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What A Cowboy PDF
What A Cowboy PDF
is a fun, fast paced and challenging Main Street where names are writ large in legend
game of skill that puts you in the boots of some of or carved small on a wooden cross on Boot Hill.
the legends of the Old West and, just maybe, some
who are about to become legendary through your At times you will need to be bold, taking risks to
actions. It is a game that is suitable for gamers of defeat your foe. At others you will need to be
all ages and all levels of experience. cautious and work with your pardners to gain that
all important victory. Most of all, What a Cowboy!
What a Cowboy! incorporates an extremely is designed to provide an enjoyable game which
simple activation system which is quick to learn you’ll want to come back to time and again.
but impossible to truly master. It is a great game
to play with a bunch of friends at your club, show, What a Cowboy! is focused on gunfights in the
convention or gaming store, with everyone taking Old West with around half a dozen individual
command of one or two Characters and, over the Characters on each side. The game can be played
course of a number of games, competing to see with two players going head-to-head, but really
who can survive the perils of frontier life. Who comes into it’s own with multiple players, each
can achieve the status of a Legend in their own controlling a couple of Characters, where self-
lifetime? interest and naked double-dealing influences play.
However you play What a Cowboy!, we hope you
The campaign system connects multiple games have fun in the Old West.
together in a narrative framework which allows
the gamer to fight their way through numerous John Savage
encounters, gaining (one hopes!) reputation and The Grim North
the cash to equip their Characters for the rigours 2023
of life in an unforgiving environment. Follow your
Characters through to the ultimate shoot out on
1
4 The Basics
What do I need to play?, Dice, Cards, Character Record Sheets, How to win.
10 Getting Started
Introduction to the Action Dice and their use.
12 Move
Foot movement, Mounted Movement, Obstacles, Carrying, Pinned Tokens, Tasks.
22 Spot
Types of Cover. How to Spot.
26 Aim
Drawing a bead on your foe.
27 Shoot
How to shoot, Ranges, Dodging, Hit Effects, Near Misses, Reloading.
34 Ace’s High
Using Wild Dice, Recovering Shock, Trick Shooting, Hollywood Stunts, Random Events.
38 Brawlin’
Hand to hand combat, Taking Prisoners.
42 Bonanza!
Interrupting an Activation, Fast Draw, Gamble.
45 Henchmen
Working with that extra muscle. All the rules for lesser combatants.
48 Townsfolk
All the rules for non-combatants. Reactions, Human Shields.
2
Throughout What a Cowboy! you will find certain Horses: A four legged beast capable of being
terms which have been capitalised. This denotes ridden or pulling transport. All three classes of
them as key game terms, which have a specific horses act in the same manner, but better quality
meaning. You can refer back here to see exactly beasts allow the rider more control.
what they mean.
Level: A Character’s overall ability is expressed as
Action Dice: These are the dice rolled by each a Level, from a Greenhorn, Level I, to Legend, Level
Character or group of Henchmen when activated. IV.
They determine what they can do.
Pinned Token: What a Character gets when they
Bonanza!: An interruption of your opponent’s have Dodged. It represents the Character being at
activation. Bonanza Tokens are a precious a momentary disadvantage.
resource.
Reputation: Accumulating Reputation points
Brawlin’: Fighting hand to hand, or with non-
allows our Characters to gain skills and promotions.
ranged weapons.
Character: A named individual who plays a Ride or Die: A test of your Gang’s morale.
central role in the game. Often the rules will say “A
Character can do...” when this also refers to groups Shock Pool: Where Action Dice are placed when
of Henchmen. It saves constant repetition of the they are temporarily removed from play. They can
phrase “Character and Henchmen”. be recovered, unlike Action Dice lost to wounds.
Cover: Something that impedes visibility but does Skills & Traits: Special abilities, either generated
not make a Character (or group of Henchmen!) with the Character or developed over the campaign
invisible.
Townsfolk: The everyday folk who populate our
Dodge: Literally throwing yourself out of the way Wild West world. Be warned some may look
of a bullet. Successful dodging results in a Pinned helpless but still pack a surprising punch!
Token which needs to be recovered from before
any other Action Dice may be played. Turn: One phase of play in which all of the Game
Deck is played through. On rare occasions this
Fast Draw: An attempt to interrupt a Bonanza! may be prematurely ended.
The classic Wild West show down!
4
• Six Action Dice marked 1 to 6 for each • Character Cards. You will need one card for
Character. These will determine what the each Character or Henchmen Group present
Character can do when activated. in the game. As the Turn progresses, the
cards are dealt one at a time to determine the
sequence of play. When a Character’s card is
dealt they are activated and take their Turn.
5
Each Character is rated by their general Level
of competence and experience, from the most
experienced Legend to the lowest Level Greenhorn.
