Townsfolk
C |
Character |
Weapons |
Bonus Cards |
Skills |
St |
|||
1H | 2H | BR | OH | |||||
B | BANKER | W44, SW45 (d.a.) | -- | 0 | 0 | 0 | no | 20 |
C | CLERK | R10s, C32 (d.a.), KNF | -- | 0 | 0 | 0 | no | 20 |
D | DUDE | R10s, SW45, SW38 (d.a.) | 3 | +2 | +2 | 0 | no | 20 |
E | FAST EDDIE | W44s, C44, KNF | 2 | +1 | 0 | 0 | no | 20 |
F | FLOOZY | R41d, KNF | 1, 4, 7 | 0 | -2 | 0 | no | 20 |
G | GAMBLER | R10, C44, R41d, KNF, KNF | 2, 4 | +2 | 0 | +2 | -1 | 10 |
K | BARKEEP | R10s, C45, KNF | 5, 8 | 0 | 0 | +2 | no | 20 |
L | LADY | (none) | -- | -2 | -2 | -2 | no | 15 |
L | LING HO | SD58 | 1, 4, 5, 6, 7 | 0 | 0 | +2 | 0 | 20 |
M | MARSHAL | W44, C45, C45, KNF | 2, 5, 6, 9 | +3 | +3 | 0 | -2 | 20 |
O | OWNER | R10, SW38, KNF | -- | 0 | 0 | 0 | no | 20 |
S | SMITH | SD58, C45c, KNF | 8 | 0 | 0 | +2 | no | 30 |
Rural Folk
C |
Character |
Weapons |
Bonus Cards |
Skills |
St |
|||
1H | 2H | BR | OH | |||||
A | ANDY | SH50, C45, KNF | 4, 6, 9 | 0 | 0 | 0 | no | 25 |
C | CATTLE BARON | W44, C45, KNF | -- | 0 | 0 | 0 | no | 20 |
B | LITTLE ERNIE | H44, SW45, KNF | 1, 2 | +1 | 0 | 0 | -2 | 15 |
F | FOREMAN | W44, C44, KNF | 5, 8 | 0 | +1 | 0 | no | 25 |
H | HAPPY | H44, C45, KNF | -- | 0 | 0 | 0 | no | 20 |
I | IKE | W44, C44, KNF | 3 | +2 | +2 | 0 | -1 | 20 |
L | LUCKY | W44, C44, KNF | 6 | 0 | 0 | 0 | no | 20 |
O | OLD MAN | R10, C36c, KNF | 5, 7, 8 | 0 | 0 | +1 | no | 25 |
R | REB | W44, C36c, KNF | 3 | 0 | 0 | 0 | no | 20 |
R | RUNNING BOY | KNF | 1 | -1 | 0 | -2 | no | 15 |
S | SODBUSTER | SD58, C45c, KNF | 9 | 0 | 0 | 0 | no | 20 |
W | WOMAN | KNF | 4, 7 | -1 | 0 | 0 | -1 | 25 |
U.S. Army
C |
Character |
Weapons |
Bonus Cards |
Skills |
St |
|||
1H | 2H | BR | OH | |||||
N | NCO | C41, SBR | 9 | 0 | 0 | +1 | no | 20 |
U | U.S. SCOUT | W44, C44, KNF | 7 | +2 | +2 | +1 | -1 | 25 |
V | VETERAN | SD58, C45, KNF | -- | 0 | +1 | 0 | -1 | 20 |
Y | YANKEE | SD58, C45, KNF | 3, 6 | 0 | 0 | +1 | no | 20 |
Wanderers
