Last Updated September 11, 2002

TURN SEQUENCE

  • Each group is given 2 Event cards on the first turn of the game.
  • Each Group moves as card is drawn.
  • Each Group fires if appropriate (or reserves his fire for a "Quick Draw")
  • Each Group engages in Melee if they haven't already been engaged in Melee this turn.
  • At end of turn or end of quickdraw NPC's carry out their actions. Generally fire / react in a quick draw on a 1 or 6 on 1D6
  • Event cards may be played at any time during the turn.
  • After all have finished can throw away upto 1 card and take up to 1 cards but can not exceed 2 cards.
SHOOTING TABLE (1D20)
Weapon
S.R.
Hit
L.R.
Hit
Six Gun
0-6"
10
6-12"
7
Rifle
0-12"
10
12-24"
8
Shotgun
1D6" left and 1D6 right deviation. <6" on template = close range. 6 - 10" is long range and -1 on wound table
Bow
0-9"
10
9-18"
7
Knife
(Hand to hand)
8 to hit - both parties could get hurt. a melee = 2 rounds of fighting per turn.
Veteran
+1
Gunfighter
+2
Wounded
-2
Moving
-1
Target moving or under cover (not cumulative)
-1
An unmodified roll of 20 means gun is out of ammo, spend next turn reloading
An unmodified roll of 19 means hit innocent bystander, roll to see who
MOVEMENT OPTIONS
3D6" & No shooting or Melee (tripple 1's for Gunfighters, or double 1's for others = fall down)
2D6 & can fire PISTOL at end of turn, OR Melee
1D6" and can fire rifle or Blunderbus
Stand and fire Bow once
3D6" on horseback and fire any weapon or melee or dismount (4D6 if no action)
NB Gunslingers can fire TWICE at same target
WOUNDS TABLE (1D6)
D6
Scum & Veterans
Gunfighters
1
Just a scratch
just a scratch
2
wounded (only scum)
just a scratch
3
wounded
just a scratch
4
wounded
wounded
5
dead
wounded
6
dead
dead
Scum only - miss their next turn if wounded.
2 wounds kills Scum and veterans. 3 wounds kills a gunfighter

QUICK DRAW

  • Unless on horseback or unable to shoot through moving too fast you have the option to withhold the "Shooting" part of your turn until later on. Then one player calls "Draw" all characters can fire even those whose card hasn't come up yet.
  • Everyone rolls 1D10 adding +1 if a veteran, +2 if a hero and subtracting -2 per wound
  • Firing is then carried out in strict initiative sequence. (2 at same number fire together)
  • Following turns if gunfight still raging this is fought out BEFORE any cards are drawn for normal movement

 

EXPLANATION BEHIND RULES

I have been playing skirmish wargames for many years, all with my own variants of rules, all from different inspirations. These rules were most directly inspired by a participation game I played at colours in September 1999 in Reading (England).I cannot remember the name of the group who hosted the game, but my thanks and recognition that these rules lean heavily on their Cowboy & Indian rules.

I have so far used these rules for Cowboy skirmish games, in the mould of John Wayne and the Gunfight at the OK Corral. Each player should take three characters. One of these should be a "Gunfighter" the highest class of character, this represents your own character, you also have two assistants who should be "Veterans" the next class down. This game is often umpired, and you may be up against a larger crowd of "Extras" these are classified as "Scum" in the game, and tend to die quite quickly!

Each group starts the game with 2 event cards, these can be played at any time during the game, they include such cards as "run like the wind add 1D6 to your movement", "Stumble and trip miss rest of your turn", "Lucky Dollar in pocket deflects bullet deduct 2 from dice when rolling for injuries", plus a large number of "Blanks". These can be played on almost anyone during the game turn. Obviously you play the beneficial cards on yourself and your allies, whilst saving the negative cards for the opposition. There is one exception, you can not play any of the negative cards on a "Gunfighter". Veterans and Scum are fair game however.

There is also a small pack of movement cards, one for each group in the game, (commonly about 4-6 or so). These are shuffled and drawn in sequence, as each group is drawn, they can carry out their turn in it's entirety, reserve their entire turn, or carry out the movement part of their turn and reserve the shooting part until later. (more of this in a moment)

Umpire controlled NPC's can either move after everyone else has been drawn, or if unusually good can have a card in the pack with the live groups.

At the end of the turn each group may through away one crappy card, and draw 1 or 2 cards to bring their total back up to 2.

If you refer to the movement table above you will see that players can move and shoot, the less you move the more you can shoot, Pistols are also much better for moving and shooting, Rifles are more powerful long range weapons, but are really static weapons.

Shooting is rolled on a D20, the number or below must be rolled to hit the target. I'll explain the shotgun. This is a template weapon, draw up a triangle about 8 inches or so long about 2 inches wide at one end, and pointy at the other. Put the pointy end at the firing characters figure, and aim where you want to fire. Roll 2 D6, one represents movement left, the other right, determine the difference and move the wide end of the triangle that far in inches. Thus you can miss your target and hit someone else. I normally say that if you aim at someone and don't move more than 1 inch either way you hit the original target, plus anything else under the template. For shotguns the plus's and minus's for skill, wounds etc apply to discrepancy between the two D6, so if a Gunfighter rolled 3 and 5, he would add his plus 2 to the 3, making 5. i.e. direct hit.

Close combat is rare in these rules, but a knife or similar weapon needs an 8 to hit on a D20, with similar modifiers to firing. To make a knife fight more deadly you fight two rounds of knife fighting per turn. Increasing the likelihood of a speedy end to the fight.

The wounds table you will see is biased in favour of more "Hardened" men. You can of course vary this, and introduce your own characters.

Quick draw, this is the showdown, there may be more than one gunfight taking place on different parts of the board, but you determine all the characters judged to be in the same gunfight, roll for initiative with a D10, and shoot it out, shooting is only simultaneous if two characters are on the same initiative. IF at the end of the turn, a gunfight is still continuing, this is resolved at the beginning of the following turn BEFORE you start pulling movement cards for anyone. Thus by the time movement cards are drawn, a group of characters may now be dead, or have already had their turn, by blazing away earlier in the gunfight.

GUNFIGHTERS - Important rule, these characters can fire twice with any weapon, counts as at the same initiative. Along with their bonus's, difficulty to wound and kill, and that you can't play negative cards on them, helps make these guys truly dangerous.

 

Go Back to Cowboy Pages