Characters have a history and that may mean that
they enter the game with some existing Skills or
Traits. You can establish these in Part Two of this
book, The Good, the Bad & the Ugly on Page 50.
6
Setting Up the Game Balancing Your Forces
Now you have everything assembled, let’s get Before the start of the game, check the Force
started! First, you’ll need to muster your forces. Morale rating for each side by simply adding up
Part Two of this Book, The Good, the Bad and the the relevant Character points, as shown below.
Ugly, allows you to recruit and equip your Gang.
You’ll find that on Page 50. Force Morale Rating Table
Character Level Level Points
Select The Scenario Legend IV 6
Having selected our Gang and created our Gunslinger III 4
Characters, each with their own unique background Shootist II 2
and Skills, we need to give our heroes and villains a Greenhorn I 1
reason to fight. Book Three of the rules, For a Few Henchman Group - 0
Dice More, contains six standard scenarios; select
one of these and set the table up accordingly. To balance your game, use the Character Force
Morale ratings as points to keep your forces rela-
Table Set Up tively similar in strength. When using this meth-
The table set up is determined by the scenario. od, a Henchman Group will count as one point
What a Cowboy! allows you to choose just how for game balance even though they do not add
much terrain you use; the more open the table, anything to the Force Morale rating.
the faster the game is likely to be; the more
terrain used, the more tactically interesting and
challenging the game becomes.
The Bunting Gang has been making a
nuisance of itself across Wyoming since
Try to reflect the region that your game is set
1868. Jubilee Bunting is a Legend and his
in; the deserts of Arizona and Nevada are very
brother Campbell is a Gunslinger. With them
different to the great plains and prairies of the
are Tony Panatone and Bart Clampton, both
Dakotas or Nebraska. Don’t forget that the places
you are representing are home for some folk, and Shootists, and LeRoy Delfont, a Greenhorn
every-day items such as barrels, troughs or carts they met in a saloon in Jackson.
should be present. The more attractive your table,
the more fun and believable your game. This is a total points value of 15:
6 + 4 + 2 + 2 + 1 = 15
Terrain may have differing effects depending on
who or what is attempting to move through it.
Rocky ground, for example, may be passable for a
Character on foot, but impassable when mounted.
It is easiest to describe all of the terrain on your
table to the players before the game begins.
7
Winning the Game Ride or Die Test
Much as we would like to think of our Characters The highest Level Character remaining in the force
as invincible heroes (or villains!), life is sadly not will determine the number of dice rolled. If a
like that, even in the movies! As our forces suffer Legend is present, roll 4D6. If the highest Level
casualties, we need to consider their willingness Character is a Gunslinger, roll 3D6. Roll 2D6 for a
to continue to fight; in game terms, whether they Shootist and 1D6 for a Greenhorn.
“ride or die”.
If no 6’s are rolled, the Ride or Die Test is failed
If one side reduces their opponent’s Force Morale and the force will Ride for the Hills. Any hostages
to zero, they will achieve a stunning victory which or loot seized in the game is abandoned and the
will gain them a tremendous reputation in the game ends.
campaign game. However, before either side
sees their Force Morale reduced to zero, they will If one or more 6 is rolled, the force fights on until
normally have quit the table as a result of failing a the next Ride or Die Test.
Ride or Die Test.
If two or more 6’s are rolled, your Gang has
Ride or Die? Cojones. A force with Cojones will always roll one
When working out our Force Morale, the players additional D6 when taking all subsequent Ride or
establish their force Ride or Die Rating by halving Die Tests in this game.
their Force Morale total, rounding down where
that is an odd number. In our example above, the The highest Level Character remaining alive in the
Bunting Gang, with a Force Morale total of 15, will Gang may re-roll the “Ride or Die” Test if they play
have a Ride or Die Rating of 7. a Bonanza Token. If the highest Level Character
has no remaining Bonanza Tokens, one other
At the end of each game Turn, check the current Character may play a Bonanza Token to allow one
morale status for each side as follows: dice to be re-rolled
8
Ride for the Hills
A player may always voluntarily declare that
they are “riding for the hills” and end the game.
However, this can only happen at the end of a Turn
and before the first card of the following Turn is
dealt. This ends the game exactly as if you had
failed a “Ride or Die” Roll. Any loot or hostages
seized in the game are abandoned and the game
ends.
9
Before the game begins, check the scenario to see colour or size for your Action Dice to prevent them
if any Characters or Henchmen Groups are placed being confused with other dice which are rolled
on the table. The Activation Deck is then shuffled for moving or firing.
and placed where it is visible to all players and
the top card is turned to reveal which Character, The results of rolling the Action Dice will determine
or Henchmen Group, is now active. The active what the Character can do in their activation.
