are two ways to play. First, (7, 0) (2-10 chance)
you bet, then select a number from 1 to 6. Then R1d. If that number appears, you Billy Claibourne Frank M cLaury Billy Clanton
win twice the amount you bet. Second, you bet, then select 2 numbers from 1 to (9, 0) (7, +1) (11, 0)
6. If one of your numbers hits, you win double your bet.
You may play as long as you like or until you win $1,000 and have “broken the
house bank.” After each game, R2d. On DOUBLES, go to entry 100, then return
here. Virgil Earp M organ Earp Wyatt Earp Doc Holliday
(2, 0) (1, 0) (Blue +2)
When you’ve finished playing, return to entry 60 and Chose again.
63 You amble up to the bar. Place your chit. Your friend, bartender Ned As your party reaches the head of the alley at the range portray ed above, you hear
2 clicks as Billy Clanton and Frank McLaury cock their holstered six-guns!
Boyle asks, “What can I get you, Wyatt?” Make a note to return to the bullets in
Virgil calls out, “Hold! I want your guns!”
entry 60 when you’ve finished drinking, then go to the chart below.
One of the cowboys yells, “Son-of-a-bitch!” Hands fly for pistols! Run the draw
R2d Beer or Sarsaparilla: 25 cents Whiskey: 50 cents and the first round of the gunfight, then read the next paragraph.
2-3 The drink tastes flat. Shot tastes watered down!
4-6 The drink tastes cool and refreshing Shot has a bite to it! At the end of the first round of the gunfight, make Courage Checks for Ike
Clanton and Billy Claibourne modifying each roll –2. Next, roll for NPC
7-8 The drink tastes flat Roll for a Shot has a harsh bite to it! Roll
reactions for all characters – except for Wyatt – starting in the 2nd turn of the
possible Chance Encounter. for a possible Chance Encounter.
gunfight.
9 The drink has too many suds Shot tastes good!
10 The liquid good. Roll up a Chance Shot is strong! Roll up a Chance
Encounter, then return here. Encounter, then return here. W You must serve a writ to Diego Sanchez for trespassing on his neighbor’s
11 It is cool. Go to entry 58 on page 11 It tastes smooth. Go to entry 58. grazing land. Cowboy 5,0 represents Sanchez. Use the house on Board G to
represent Sanchez’s. After he yells, “Come in, Marshall,” you enter to se e
After each drink, roll for the possibility of a Chance Encounter. One occurs Sanchez seated behind the table. You stand just inside the door. Roll on the
on DOUBLES. Bellicose Reaction Chart to simulate Sanchez’s reaction to being served.
64-65 These entries purposely left vacant.
66 The 3 cowboys push back their chairs and stand up menacingly. RRO.
R1d: (1-3: The men open a brawl; however, if you drew, they follow suit! Run
the combat.) (4-6: The leader of the group spits on the floor, then leads the other
two out of the saloon.)
67-c Sheriff Behan places you in the county jail. Lose 1 EP. Six hours later,
your brother Virgil bails you out.
28 13
Q It’s Tom Shelby, Chairperson of the Town Council. If you’ve killed 67-d Sheriff Behan reluctantly thanks you.
and/or incapacitated 5 people, skip directly to the next paragraph. Otherwise, Mr.
67-i Sheriff Behan reluctantly thanks you. He tells you that tomorrow Wells
Shelby offers you some brief words of encouragement and passes by.
Fargo will give you the standard $300 reward for preventing the mo ney from
Mr. Shelby relays Council’s fears that cattlemen will avoid Tombstone because being stolen.
they can no longer enjoy themselves without fear of arrest. He warns, “Ease up,
Wyatt. Some councilmen already want your badge! Make a note to go to entry 67-m This entry purposely left vacant.
171 on page 33 after each subsequent killing or incapacitation by you. 68 This entry purposely left vacant.
R A light rain begins falling. Move 3 squares closer to your destination and 69 All 4 men open a brawl with you! RRO.
select another Chance Encounter.
If you go for leather, skip directly to the next paragraph.
T It’s Morgan Earp. He accompanies you for the rest of the day and night. Otherwise, if you pass an Observation Check, you may roll for
Move 3 more squares toward your next destination and roll for the possibility of Initiative; otherwise, they get the first turn in the brawl.
another Chance Encounter. Treat them all as Cowboy, 0s. They will only draw if you do so. If you prevail,
U Doc Holiday accompanies you for the rest of the day and night. In gain 1 EP and return to 64 and select again from the bulleted list. If you lose, you
are unconscious and must go to 70.
addition to your later roll for a possible Chance Encounter, move 3 more squares
toward your destination and roll for the possibility of another Chance Encounter. 70 The stableman sizes you up. R2d: (2-7: Go to 71) (8-12: Go to 72).