C |
Character |
Weapons |
Bonus Cards |
Skills |
St |
|||
1H | 2H | BR | OH | |||||
D | DRIVER | R10, C45, KNF | 3 | 0 | 0 | +1 | no | 20 |
G | GUARD | W44, C44, KNF | 6 | +1 | +1 | 0 | no | 20 |
J | JOHN HENRY | SH50, C45, KNF | 5, 6, 8, 9 | 0 | 0 | +2 | no | 40 |
L | LIGHTNING | W44, C41 | 2 | 0 | 0 | 0 | no | 20 |
M | MOUNTAIN MAN | SH50, C45c, TWK, KNF, KNF | 4, 5, 7, 8 | 0 | +3 | +2 | 0 | 30 |
P | PROSPECTOR | H44, C44, KNF | -- | 0 | 0 | 0 | no | 25 |
Q | QUIET MAN | W44, C44, C32, KNF | 3 | +2 | 0 | 0 | no | 20 |
S | SLIM | W44s, C44, KNF | -- | 0 | +1 | 0 | no | 20 |
T | TEXAS | W44, C44, KNF | 3, 9 | +1 | +1 | +1 | no | 25 |
Outlaws
C |
Character |
Weapons |
Bonus Cards |
Skills |
St |
|||
1H | 2H | BR | OH | |||||
A | AXE | R10, TWK, KNF, KNF | 4, 5, 6, 7, 8 | 0 | 0 | +2 | -1 | 30 |
B | BORDER RIDER | H44, C45, R41d | 3 | +2 | +2 | 0 | no | 20 |
C | CHIEF | aSH50, C45c, KNF | 8, 9 | +1 | 0 | 0 | no | 20 |
D | THE DRIFTER | W44, C44, C32, KNF | 3 | 0 | +2 | 0 | no | 20 |
E | EAGLE | H44, TWK, KNF | -- | 0 | +1 | +1 | no | 20 |
F | FAST DRAW | H44, C44, KNF | 2 | +1 | 0 | 0 | no | 20 |
G | GUN ARTIST | W44, C45, SW38 | -- | +3 | +3 | 0 | 0 | 20 |
H | HAWK | W44s, KNF | 1 | 0 | +2 | 0 | no | 20 |
I | INNOCENTE | R10, C45, C45, KNF | 7, 8 | +2 | 0 | 0 | 0 | 25 |
J | EL JEFE | W44, C44, C44, KNF | -- | +2 | 0 | 0 | no | 20 |
K | THE KID | W44, C45, C32, KNF | 2, 2 | +3 | 0 | 0 | -1 | 20 |
One-Handed Guns (Wielding = 4)
Code |
Description |
Calibre |
Ammo |
Range |
Loading |
C32 | Sneak gun | .32 | 5 | -- | normal |
C36c | Navy | .36cb | 6 | -- | cap & ball |
C41 | Lightning | .41 | 6 | -- | normal |
C44 | Colt frontier | .44 | 6 | -- | normal |
C45 | Peacemaker | .45 | 6 | -- | normal |
C45c | Dragoon | .45cb | 6 | -- | cap & ball |
R41d | derringer | .41 | 2 | -- | breakopen |
SW38 | Target pistol | .38 | 6 | -- | breakopen |
SW45 | Schofield | .45u | 6 | -- | breakopen |
Two-Handed Guns (Wielding = 2)