Character’s Action Dice are rolled to determine Rolls of 1 to 5 are devoted to performing specific
what they may do in their activation. Actions. A roll of 6 is an Aces High Dice and can be
turned into any other Action Dice that the player
wishes. Additionally, some Character types may
The Action Dice
be able to change certain dice rolls to reflect their
All Characters begin the game with a hand of
abilities. Multiple dice of the same result may be
six Action Dice. This number may reduce either
used to take the same action more than once.
permanently or temporarily, with this tracked
on the Character Record Sheet. The number of
The way that Action Dice are utilised will have a
Action Dice rolled when a Character is activated huge impact on the outcome of the game. The
will always be those present in the Action Dice clever player will use their dice tactically, creating
section of their Character Record Sheet. the most advantageous sequences of actions that
will allow their Character to move, make best use
When a Character is activated, the player rolls their of Cover and shoot with deadly effect to send his
Action Dice currently in their hand and then plays opponents to Boot Hill.
all, some or none of the dice in any sequence they
wish. You may find it helpful to use dice of a unique When playing an Action Dice, the player must state
10
what they are going to do before doing it. There 4 or 5: Shoot or Reload
will be opportunities for other players to interrupt An Action Dice roll of 4 or 5 may be used as either
a Character’s activation and making it clear what a Shoot Dice or a Reload Dice. A Shoot Dice allows
a Character is about to do will ensure everyone the Character to fire their weapon. A Reload
knows what is happening at all times. Dice allows a Character to load one round in their
weapon.
Once an Action Dice has been played it is returned
to the Character Record Sheet until the Character’s 6: Aces High
next activation. Once the Character has no An Action Dice roll of 6 is an Aces High Dice. An Aces
more Action Dice they can, or wish to, play, their High Dice can be turned into any dice you need
activation ends. The next card from the Game Deck or be used to restore Action Dice lost temporarily
is then turned and the next Character activates. from the Shock Pool.
This continues until all cards in the Game Deck
have been played, at which point the Turn ends Legends of the Old West
and the Game Deck is shuffled. The next Turn then Some Characters may enhance their hand by
begins. changing one or more of the Action Dice rolled.
When activated, a Gunslinger may change one of
Using the Action Dice the Action Dice rolled to any other result from 1 to
Each Action Dice has its own function. These are 5. A Legend may change up to two of the Action
as follows: Dice rolled to any other result from 1 to 5.
11
A Move Dice allows a Character or group of inches; each subsequent Move Dice used for
Henchmen to move, be that simply moving basic movement adds a further 1D6 inches of
from one point to another or something more movement.
involved, such as climbing or jumping across a gap.
Movement may be undertaken on foot, mounted Where a Character has used one or more Move
on a horse or on a wagon or conveyance. Dice for Enhanced Movement in their activation,
they still move with 2D6 when a subsequent Move
There are two types of movement in What a Dice is used for basic movement.
Cowboy! Basic movement is the most common,
with the Character moving from one point to A Character may move in any direction and may
another in terrain that is generally open and does end their move facing any direction. The player
not present too many challenges. Enhanced must state the direction of movement prior to
movement is where a Character or group of rolling the dice and must always move the full
Henchmen wish to do something more than basic distance rolled unless they stated that movement
movement. This could be crossing numerous would end at a clearly identifiable location, such as
obstacles, moving in difficult ground, climbing, the corner of a building or a fence, or in line with a
jumping, carrying heavy loads or undertaking friendly Character. In that case the Character may
a Task. Enhanced movement requires one or end their movement prematurely when that point
more Move Dice, depending on what is being is reached.
undertaken.
A stationary Character who wishes to turn on the
Basic Movement on Foot spot to face in a different direction must still use
The first Move Dice used for basic movement one Move Dice to do this.
in an activation allows a Character to move 2D6
12
When using basic movement, a Character may Buildings with large doors, such as a barn, counts
cross a single minor obstacle with no penalty. A as open ground for movement and moving in and
minor obstacle includes a normal fence, low wall, out does not count as an obstacle.
narrow creek, an unlocked door or similar.
14
Removing a Pinned Token
Toni Panatone is exposed when crossing
During play Characters will receive Pinned Tokens
the street. Deputy Wilson, positioned on
when they Dodge, fall, fail to remain in control
the balcony of the Saloon, took a shot but
when mounted or suffer a Critical Wound. Panatone successfully Dodged taking a
Pinned Marker. See Page 28.
When activated, a Character with a Pinned Token
must remove that before playing any other Action When Toni’s card is dealt, he rolls his Action
Dice. Dice. He rolls a 1,1,2,3,4,6. As he is Pinned
he must first play a Move Dice to remove his
Playing a Move Dice will remove a Pinned Token Pinned Token. He plays his Move Dice and
and the Character may be repositioned within 1” stands up, before using his second Move
to face in any direction the player wishes. Once Dice to move 2D6” into Cover. Whilst this
the Pinned Token is removed, the Character may was not the first Move Dice played in his
activation, it was the first used to move, so
play any remaining Action Dice. If a Move Dice is
allows 2D6 to be rolled.
not available, the Character may not play any of
their Action Dice and their activation ends.