V If 2 or more of your Adversaries (see scorecard) have been killed,
71-72 These entries are purposely left blank.
incapacitated, or arrested, skip directly to the next paragraph. Otherwise, do NOT
cross this entry out and roll for a different Chance Encounter. 73 The 4 men whose statistics appear in entry 65 brawl with you! Run the
Morgan Earp tells you that R1d: (1-5: 4) (6: 5) members of the Clanton- combat; as long as you don’t draw, neither will they. If you draw a weapon, the
McLaury faction are armed, drinking, and making threats in the lot between Fly’s brawl turns into a gunfight. If you prevail, go to 83. If you are knocked
and the adjacent residence. [If not killed, wounded, or in jail, the 5 will be Tom unconscious, go to 74.
and Frank McLaury, Ike and Billy Clanton, and Billy Claibourne. If any of the
above adversaries are unavailable, they are not replaced. If only 4 are present and 74 TOMBS TONE EPI TA PH The Lawyer’s Office located on the side
all 4 are available, don’t use Claibourne.] street of Board H represents the newspaper office. Tombstone Epitaph editor, Jeb
Brady thanks you for coming. He says he’s doing a story about the ever-
You and Morgan meet Virgil at the Marshall’s Office. The three of you load your increasing conflict between the Clanton-McLaury cowboy faction and the Earps.
six guns. Virgil also loads his double-barreled shotgun, and the three of you, in
long coats and Stetsons, walk through town, heading for the area near the O.K. Deep inside you resent Brady’s dignification of the cowb oy faction’s side.
Corral where the Clantons and McLaurys were sighted. Doc Holliday (if able) Nevertheless, you answer his questions faithfully. Select your next destination
joins your group and Virgil hands him the shotgun. Your group, dressed in coats and roll for possible Chance Encounters at the 1/3 and 2/3 points.
and Stetsons with ties dangling and guns handy proceeds
14 27
75 You’re seated in a chair reading the newspaper. Place your chit, then S It’s your brother Virgil. He asks for a light and warns, “Be careful,
read on here. As you read the Epitaph, 2 cowboys ride into town from the east Wyatt. Got word there’s several Clantons ‘an McLaurys in
end of the map and dismount in front of the nearest saloon. Roll for the possibility town.” Virgil walks with you to your next destination.
of a Chance Encounter.
T. It’s panhandler Buckshot Jenkins, “Marshall, can
76 TOMBS TONE POS T OFFI CE The bespectacled Marcus Dixon spare two bits?”
manages the small post office located on the back street of Board C. It also houses O. Ned Boyle the bartender at the Occidental Saloon
the desk of telegraph operator, old Lem Adkins. Once you reach the counter, R2d.
and says, “Marshall, Ike Clanton just had a run in at the
On DOUBLES, a Chance Encounter occurs. Otherwise, you transact your
Occidental. Doc Holliday was furious when he saw Ike with
business and leave. Remember to roll for the possibility of a Chance Encounter at
his woman! Doc tried to provoke a showdown! He, snarled at
the halfway point to your next destination.
Ike, “You son-of-a-bitch, cowboy, get out your gun and go to work!”
77 WELLS FA RGO BA NK The sun reflects in the bank’s front window Ike cried, “I ain’t heeled!” And he took off runnin’! Doc headed for the
Alhambra, an’ a few minutes later we seen Ike outside with a rifle and a six gun!”
as you approach the red-bricked bank. You open the door to see that it is occupied
by R1d customers. As you enter, R1d: (1-3: Skip directly to the next You head for the Alhambra, on Board A. You see him armed indeed with a rifle
paragraph. ) (4-5: Read 80) (6: Go to entry 78). and six gun. He stands in the square to the left of the left end of the boardwalk in
You’re waited on by Jenny Davis a rather plain-looking teller in her early forties. front of the saloon. You and Ike have words at a range of your choice. Determine
that range, then read on.
