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Freely translated by Koen Windels
1. Introduction
A drop of sweat rolls down the forehead of Sheriff Ted. It reaches his right eye, temporarily blinding him. A worse moment is unthinkable, any moment now the dangerous desperado Fred can appear from behind the corner.
Ted’s colt has only one bullet left – he’d better shoot straight. What on earth is he doing in the rundown village called Goldfever – where all the villagers went crazy after gold was discovered in the nearby mountains? Why does he keep trying to preserve order all alone? Why didn’t he return to his parents the moment the desperados invaded the village? Why…
The silence is broken – Ted falls down into the dust, a bullet in his head. Fred is grinning behind him, a query mark of cordite rising from his rifle. “Dunce” he says, turning around, returning to the saloon to empty his glass of his whiskey.
Note regarding the rules
The rules consist of basic rules, optional rules and 8 scenarios (containing all necessary information to start a game).
The illustrations clarifying the rules can be found on a separate card sheet.
2. Basic Rules
2.1 Players and charactersThe game is designed for 2 to 12 players, who are normally divided into two opposing teams. From 3 players upwards, teams must be created as stated in the scenarios. All players from a team should cooperate to achieve a common goal. Each player controls one or more characters.
2.2 Playing piecesThe characters are represented by cardboard figures. These can be replaced with 1/72 plastic miniatures or 25/28 mm metal miniatures. When using figures, you will have to put the name of each character on the base of each miniature.
2.3 ZonesThe board is divided into zones. A zone is delimited by a dashed line, a tree or a wall. A circle in the centre of each zone is used to determine the line of sight between different zones. Each zone can contain a unlimited number of characters. Players soon will realize that it is dangerous to put too much characters in one zone.
Figure 1 on the card sheet shows the legend of the different scenery elements on the board.
2.4 ObjectsThere are 9 objects available, 4 of which are guns. Each object is represented by a special marker. The range of each weapon is expressed in a number of zones, the exact number for each weapon can be found below or on the gaming aid. Important – the zone where the user of the weapon is standing, does not count towards determining the range.
· Colt : this gun is the standard weapon. It can contain six bullets. The precision is moderate and the range is 4 zones.
· Shotgun : this sawed-off shotgun is only effective at short range. Both barrels can be fired separately or together (doubling the effect). The range is limited to 2 zones.
· Rifle: the Winchester, model 1866 is an all-round performer. The weapon combines a great precision with a large autonomy (9 bullets) and a good range (6 zones).
· Hunting rifle: the hunting rifle - type Sharps, was used for hunting buffalo. An exquisite precision compensates the limited autonomy (1 bullet). The range is excellent (8 zones).
· Dynamite : the sticks of dynamite are a feared weapon – the range extends towards adjacent zones. A stick of dynamite is capable of wounding several characters at the same time. The range is 2 zones.
· Knife: this weapon can be used in 2 different ways: as a throwing weapon or in man-to-man fighting. The low hit chance limits its use to a weapon of last resort. The range is 1 zone.
· Whisky: a draught of whisky is enough to regain strength. When a character empties a bottle, he can remove one wound.
· Rock: a worthless object that can be used as a decoy.
· Nugget: an object with different possible values (1, 2 of 3 points).
2.5 Character cardsThe character cards make it possible to record the health and equipment of a character. When there is a change, a marker is added or (re)moved.
The 3 wound squares (on the left) are used to record the wounds. One or two markers signify a wounded character, 3 markers a dead character.
An “ambush-marker” is placed on the relevant square (or in the zone of the character on the game-board) to show that the character is temporarily lying in ambush.
The two object squares (top right) show the objects that a character holds in his pockets. An object marker is placed on one of these empty squares. A character is limited to carrying two objects - the printed objects show the starting equipment of a character. Put the corresponding object marker on the right squares. Important: the numbers on the objects ‘Dynamite’ and ‘Knife’ denote the range, not the number of objects available!
A weapon put on one of the ten numbered squares, shows the gun, which the character is currently using. The printed weapon (bottom right) show the starting weapon of a character. The number reminds you the range of that weapon. A character can never carry more than two weapons.
2.6 AmmunitionThe ten numbered squares (0 to 9) is the ammunition track. It denotes the number of bullets, which are actually loaded in the gun. The exact place of a weapon marker on a circle shows therefore the available bullets. Example: A colt on square “3”, means that there are 3 bullets left in the colt. A rifle on square 0 means the weapon is empty.
After a shot is fired, the marker is moved one space towards 0.
Example: After firing once a colt with 3 bullets, move the colt marker from circle 3 to circle 2.
Every gun has a limited amount of ammunition. The maximal amount per gun is indicated by the name of the gun on the ammunition track.
Example: A colt can have 6 bullets at most - a rifle only has one shell.
A weapon can be reloaded an infinite number of times. The characters start the game with fully loaded weapons.
2.7 Joker cardsEach character receives randomly one joker card. This card represents a special ability that can be used once during the game. The card states when it can be used. Jokers are individual characteristics and the cards cannot be given away to help another character. The card should be kept secret, even for the other players from the same team.
3. Setting up the gameThe players agree upon a scenario (chapter 9) and form teams, using the characters mentioned in the scenario. · For each character, take the corresponding cardboard figure and character card. Additionally, draw randomly one joker card. · Place the right object markers on the corresponding squares of the character card (2 objects and one gun). · The hit cards -“facile” (easy), “moyen” (average) and “difficile” (difficult) and the panic cards “Panique” are shuffled and placed facedown into 4 drawing piles next to the board. · The activation chips of the characters that are used are put in a mug or empty space of the playing box.