Annie Muldoon, the girl who took on the Scrubitt Gang down Reno Way, is shot at by Randolph
Watson III and Dodges back behind Old Pa Desmond’s Liquor Store. A Pinned Token was placed next
to her to show that the next time she is activated she must play a Move Dice before any other Action
Dice can be used.
When Annie is activated she rolls 1, 2, 3, 4, 5 and 5. She plays the Move Dice (1) which allows her to
remove the Pinned Token. This also allows her to reposition anywhere within 1”, so she moves back
to the edge of the Liquor Store.
15
Climbing Jumping
Characters may climb any surface that is deemed A Character may jump down up to 1” with no
climbable. This can be side of a building or rock penalty as part of their movement. A jump from
face or any surface which has features which can a greater height will require the Character to take
be used to gain purchase. So, whilst almost all a Fall Test.
rock faces will be climbable, buildings may well
have elevations which can be climbed and others Jumping Gaps
To jump across a gap, a Character must play a
which cannot.
Move Dice to make the jump. A jump may be
made during movement by playing an additional
To climb up or down, a Character must play a Move
Move Dice. To make a Jump, the Character rolls
Dice. For the first Move Dice played, the Character
2D6 with the score on the lower dice rolled being
rolls 2D6 and climbs up or down the distance in
the distance in inches they have jumped. The
inches indicated by the lower dice. The higher higher dice is discarded.
dice is discarded.
Where a jump is down as well as across a gap a
To continue climbing in the same activation the Fall Test must be taken if the drop is more than
Character must play a further two Move Dice. 1”. If the jump involves a Character jumping up as
They roll 2D6 and again climb the distance in well as across a gap, such as from a cart to a higher
inches indicated by the lower dice. building, reduce the distance successfully jumped
by 2” for every 1” of height gained.
If a double is rolled when climbing, the Character
loses their footing and falls. Take a Fall Test with a If a jump is successfully made, the Character is
+1 to the dice roll for each 2” of (or part thereof) moved to their new position and may continue to
height. play any remaining Action Dice.
16
The Fall Test
If a Character is required to take a Fall Test, roll 1D6 Deputy Wilson takes a Fall Test. He rolls
and apply the following modifiers. 1D6 adding +1 for the additional 2” of
fall distance after the first 1”. He rolls a 4
which with the +1 modifier becomes a re-
ModiFIers sult of 5. Wilson places one of his unspent
Falling from a horse or vehicle +1
Action Dice into the Shock Pool, discarding
Falling from a galloping horse +2
the 2 from his current hand as he doesn’t
If falling from a building or +1 for each 2”
feel that spotting is his priority right now.
height after the first
A Pinned Token is placed next to his figure.
inch
Results He still has four Action Dice left; a 2, 4, 5
1-4 No effect
and 6. Before he can play any other dice
5 The Character takes a point of Shock
he must remove the Pinned Marker. If he
and a Pinned Token.
can’t his activation ends immediately.
6 The Character takes a Wound and a
Luckily he still has an Aces High Dice (6),
Pinned Token.
so changes this to another Move Dice (1)
7 The Character rolls on the Critical
and discards this to remove the Pinned
Wound Table and receives a Pinned
Token. He can now play his remaining
Token.
Action Dice.
17
Tasks Task Target Number
During a game Characters may be required to Simple 4
undertake Tasks. Tasks are divided into three Difficult 8
categories, simple, difficult and very difficult. Very Difficult 12
A Task may be undertaken by allocating one Some examples of Tasks are as follows:
or more Move Dice. A D6 is rolled for the first
Move Dice used, with any additional Move Dice Secure Livestock Simple
allocated to the Task adding +1 to the roll. If the Search a small dwelling Simple
Jemmy open a window Simple
Target Number is rolled or exceeded, the Task is
Replace a wagon wheel Difficult
completed successfully. If the number is less than
Search a large house Difficult
the Target Number, the Character may try again
Load a wagon Difficult
when they next activate. The rolls are cumulative
Breach a pallisade Very Difficult
and a total is kept showing the progress that has
Set a building alight Very Difficult
been made until the Task is completed. Put out a fire Very Difficult
18
Mounted Movement
Not all of our games will take place in the relatively
Jubilee Bunting is sat astride his horse. When
close environment of a town. Often, we will see
his activation card is dealt, he rolls his 6
our Characters riding out onto the range, visiting
Action Dice rolling a 1,1,2,3,5,6. As he is on
a ranch, the mine or simply hiding out in the hills.