78 As you enter, make an Observation Check. If failed, read 79. If passed
R1d: (1-4: You spot Billy Clanton and Tom McLaury across the street on the
you catch a glimpse of a masked robber behind the door! He’s waiting to strike boardwalk (Board C) in front of the windows to the left of the saloon’s front
you over the head with his gun butt! If you spotted him (via the passed check) you door! (5-6: You look around, but no one else is present. CHOICES:)
may push the door into him and either run or draw. RRO.
Leave Ike and meet a drunken Holiday in the Alhambra: There’s a 2-10
If you ran, there’s a 2-4 chance he shoots at you. Otherwise, run the scenario. chance Doc is in the Alhambra. His rating is 1 worse since he’s drunk. If you
return to the alley to the left of the Alhambra, there’s a 2-5 chance that any
79 The masked robber strikes you across the skull! The room starts
adversaries you saw outside are still there.
spinning around and around! Then you pass out. You awaken with one wound to
find out that the bank has been robbed! Grab Ike’s rifle with 1 hand and Pistol Whip him: R1d: (1-4: Ike goes down
in a cross-eyed heap! If other Clantons and/or McLaurys are present, they
80 Two dusty drovers in jeans and wide-brimmed hats enter the bank. back off, threatening, “We’ll get you on our time!” (5-6: Ike goes down in a
You’re waited on by the diminutive teller, Carl Loomis. The scenario ends here as cross-eyed heap! If any other Clantons and/or McLaurys are present, they
you smoothly transact your business. draw!)
81 One of the Town Councilmen passes saying, “Hello, Marshall.” Draw: R2d: 2-7: All present adversaries go for their guns!
8-12: Adversaries surrender! You arrest Ike for
82-84 These purposely left blank. disturbing the peace.
107 WELLS FA RGO BA NK If is at night, skip directly to the next D It’s Edmund Thomas (Town Folk Chit) at Range 1. Edmund appears to
paragraph; if it’s during the daylight, go to entry 77 on page 14. be in his late 50s. Dressed in an old gray suit, he reeks of booze and is
belligerently drunk! He drawls, “Earp…I don’t like your looks! Never did!” He
You try the front door, but it’s locked. You check the side/back and find another tries to pick a fight with you! RRO.
door. You may knock on the door and say, “Hello, who’s in there?” to see if
anyone answers 123, you may quietly open the door and look inside by seeing
entry 124, you may open the door and walk in 126, or you may go for the Sheriff
24 17
163 As you reach the hitchpost in front of the brothel on Board D, a fireball by going to 67-m.
explodes from inside the Tombstone Nugget office! You may try to raise the
108 As you climb the main stairway, the clerk calls out, “Can I help you?”
alarm for a fire and read 157, or ignore the situation and go to another destination
and read 164. Only guests are allowed upstairs.” You may leave and go to another destination,
or argue with the clerk. If you argue with the clerk and prevail, made a note to
164 The Tombstone Nugget office burns to the ground. Lose 1 EP for your eventually go to 109. For now, go to entry 90 to argue.
cowardice. Select and go to another destination.
109 As you start up the stairs you hear running bootsteps! Thinking Blackie
165 Unfortunately the Tombstone Nugget building burns to the ground. Go to may have overheard you asking the clerk about him, you draw your Remington
entry 161. and rush up the stairs! You hear bootsteps running away, down the carpeted hall
toward the back of the building. As you run down the hall, you hear footsteps
166 This entry purposely left blank. running down the outside stairs! You follow! As you descend the stairs, you spot
Blackie running down the alley toward the east end of town!
167 Go to 143 on page 29, but ignore the instructions about tying the man up
if he is dead. Place your chit behind the hotel on Board A in Square 8-A. Randomly place 2
horses in the corral on board G. Place Blackie’s chit on Board G, in Square 4-A,
168 This entry purposely left blank. behind the bunk house. R1d: (1-3: He carries a rifle and a pistol) (4-6: Blackie
carries his pistol in his hand). RRO.
169 McLaury insists he had nothing to do with the robbery. This scenario
ends here. Gain 1 EP if you won the brawl; lose 1 EP if you lost the brawl. Determine your actions/movements and run them only so far as you could move
without possibly sighting Blackie at the earliest, then read the next paragraph.