4. The game sequence
The game is played in rounds, which consists of one or more individual turns (one per character). A characters turn is made up of two phases : activation phase and action phase.
When a character has finished its turn, the next character can take one. After all characters have taken their turn, the current round is finished and a new round can start.
4.1 Activation of a characterA turn is started by randomly drawing an activation chip. The character, whose chip is drawn, begins his action phase.
After the character has finished action phase, a new chip is drawn and that character performs his actions. This continues until all chips have been drawn. When a new round is started, all activation chips are put back into the drawing mug/box.
A character that lies in ambush (the ambush marker is placed either on the character card, either on his zone) may choose to remain in ambush instead of taking his action phase. In this case, draw immediately another activation chip.
4.2 Action phaseAn activated character gets 4 action points. Each action costs one action point, except “ambush”, which costs two. Spending all action points is not mandatory.
The possible actions are: · Moving (1 point) · Shooting (1 point per shot) · Reloading (1 point per bullet) · Un-jamming (1 point) · Throwing dynamite or knife (1 point) · Picking up, taking or giving objects (1 point) · Attacking (hand to hand combat) (1 point) · Drinking whisky (1 point) · Laying an ambush (2 points)
A character can perform the actions in any order and may repeat the same action several times again.
Example: Ted moves 4 zones - Bob shoots, moves forward, picks up an object and shoots again.
5. Type of actions
If an action turns out to be impossible, it is canceled and the character can choose another action. You do not loose action points for impossible actions.
Example : You want to shoot, but you don’t have bullets anymore. Select another action instead.
5.1 MovingMove your figure to an adjacent zone. It is possible to enter a building through a window or door.
5.2 ShootingThe character fires his gun. If a character has two guns, he must specify which one is used before determining the effect of the shot. It is impossible to fire in the following cases: · The gun is empty or jammed · The target is not visible · The target is out of range
Specific firing rules are noted in chapter 6 and 7.
After shooting, the player moves the weapon marker one square towards 0 on the ammunition track, to show that a bullet has been spent.
5.3 ReloadingA character reloads one bullet per action. On the ammunition track the weapon marker is moved one square upwards. The maximum number of bullets can never be exceeded (the name of the gun marks this limit) 5.4 Un-jamA character whose weapon has been jammed (marked by the ‘jammed weapon counter’), can remove the counter from the weapon. 5.5 Throwing dynamite or knifeA character throws a stick of dynamite or a knife. The dynamite or knife marker is placed upon the target zone.
After throwing, the knife marker remains on the zone hit (whatever the result of the throw), whereas the dynamite marker is removed as a result of the explosion. Exception: when the dynamite fuse fizzles, you just put a jammed weapon counter on the dynamite and leave it in the target zone.
Specific throwing rules are noted in chapter 6 and 7.
5.6 Picking up, taking or giving objectsA character that is staying in a zone with an object, can pick it up. Two friendly characters can exchange objects or give away an object. In both cases, the characters have to be in the same zone.
The player puts the object marker on his character card. The guns are placed on the corresponding ammunition circle according to the available ammo. The other objects (dynamite, knife, whisky, stone or nugget) are put on one of the squares on the top right.
Since a character cannot posses more than 2 objects and two guns, he should drop one object when these maximums are reached. Dropping objects does not cost any action points. The object marker is left on the board in the zone that the character occupies.
It is important that whenever a gun is dropped the amount of remaining ammunition is remembered. Use pen and paper or an unused character card to record this.
5.7 Laying an ambushTo lay an ambush, the player takes an ambush marker and puts it on the character card. If the character is alone in a zone, it can be more convenient to put the marker next to the figure on the board. During the action phase of another character, the character that is lying in ambush may perform one action (e.g. shooting).
This action is only possible after an opponent has taken an action and when that opponent is visible (see chapter 6). After this single action, the ambush marker is removed. Thereafter, the opponent may continue his action phase.
Example : Ted is behind the corner of a house and is waiting in an ambush. When an opponent rounds the corner, Ted can interrupt the action phase of the other player and shoot.
The possibility to lay an ambush is very useful as long as the opponents are not visible – taking the first shot is a major advantage. The sniper has only one shot, and is thus very vulnerable when his opponent is able to return fire several times or when there is more than one opponent.
5.8 Attacking (hand to hand combat)A character with a knife can attack another character in the same zone. Hand to hand combat is impossible without a knife.
Specific rules for hand to hand can be found in chapter 7.
5.9 Drinking whiskyBy drinking whisky a character can heal one of his wounds. Remove a wound counter and a whisky bottle from the character card. A healthy character without any wounds can drink whisky, but it has no effect. A dead character is of course unable to drink anymore.
6. Line of sight
The line of sight is important when throwing or firing.
In most cases, it’s fairly obvious when a character can hit an opponent. In case of doubt, the line of sight has to be determined.
6.1 Determining line of sightConnect the two centers (the circles) of the zones from the attacker and the target with each other. If the connecting line crosses no obstacles, than shooting/throwing is possible (see playing aid, figure 2). There are three kinds of obstacles – walls (including fences), trees and characters. Characters only block the line of sight if the connecting line crosses the centre of the zone where they are located. |