Code |
Description |
Calibre |
Ammo |
Range |
Loading |
H44 | Henry rifle | .44r | 16 | D3 | breakopen |
R10 | Shotgun1 | 10g | 2 | B7 | breakopen |
R10s | Sawed-off shotgun1 | 10g | 2 | B5 | breakopen |
SH50 | Sharps old 50 | .50 | 1 | D4 | normal |
SD58 | trapdoor | .58 | 1 | D3 | normal |
W44 | Winchester 73 | .44 | 16 | D4 | normal |
W44s | carbine | .44 | 13 | D22 | normal |
1 Double-barrelled gun (see rule 25).
2 Shooter needs only two or more AIM points on his target
Melee Weapons
Code |
Description |
Hands |
Wielding |
KNF | Knife | 1 hand | 4 |
SBR | Sabre | 1 hand | 2 |
THK | Tomahawk | 1 hand | 4 |
AXE | Two-handed axe | 2 hands | 1 |
PF | Pitchfork | 2 hands | 1 |
SPD | Spade | 2 hands | 1 |
PAIL | Pail | 1 hand | 2 |
B | Bottle | 1 hand | 4 |
DYN | Dynamite | 1 hand | 4 |
Movable Obstacles
Code |
Description |
Hands |
Wielding |
R | Rock | 2 hands | -3 |
CHAIR | Chair | 2 hands | -3 |
BALE | Bale of hay | 2 hands | -6 |
TABLE | Table | 2 hands | -6 |
1. All options must be stated when action is revealed.
2. A player has the option to instantly release a weapon from his hand(s) any time he reveals any action. See rule 10.22.
3. A card number prefixed with a "B" denotes a bonus card.
Foot Actions (see rule 9)
Action |
Card(s) |
Time |
Movement: |
ADVANCE1 | 1 | 2 | Move ahead 2 |
ADVANCE1 | B1 | 1 | Move ahead 2 |
BACK UP1 | (1) | 3 | Move back 2 |
GET UP/DOWN | (5) | 3 | Flip body counter |
HEAD OUT/BACK | (8), (9) | 2 | Place or remove head |
LEAP/DROP3 | (4) | 1 | Flip body counter |
RUN1 | 2 | 1 | Move ahead 2 |
SPIN AROUND | (2) | 2 | Turn to face back 2 |
SPRINT1 | 3, 4 | 1 | Move straight ahead 4 |
TURN | (3) | 1 | Turn to face ahead 2 |
Notes:
1. Get two delay points if DOWN
2. Right, left,or straight
3. Draw two delay cards
4. Draw one delay card
Hand Actions (see rule 11)
Action |
Card(s) |
Time |
Effect on weapon |
COCK/AIM/SHOOT | 5, 6 | 2 | Aim 1, shoot 1, or cock 2 |
DRAW AND COCK | 9 | 3 | Move and cock 2 |
DRAW AND COCK | B3 | 2 | Move and cock 2 |
DRAW AND COCK | B2 | 1 | Move and cock 2 |
LOAD | 8 | 3 | Load (see 10.4, 27) |
SHOOT | 7, (B2), (B3) | 1 | Shoot 1, or do nothing 1 |
THROW | (6) | 2 | Throw 1, or do nothing 1 |
Notes:
1. Can transfer aim when card is revealed. See rule 12.5.
2. One-handed gun can fanfire instead of being cocked
Attack Actions (see rules 18 and 28)
Action |
Card(s) |
Time |
BE Hits: (upwards) |
BEAR HUG3 | B8 | 3 | VITAL (LEG) |
BELT1 | 12 | 3 | CRIT (BODY) |
CHOP1 | B4 | 2 | HEAD (GUN) |
HOOK1 | B6 | 2 | BODY (ARM) |
JAB1 | 10 | 2 | SIDE (SIDE) |
KICK2 | B7 | 3 | CRIT (BODY) |
LOCK3 | B5 | 3 | GUN (LEG) |
SWING1 | 11 | 3 | HEAD (LEG) |
Notes:
1. Aim time is the weapon's wielding factor (3 for barehanded attacks).
2. Aim time is 3 (ignore weapons).
3. Target is frozen and aim time is 3 (ignore weapons)
Defense Actions (see rule 19)
Action |
Card(s) |
Time |
Stops: |
BLOCK2 | (11) | 2 | JAB, BELT, HOOK, BEAR HUG |
COVERUP1 | (B6) | 2 | JAB, SWING, BELT, LOCK, HOOK |
DUCK1 | (10) | 1 | JAB, SWING, CHOP, LOCK |
GUARD2 | (12) | 2 | SWING, BELT, LOCK, HOOK, KICK |
HIP THROW3 | (B5) | 2 | JAB, SWING, CHOP, BEAR HUG |
SIDESTEP1 | (B4) | 1 | JAB, BELT, HOOK, KICK |
TRIP3 | (B7) | 2 | SWING, BELT, LOCK, KICK |
Notes:
1. Attacker's penalty is one delay card.
2. Attacker's penalty is two delay cards.
3. Attacker's penalty is DROP and LIGHT 1.
STRENGTH Actions (see rule 20)
Card |
Time |
Effect on attack or throw: |
(7) | 2 | Add 4 to wielding or 2 to damage |
(B8) | 2 | Add 8 to wielding or 4 to damage |
B9 | 1 | Add 3 to wielding or 1 to damage |
(B9) | 2 | Add 6 to wielding or 3 to damage |
WEAPON |
HIT LOCATION |
|||||||
VITAL |
CRIT |
BODY |
SIDE |
HEAD |
GUN |
ARM |
LEG |
|
Bare hands | LIGHT4
LOSE AIM |
LIGHT 3
LOSE AIM |
LIGHT 2 | LIGHT 1 | STUN 1 | LIGHT 1
LOSE AIM |
LIGHT 1 | LIGHT 1 |
PAIL, DYN
Bottle (B) one-handed gun ammo source |
LIGHT 5
LOSE AIM |
LIGHT 4
LOSE AIM |
LIGHT 3 | LIGHT 1 | LIGHT 6
LOSE AIM |
LIGHT 2
GUN HAND |
LIGHT 2
OTHER HAND |
LIGHT 2 |
SPD, CHAIR
two-handed gun BEAR HUG attack KICK attack |
STUN 4 | LIGHT 6
LOSE AIM |
LIGHT 3
LOSE AIM |
LIGHT 2 | STUN 3 | LIGHT 3
GUN HAND GUN ARM 1 |
LIGHT 3
OTHER HAND OTHER ARM 1 |
LIGHT 3 |
TABLE, BALE
Rock (R) LOCK attack |
LIGHT 10
LOSE AIM STAGGER |
LIGHT 8
LOSE AIM DROP |
LIGHT 6
LOSE AIM DROP |
LIGHT 2 | STUN 4
DROP |
STUN 2
GUN HAND GUN ARM 2 |
STUN 2
OTHER HAND OTHER ARM 2 |
STUN 2
STAGGER LEG 0 |
Tomahawk (TWK) | KILL | LIGHT 5
LOSE AIM |
LIGHT 4 | LIGHT 2 | STUN 4
SERIOUS 0 |
STUN 2
GUN HAND GUN ARM 1 |
STUN 2
OTHER HAND OTHER ARM 1 |
LIGHT 3 |
Knife (KNF) | KILL | STUN 3
SERIOUS 1 |
LIGHT 4
LOSE AIM |
STUN 1 | LIGHT 3
LOSE AIM |
STUN 1
GUN HAND GUN ARM 1 |
STUN 1
OTHER HAND OTHER ARM 1 |
LIGHT 3
LEG 0 |
Pitchfork (PF) | KILL | STUN 6
SERIOUS 2 |
STUN 3
SERIOUS 1 |
LIGHT 3 | LIGHT 3
LOSE AIM |
STUN 1
GUN HAND GUN ARM 2 |
STUN 1
OTHER HAND OTHER ARM 2 |
STUN 3
DROP SERIOUS 0 LEG 1 |
AXE
Sabre (SBR) |
KILL | STUN 6
SERIOUS 2 |
STUN 4
SERIOUS 1 |
STUN 2 | STUN 8
SERIOUS 2 |
STUN 3
GUN HAND SERIOUS 0 GUN ARM 3 |
STUN 3
OTHER HAND SERIOUS 0 OTHER ARM 3 |
STUN 3
STAGGER SERIOUS 0 LEG 2 |
GUN |
SHOTGUN BONUS |
HIT LOCATION |
|||||||
VITAL |
CRIT |
BODY |
SIDE |
HEAD |
GUN |
ARM |
LEG |
||
SD58
SH50 |
0-1 | KILL | KILL | STUN 6
STAGGER SERIOUS 3 |
STUN 4
STAGGER SERIOUS 1 |
KILL | STUN 4
GUN HAND SERIOUS 2 GUN ARM 6 |
STUN 4
OTHER HAND SERIOUS 2 OTHER ARM 6 |
STUN 5
STAGGER SERIOUS 3 LEG 6 |
W44
C45 C45c |
2 | KILL | KILL | STUN 4
STAGGER SERIOUS 2 |
STUN 2
STAGGER |
STUN 8 | STUN 4
GUN HAND SERIOUS 1 GUN ARM 4 |
STUN 4
OTHER HAND SERIOUS 1 OTHER ARM 4 |
STUN 3
STAGGER SERIOUS 2 LEG 4 |