horseback Jubilee can move 2D6” for each
Move Dice played. He decides to change the
When moving mounted, the player must state the
6 to a 1 to give himself three Move Dice and
direction of movement prior to rolling the dice
rolls 6D6” of movement.
and must always move in the direction stated and
the full distance rolled unless the player indicates
that they want to move up to specific point on the
table. This must be a clearly identifiable location,
Moving in Difficult Ground
such as the corner of a building or a fence or in line Difficult Ground could be marshland, rocky slopes,
with a friendly Character. crossing a river or similar. Some ground that is
difficult for a Character on foot will be impassable
A mounted Character moves 2D6 inches for each for a mounted Character. Players should agree on
Move Dice played. When moving at this speed, this before play begins.
the rider is moving anywhere between a walk, trot
or even a short canter, but is in full control and can When moving across Difficult Ground, mounted
make any changes of direction required, turning Characters may never gallop. Roll 2D6 for each
up to 180 degrees at any point in their movement. Move Dice played and discard the lower dice (or
A mounted Character who wishes to turn on the one of the dice if a double is rolled). The higher
spot must play one Move Dice to do this. dice rolled indicates the number of inches moved.
21
Before a Character may shoot at an enemy, they Cover does not completely block line of sight but
must spot their target. A Character may only spot makes a target harder to spot. Good examples
an enemy in their front 180 degree arc. would be a snake-rail fence, a wagon or a Character
at the corner of a building looking down the street.
Spotting is not only a function of physically seeing
your target; it also takes into account some of the Area Cover represents Cover spread over an area,
things we can’t represent on the table; drifting gun such as a wood, cactus grove or an area of rocky
smoke, our Character being spooked by a noise ground. A Character in Area Cover will be harder
behind them, catching a shadow out of the corner to spot and hit but may never be fully out of sight.
of their eye or simply just looking in the wrong Where large areas of Area Cover are present, this
direction at a critical moment. will also make Spotting harder. A Character will
become harder to spot for each 4”, or part thereof,
Types of Cover the line-of-sight travels through Area Cover.
To be spotted, a target must be visible. Anything
on the table which makes visibility more difficult is Using Spot Dice
treated as Cover. Cover may be classed as Cover or To determine how many Spot Dice must be played
Area Cover. Where a solid structure blocks line of in order to see a target, check the following table.
sight, such as a building or wall, a Character entirely If the spotter is immediately adjacent to Cover
behind it cannot be spotted with any number of which they can see over or through, such as a low
Spot Dice. However, where a Character can see wall, barrel or window, this is ignored.
over or around a solid obstacle, such as at a corner
of a building looking down a street, the simple rule
is that if they can spot, they can also be seen.
22
required, the target is spotted and so are any
spotting table
additional Characters within 2” of the spotted
Spot
Situation target who are in the same level of Cover or less
Dice
Cover. If insufficient Spot Dice are available, the
The range is 12” or less 0
target cannot be seen.
The range is 12” to 24” 1
Each additional 12” range, or part +1
thereof, over 24” A target will remain spotted until the line of sight is
Spotter is higher than the target -1 broken by the target or spotter moving. Once this
Target is higher than the Spotter +1 happens, the target will need to be spotted again
Target is in Cover or up to 4” into +1 if they reappear.
Area Cover
Each additional piece of Cover or 4” +1 If a target has been spotted but subsequently
of Area Cover between the spotter Dodges into Cover as a result of being shot at, one
and target additional Spot Dice must be played immediately to
Target has a Pinned Token and is in +1 keep the target Spotted. If the Character shooting
or behind Cover at them does not have a Spot Dice, the target
disappears from view as they dive into Cover.
If the Character plays the number of Spot Dice
Elijah Plugshaw has four possible targets he can spot. A is less than 12” away and in the open, so no
Spot Dice are required; A is seen automatically. B and C are over 12” away and in Cover on the corner
of the building. Elijah will need two Spot Dice; one for the distance and one for the Cover. However,
that will allow him to spot both B and C. Target D is moving through broken ground that, were he
on foot, would give him Area Cover. As he is mounted this is ignored and only the range, over 12”,
requires one Spot Dice.
23
Marshall B.J. Mahoney is on the roof of the General Store. In the street below is Barton Beaverton,
the wily trapper and buffalo hunter. Beaverton is 14” away which normally requires Mahoney to play
one Spot Dice (2) in order to see his target. However, as he is higher than his target this negates the
requirement for one Spot Dice, so Mahoney can see his target at no cost in Spot Dice.
The Trapper will have a harder job to see his foe. He needs one Spot Dice as the target is over 12”
away; a second Spot Dice as Mahoney is hiding behind the shop facade and a third as the Lawman
is higher than him.