170 Cowboy Jamey Tolbert alerts you, “Marshall Earp, Billy Claiborne’s just
You peer around cautiously, looking for King. R1d: (1-3: See a) (4-6: See b).
ridden into town ‘an tethered that bay that was stolen from you outside Bauer’s
Market!” RRO. a. No matter what you do, Blackie King will attempt to continue running
Use the Dry Goods Store on Board D to represent Bauer’s Market. Cowboy If you away! R1d: (1-3: Blackie turns left, running up the alley beside the bunk
go there immediately, see A; otherwise, read B. house’s east wall..) (4-6: Blackie runs for the corral. Perhaps to get a horse and
escape. There’s a 1 of 6 chance per horse that it’s saddled. If it is not saddled,
a. At the hitch rail outside Bauer’s Market you examine the big bay. R1d: reduce its movement by 3. Run the chase and finish the scenario on your own. If
(1-4: It’s yours! Read C). (5-6: It’s not yours. This scenario ends here.) you survive - select another location and roll for a Chance Encounter at the
b. As you approach the bay, R1d: (1-3: Claibourne and the bay are gone! halfway point.)
There’s no trace of them.) (4-6: See a).
b. Blackie awaits in ambush behind cover. Randomly determine the cover
c. CHOICE: Wait for Claiborne’s exit with your gun(s) drawn and see D,
and run the gunfight. If you survive - select another location and roll for a Chance
or await Claiborne’s exit with weapons holstered and see E.
Encounter at the halfway point.)
d R1d: (1-2 Claibourne has escaped out the back door! There’s no trail or
trace of him. You may keep the bay.) (3-4: Billy exits and draws! Use 110 You decide to leave. Go to entry 92.
Cowboy 11,0 to represent Claibourne) (5: Billy walks out the door and
submits to arrest.) (6: See F) 111 This entry is purposely left blank.
e. R1d: (1-4: As Billy exits, you step out and attempt to place him under
arrest! See Arrest Attempts on the back cover.) (5-6: See g).
f. Billy and his friend (Cowboy 8,0) are just leaving the store! They see
you and draw! Run the gunfight.
g. Suddenly shots ring out from across the street! The first bullet splinters
wood behind you! Run the second shot from Cowboy 8,0 who fires from
behind cover at the SW corner of the House on Board G. This is a
deliberate ambush, with you caught in a crossfire! Claibourne comes out
the door firing at you! The next shot is the ambusher’s second shot from
cover. Finish the gunfight.
18 23
112 JA CKS ON’ S GENERA L S TORE fire on the arsonist 156, or you may run away and raise the alarm for the fire and
read entry 157.
This 1 story structure on Board C has high shelves and counters that run along
both side walls. Larger barrels of various goods stand to the left of the door as 154 The man is Sam Archer (Cowboy 7,0). You draw and get 1 shot as the
well as in the center aisle. R1d customers are present. There’s a 2-6 chance that man hurls the bottle into the Nugget office! On turn 2 of the gunfight, the man
you should roll for a Chance Encounter. will attempt to draw and fire at you; roll for Initiative for turn 2.
Inventory includes the following items which are for sale. On turn 3 and each turn thereafter, Sam will attempt to get to his horse which is
Item Cost Item Cost tethered in Square A-8 of Board D. If able, he’ll attempt to flee down the alley
Bullets (Box of 500) $1.50 Shotgun (Dble barrel) $25.00 that runs between the Livery and the Barber Shop on Map Board B.
Gun belt & holster $ 5.00 Saddle bags $ 6.00
Knife $ 2.00 Saddle & Blanket $35.00 If you prevail, go to 158. If you are unconscious, go to 159. If you are conscious,
Pants (Work) $ 4.00 Shirt (Dress) $ 3.00 but the arsonist escaped, go to 161.
Pants (Dress) $ 5.00 Shirt (Work) $ 2.00 155 You duck around the corner of the outhouse! Inside the Tombstone
Rifle $30.00 Six Gun $20.00 Nugget Office the bottle explodes and the sky is lit by a fireball. The windows are
Rope $ 2.00 Shotgun $25.00
blown out. As the fireball dies down, the building begins to burn. The arsonist
113 RA MROD RES TA URA NT / RA NCHOUS E RES TA URA N T starts running out of town! Add 2 to whatever range is indicated in the next entry.
You may yell at him to “Stop!” and see 160 , you may start shooting 156 , or you
The restaurants are located on Boards H or C. A bell tinkles your arrival. You may ignore him and try to rouse the town to fight the fire by reading 157.
see several tables covered with red checkered tablecloths. The food aromas are
pleasant. Two tables are occupied by customers. A sign reads, “Coffee free – 156 The Tombstone Nugget office has caught fire and is burning down! Go to
with meals.” entry 154.