W44s
H44 C44 SW45 |
3 | KILL | STUN 8
STAGGER SERIOUS 3 |
STUN 3
SERIOUS 2 |
STUN 2 | STUN 6 | STUN 3
GUN HAND SERIOUS 1 GUN ARM 3 |
STUN 3
OTHER HAND SERIOUS 1 OTHER ARM 3 |
STUN 3
DROP SERIOUS 1 LEG 3 |
C41
C36c |
4 | KILL | STUN 6
SERIOUS 3 |
STUN 2
SERIOUS 1 |
LIGHT 4 | STUN 4 | STUN 2
GUN HAND GUN ARM 2 |
STUN 2
OTHER HAND OTHER ARM 2 |
STUN 2
DROP LEG 2 |
C32
R41d SW38 |
5+ | KILL | STUN 4
SERIOUS 2 |
LIGHT 4 | LIGHT 2 | LIGHT 4 | LIGHT 2
GUN ARM 1 |
LIGHT 2
OTHER ARM 1 |
LIGHT 2
LEG 1 |
Combat Results
Results apply to both the Striking and the Impact tables.
The following penalties are inflicted upon occurrance, but ignored thereafter.
DROP: If upright, he turns down, draws 3 delay cards and loses his aim. If DOWN, no effect.
GUN HAND: Any weapon in his GUN HAND box is dropped in his hex (if a cocked gun is dropped, it fires a WILD SHOT); any weapon in his BOTH HANDS box moves to his OTHER HAND box. He loses his aim.
LIGHT n: He draws n fatigue cards.
LOSE AIM: He loses his aim.
OTHER HAND: Any weapon in his OTHER HAND box is dropped in his hex (if a cocked gun is dropped, it fires a WILD SHOT); any weapon in his BOTH HANDS box moves to his GUN HAND box. He loses his aim.
STAGGER: If the character is upright, two direction cards are drawn. The player moves to the hex directed by the first card, turns to face the direction indicated by the second card, and DROPS. If DOWN, no effect.
STUN n: He draws n wound cards and loses his aim.
WILD SHOT: Every cocked gun on his sheet goes off without hitting anything. It becomes uncocked and loses a shell. If no cocked gun, no effect.
The following penalties have a continuing effect throughout the showdown.
GUN ARM n: He subtracts n from his aim time whenever he fires a gun in his GUN HAND or BOTH HANDS box.
KILL: The character is dead, and out of the game.
LEG n: Each time he moves a hex while upright, he draws n fatigue cards. He does not get the penalty when he staggers. If he is DOWN when he moves then there is no penalty.
OTHER ARM n: He subtracts n from his aim time whenever he fires a gun in his OTHER HAND or BOTH HANDS box.
SERIOUS n: At the start of each turn he draws n fatigue cards. SPECIAL: At the end of the showdown each character with one or more SERIOUS wound points draws a result card and adds its DELAY number to his SERIOUS wound points. If the result is four or more, he is killed.