24
Spotting In Buildings mounted target is ignored when calculating how
A Character inside a building is in Cover when many Spot Dice are required to see the target unless
being spotted from outside, even if the spotter a particularly large object, such as a stagecoach or
is positioned at a door or window. If the spotter outbuilding, which may offer sufficient Cover to
is inside the building and on the same floor as require one additional Spot Dice to be played.
the target, this counts as being in the Open for
Spotting. Some very large buildings may have Mounted Characters in Area Cover will only benefit
more than one interior area and these should be from Cover for Spotting if they are in high standing
treated as separate buildings for spotting. Area Cover, such as woodland. It is not possible
for a Mounted Character to claim Area Cover in
Up to two Characters positioned at a door or low-lying Cover such as rocky ground.
window may see in or out. A Character looking
through a window has a 90 degree arc of visibility;
45 degrees either side of straight ahead. A
Character at a door has a 180 degree arc of Deputy Wilson activates when his card is
visibility. They can spot a target within that arc dealt. He currently has five Action Dice as
and may only be spotted by Characters who are one is in his Shock Pool. He rolls a 1,2,2,4
within that arc. and 6.
A Character at a window or door counts as in Across the street he can see Jubilee Bunting
Cover when being spotted. A Character who is partially hidden behind a wagon. The two
leaning out of a window will have a 180 degree arc Characters are 16” apart.
of visibility when they are spotting, but will count
as in the open when being spotted. Wilson needs one Spot Dice as the range
is greater than 12” but less than 24” and
Spotting Wagons and Conveyances needs a second Spot Dice as Bunting has
Characters on a wagon or on the outside of a Cover from the wagon.
stagecoach count as being in the open. Characters
inside a stagecoach count as being in Cover. Wilson plays two Spot Dice so he can see
Characters on top of a stagecoach benefit from an Bunting. Can he take on the Legend and
elevated position when spotting but do not count win?
as elevated when being spotted.
25
A Character may always Shoot at a spotted target
without aiming. However, they can improve the Having spotted Jubilee Bunting hiding
chance to hit and to damage to their target by behind the wagon, Deputy Wilson is left
playing one or more Aim Dice. For each Aim Dice with Action Dice of 1, 4 and 6 to play; a
Move Dice, a Shoot Dice and an Aces High
played, a +1 is added to the Hit Roll for that one
Dice.
shot. Any number of Aim Dice may be played
when a shot is made, each one adding +1.
Playing his Move Dice, Wilson rolls 2
and 3 and moves just 5”. However, this is
If a Character aims at a specific target, but does important as he is using a six-shooter and
not take a shot, the effect of the Aim Dice played the range is now under 12”, so Effective
may be carried over to the next Turn. However, Range.
the Aim Dice must be allocated to a single, specific
target. If that target moves out of line of sight, or Wilson now converts his Aces High Dice
(6) to an Aim Dice. This will give him +1
the aiming Character moves, reloads, is forced to
when he shoots. It’s risky as if this shot
Dodge or is wounded, the benefit is lost.
goes wrong Deputy Wilson will be facing
a Legend.
26
A Shoot Dice is played to enable a Character to as all of the targets have been spotted and are in
shoot at a spotted target, reload or engage in a the firer’s frontal 180 degree arc of visibility.
Brawl.
The following table lists the most common
Shooting weapons available in What a Cowboy! For your
One Shoot Dice results in a single shot at the first few games it is worth limiting your Characters
target from a pistol or rifle. Multiple Shoot Dice to these before choosing more exotic options from
may be played in an activation, with the Character the Gunsmith.
taking one shot for each. Reduce the Character’s
Ammunition on the Character Record Sheet for A weapon has a maximum range of twice the
each shot taken. Effective Range. Some weapons, such as the
Winchester, are classified as a Rifle. These
If more than one Shoot Dice is played, the shooter
weapons are more accurate over longer ranges.
may allocate the shots to different targets as long
Effective
Name Ammo Notes Rarity Cost
Range
Colt .45 Peacemaker 6 12” Common $20
Winchester 12 24” Rifle Common $50
Shotgun 2 9” Double-barrelled, Common $40
Buckshot, Shotgun.
Sawn-off Shotgun 2 6” Double-barrelled, Common $40
Buckshot, Shotgun,
Sawn-off.
27
To shoot, roll 1D6 and apply the following If the Character already has a Pinned Token, they
modifiers: successfully Dodge on a 5 or 6.
28
Stumble Multiple Shots
If a 1 is rolled when attempting a Dodge, the target Each Shoot Dice played represents a single shot.
not only fails to make the Dodge and applies the Where multiple shots are made, each shot is
result of the hit, they also stumble, moving one resolved one at a time and the result of any Dodge
Action Dice to their Shock Pool. roll applied before the next shot is made. If the
target Character Dodges out of line of sight, the
shooter cannot make any further shots unless they
Jubilee Bunting has potentially been hit, but move to a point where they can Spot the target.
first he has the opportunity to Dodge the
shot. Double Barrels
Some weapons, such as shotguns, may be fired
Bunting is in Cover behind the wagon so either one barrel at a time or with both barrels
rolls 1D6 needing a 4, 5 or 6 to successfully simultaneously. Where each barrel is fired
Dodge. individually, this is treated as all other shooting
with a single round.