Order: There’s a 2-6 chance per the table you want, that it’s vacant. Place your 157 Everyone from the Tombstone Hotel runs out to help you fight the fire!
chit at a table. Make your order, deduct the cost from your cash on hand, then roll The arsonist escapes, but the Tombstone Nugget office is saved with only minor
on “The Food” Chart below. damage thanks to your quick actions. You’re given a lifetime subscription to the
Menu Item Cost Menu Item Cost Tombstone Nugget (its lifetime or yours, whichever is shorter). Go to 161.
Chicken $ .50 Salami Sandwich $ . 50
Ham Sandwich $ .50 Steak $ 1.00 158 If the man is unconscious, you tie him up so that he can’t escape. RRO.
Lemonade $ .25 Toast & Bacon $ .50 If you raise the fire alarm go to 157 , if you ignored the situation, go to a new
Potatoes $ .25 Toast $ .25 destination.
Pie or Cake $ .50
159 You wake in the doctor’s office on Board B. The sheriff listens to your
The Food R2d
story while the doctor treats you. Go to 161.
2-5 The food takes a long time coming. It tastes quite plain, hardly worth the
long wait. 160 The man keeps running! You may ignore him and raise the fire alarm by
6-8 The food arrives. It tastes fairly good. Roll for a possible Chance reading 157, or you may start shooting at him and read 162.
Encounter here in the restaurant.
161 Sheriff Behan takes down your description of the arsonist. He says,
9-11 The attractive waitress delivers the food. “Here you are, Mr. Earp.” The
“Sounds like Sam Archer to me. Sam’s been the focus of a series of rather vicious
food tastes hearty and delicious.
lampoons recently run in the Tombstone Nugget and apparently has taken a direct
12 The waitress delivers the food. It’s mundane at best. R1d: (1-2: A hand in stopping the presses.” Select another destination.
miner enters and takes the closest table to the window. (3-6: See 114).
114 Indian Joe (Cowboy 5,0) attempts to ambush you from outside the
162 The man is Sam Archer (Cowboy 7,0). He runs and dodges, trying to
escape. Open the gunfight at Range 6, with Sam running away, West, down the
window nearest to your table. If you have a possible sig htline, roll for an
street. He fires 1 shot per turn as he flees. If you prevail, go to 158. If Sam
Observation Check. If you get and pass the check, you see Chez aiming his pistol
reaches any map edge west of Board D, he escapes, and you go to 161. If you are
at you and may take evasive action! In any case, run the gunfight.
unconscious, go to 159.
22 19
149 BELLE’S BROTHEL The house at the NE corner of Board A represents 115-119 These entries purposely left blank.
this establishment. You climb the steps to its wooden porch, then let yourself in.
You squeeze by a young drover who leaves with an embarrassed look on his face.
120 The range is 2. You get a +1 bonus for surprise. Run the combat. If you
survive, RRO.
Place your chit on the L-shaped couch. Three of the women sit scattered about
the parlor. R2d. On rolls of 2 or 12, a Chance Encounter occurs. If a Chance If you decided to report the incident to the sheriff, go to 67-d. Otherwise, go to
Encounter occurs, roll for it; otherwise, read on here. the destination you chose, remembering to roll for a Chance Encounter at the
halfway point.
Services cost $10 for a basic experience, $14 for a typical experience, and $18 for
a grand experience. Kate, the heavy-set, lantern jawed madam explains that her
services cost nothing extra; Jane, a slender, attractive-young redhead charges
121 WO CHI N S ’ LA UND RY
$2.00 extra; and Tess Reed, a stunning brunette charges $4.00 extra for her The Lawyer’s Office on the side street on Board H represents the laundry. It is
services. Belle adds that Tess and Jane require that customers have had a bath in usually manned by Wo Chin, or his daughter Wo Lynn. A bell tinkles your
the last day. (If you’ve selected one of those women and have not had the arrival. Behind the counter you see steam escaping from the numerous wash
necessary bath, you may select another woman or go to the bath house, entry 10 on barrels that line the back wall behind the counter. The cost of laundry is 25 cents
page 5. per garment. There’s a 2-3 chance you should roll for a Chance Encounter inside
Wo Chin’s.
You may leave and select another destination, or pay for the services of one of the
workers and go to 151. If you require a bath, you may get it and then return, 122 This entry purposely left blank.
regardless of the 1 visit per establishment rule.