Unfortunately for the Legend, he rolls a 1. He
stumbles! He immediately places one of his When simultaneously firing both barrels, only one
Action Dice into his Shock Pool before then Shoot Dice is played but three D6 are rolled to hit
checking the effect of the Critical Wound. A but no aiming is possible. As the discharge of both
disastrous roll! barrels is simultaneous, all three shooting D6 are
rolled at the same time. The target Character may
only attempt one Dodge, even if hit multiple times,
and if successful they Dodge all hits.
Elijah Plugshaw shoots at Cactus Denton but Denton makes a successful Dodge. If Denton was a
Gunslinger or a Legend, he could duck behind the barrels to his front. However, he is a Shootist so
cannot Dodge forwards. He must Dodge back onto the cover of the building, even though it is further
away
29
Hit Effects
If a Character is hit and fails to Dodge, they will
either take Shock, be wounded, or killed outright. Deputy Wilson has inflicted a Critical
A hit is scored if the modified dice roll is a 5 or Wound on Jubilee Bunting. A Pinned Token
more. Check on the table below to see what is placed on the Character and Bunting
damage is inflicted. must roll on the Critical Wound Table.
30
Critical Wound Table
Roll Result
Location Ability Effect Action Dice Effect
1 Leg Wound Lose one pip per D6 of Lose one Action Dice permanently.
movement. Place two Action Dice in the
2 Arm Wound -1 on all shooting rolls. Character’s Shock Pool.
3 Chest Wound No other modification. Lose two Action Dice permanently.
4 Head Wound One additional Spot Dice required Place one Action Dice in the
to Spot a Target. Character’s Shock Pool.
5 Gut Shot May not use more than one Lose three Action Dice permanently.
Move Dice for movement (may Place one Action Dice in the
still use Move Dice to remove a Character’s Shock Pool.
Pinned Token).
6 Boot Hill! DEAD! All Action Dice are permanently
removed from play.
If the Character Out of Action has lost more Action Shooting Mounted Targets
Dice to the Shock Pool than those lost permanently, Horses may not be targeted when shooting; the
the Character flees the table. target must be the rider. If the target is mounted,
a successful Dodge is made on a roll of 6. However,
If the Out of Action Character has lost three or if they successfully dodge they do not move into
more Action Dice permanently, the Character is or behind Cover nor is a Pinned Marker is placed
badly wounded. Remove the Character from the on a mounted Character.
table. See the campaign rules for badly wounded
Characters. If a mounted Character rolls a 1 when making a
Dodge Roll, the horse is also wounded. This is in
Mounted Shooting addition to the effect of the hit on the rider. When
To reflect the difficulty of firing from a horse and a horse is wounded the rider must immediately
the effect of fire on a mounted target, the following roll on the “In Control Table” and apply the result.
rules are used.
If a horse takes two wounds, it will collapse. If the
Shooting from a Horse rider is still in the saddle, roll a D6. On a roll of 2 to
Firing may be done from a stationary horse by 6, the Character is not trapped, but takes a Fall Test
using one Shoot Dice. To count as stationary, the (see page 17). On a roll of 1, the rider is trapped
Character cannot use any Move Dice at any point under the falling horse; the Character takes a Fall
in the current activation. Two Aim Dice are needed Test with a +2 modifier to the dice roll.
to get a +1 Aim from a stationary horse.
31
Falling When Wounded
At the far end of Main Street, on the edge of When a Character positioned on a balcony, roof
town, Sheriff Brandon Plankton is watching top, leaning out of a window or mounted on a
the Greenhorn Outlaw LeRoy Delfont who is horse takes a Wound or a Critical Wound they
riding through some patches of scrub. are at risk of falling. Roll 1D6. If they suffered a
Wound, they fall on a roll of 1. If they suffered a
The Sheriff is activated and rolls 1,2,2,3,4,6
Critical Wound, they fall on a roll of 1 or 2. If the
on his Action Dice. Delfont is 14” away and
Character is on an unstable platform, such as on
as he is mounted does not benefit from the
the roof of a moving stagecoach or mounted on
Cover given by the scrub. As a result Sheriff
a horse, apply a -1 to the dice roll. If a fall occurs,
Plankton only needs one Spot Dice to see
place the Character on the first solid surface below
Delfont. He has two, so plays one Spot Dice.
the window (the ground, balcony, roof or similar)
The Sheriff then plays one Aim Dice and a and roll on the Fall Table as normal.