123-128 Thise entries purposely left blank.
150 This entry purposely left blank.
151 The woman you selected seductively leads you into the last room on the
left. She closes the door and begins removing clothes. Things heat up. R2d and
apply the result to the following chart.
R2d Result
2-4 The business-like and mundane experience ends.
5-9 The experience ends pleasurably.
10-12 The experience ends extremely pleasurably!
You dress and leave the establishment. Select another destination and roll for the
possibility of a Chance Encounter at the halfway point.
152 Select the bullet that most closely approximates your reaction.
You draw your gun and yell, “Stop!” Go to 153.
You draw your gun and open fire! Go to 154.
You run for cover behind the outhouse! Go to 155.
You ignore the man and go to another destination in town and read 163.
153 The man throws the bottle into the Tombstone Nugget office, ignoring your
shouts! From inside the office comes the explosion of a fireball! You may open
20 21
129 MARSHAL’S OFFICE You’re sitting behind your desk doing some 132 R1d: (1-3: Go to 140 ) (4-6: Go to 138 ).
paperwork and looking through some newly-arrived wanted posters. R2d:
2-4 Bat Masterson arrives and sides you for the rest of the day / night. Roll
133-136 These entries purposely left blank.
2 dice; if the result is DOUBLES, roll for a possible Chance Encounter.
5-6 Judge Miller enters, sits down, and discusses the current state of the 137 Since he did not know you were there, he doesn’t evade and you hit him
Clanton-McLaury problem. over the head! He takes 2 wounds. R2d (2-5: Go to 142) (6-12: He is stunned,
7-8 Things are quiet so far. Roll for the possibility of a Chance Encounter go to 143).
9-10 Time passes slowly and uneventfully. If you’ve not done so lately, you
check the ammunition in the shotguns and rifles on the wall. 138 The man raises his hands and lets you take his gu n and march him to the
11 “Mr. Earp, Mr. Earp!” your deputy breathlessly calls as he enters Sheriff’s Behan’s office. Go to 67-I on page 13.
your office. “That Coulton drover you threw out of the Top Dollar last
night is back in town! He’s carryin’ a rifle. I just saw him across the
street at the Oriental Saloon, yellin’ ‘an calllin’ you out!” RRO, 139-143 These entries purposely left blank.
making plans, then see entry 131.
12 “Mr. Earp, Mr. Earp!” your deputy breathlessly calls as he enters your
office. “That Coulton drover you threw out of the Oriental Saloon last 144 The module ends here with a reward of $250 on your head!
night is back there! He’s yellin’ ‘an breakin’ up the place, calllin’ you
out!” See entry 130.
145 This entry purposely left blank.
130 You strap on your guns and check to see that they’re fully loaded. Then 146 You open the door and walk into the dark room. R1d: (1-3: Go to
you walk purposefully acorss the street and down the boardwalk toward the entry 127 ) (4: Go to 147) (5-6: Go to 128) .
Oriental Saloon on Board C. RRO, making plans.
147-148 These entries purposely left blank.
Randomly place Todd Coulton [Cowboy 7, R1d: (1-4: 0) (5: -1) (6: +1) inside
the Oriental Saloon. Next, give Coulton a Courage Check . If failed, he will
attempt – if possible - to ambush you, drawing & shooting as soon as he spots you.
If appropriate roll for Stealth and possible Observation. If he can’t ambush you,
he’ll yell, “Draw, Earp!” as he draws. He won’t be talked to.
131 Todd Coulton [Cowboy 7, R1d: (1-4: 0) (5: -1) (6: +1) is armed with
a rifle! Once you move outside, R2d for his placement. If possible, he’ll use
Stealth and even attempt back-shoot you with his rifle!
2-4 Coulter stands outside the window to his left of the Oriental’s
batwing doors! He opens fire as soon as he sees you!
5 Same as above, but is behind a crate.
6 Coulter stands 2 squares north of the ‘C’ in Board C, using the
corner of the restaurant for cover. He opens fire as soon as he
sees you!
7-8 Coulter stands in the alley in the square even with the desk in the
Doctor’s Office! He opens fire as soon as he sees you!
9 Coulter stands inside the Oriental, at the window to the left of its
batwing doors. He opens fire as soon as he sees you!
10-12 Coulter squats down behind a crate 1 square to the right of the
Laundry’s front door on Board H. He’ll wait until you move
into the open before firing, then will open fire as soon as
possible!