Shoot Dice to take a single aimed shot. He
rolls a 5 adding +1 for his Aim Dice but, as Near Misses
he is armed with a six-shooter, subtracting If a shot misses the target, any Character, be they
-1 because the range is over 12”. A net roll friendly, enemy or a non-player Character, within
of 5 means that this will cause one point 2” of a line from the shooter to the target is at risk
of Shock, removing one of Delfont’s Action of being hit by the stray shot. Roll a D6 for each
Dice temporarily if Delfont cannot Dodge. missed shot.
Reload
If a Character is out of line of sight of the enemy, or
they have one round or less in their weapon, they
may play a Reload Dice to load one round into their
weapon, adding one to the Ammo tracker on the
Character Record Sheet. Multiple Reload Dice may
be played in an activation but no weapon may ever
hold more rounds than its ammunition capacity.
If a Character has more than one weapon, they
must use a Reload Dice in order to swap the
weapon they are using. Unless the Character is
ambidextrous, only one weapon may be used at
a time.
33
A roll of 6 on an Action Dice gives the Character Trick Shooting
a ‘Wild Dice’ that they can play to do a range There may be circumstances when our Characters
of things, from using it as another Action Dice, want to do something more adventurous than
restoring dice from the Shock Pool to Brawlin’ or normal shooting. Maybe our hero, outnumbered
performing Trick Shots or attempting Hollywood by the outlaws, has locked himself in a storehouse
stunts. and wants to shoot blind through the wall; or the
Sheriff wants to shoot up through the ceiling to hit
Wild Dice Option one of the outlaws who has entered the upstairs of
Playing an Aces High Dice as a Wild Dice allows the the Saloon. These are Trick Shots.
Character to change that dice to any other Action
To make a Trick Shot, a Character must be within
Dice result of their choosing between 1 and 5. A 12” of the target. They will need an Ace’s High Dice
Character may change an Aces High Dice at any along with one Spot and one Shoot Dice. They then
time during their Activation. roll 3D6, checking the results against the shooting
Character’s Skill Level. No modifiers, either for
Shock Recovery range or weapons may be added to the dice rolls
An Aces High Dice may be played to recover Shock, when Trick Shooting. If any hits are achieved, no
moving one Action Dice from the Shock Pool back Dodge rolls are made. You can’t Dodge a Trick
to the Action Dice hand. Shot!
35
Do you Feel Lucky?
Cactus Denton is a Shootist who is a If a Character rolls three Aces High Dice when
activated, a Random Event immediately happens.
temporary Deputy assisting Sheriff Plankton.
The active player rolls 2D6, consults the Random
Hiding in the bank, he is ready to take on anyone
Event table opposite and applies the result to their
who attempts to steal the town’s wealth.
Character. They may then use the Aces High Dice as
normal during their activation or may, alternatively,
Hearing footsteps outside the strong room,
exchange them for one Bonanza Token.
he is determined to put a shot through the
door at whoever is trying the keys in the eights ‘n’ Aces
lock. He has a Spot Dice (2), a Shoot Dice If a Character rolls four Aces High Dice when
(4) and an Aces High Dice (6) so rolls 3D6. activating, they gain one Bonanza Token before
As a Shootist he needs to roll a 5 or 6 on all then taking their activation as normal. Once
three dice. He rolls 1,5,6; two successes. their activation is complete, the Turn ends. All
Activation cards are shuffled back into the pack
A partial success sees Bart Clampton, who is and a new Turn begins.
on the other side of the door, lose one Action
Dice to his Shock Pool. A roll of Eights ‘n’ Aces causes a pause in the
action, during which all Characters fully reload the
weapon they currently have in their hands and any
Pinned Tokens are removed.
36
Dice Random Event Table
Roll
2 “Hungry Like the Wolf” A dog, wolf, bear or other wild animal attacks the Character with
4D6 Brawlin’ Dice. The Character may play a Bonanza Token to react before contact is
made. If the animal takes any hit it will flee. After the first attack on the target the animal
flees.
3 “Bushwhacked” A shot rings out. The Character is shot at by an unknown assailant. Roll
to hit as a rifle shot at effective range.
4 “My Lucky Day” Character gains one Bonanza Token.
5 “That Sweet Harmonica Sound” The Character recovers two dice from their Shock Pool.
6 “I know a short-cut” The Character may immediately move 2D6 inches in any direction
at no cost.
7 “Damn horses!” Character slips in some horse dung and falls. Place a Pinned token next
to the Character. This must be removed by playing a Move Dice before any other Action
Dice are played.
8 “There’s a Snake in my Boot!” The Character immediately moves one Action Dice of their
choosing to their Shock Pool
9 “Do you feel lucky punk?” You must have miscounted. The Character may immediately
reload up to two rounds in their weapon.
10 “Friends or Enemies?” A Henchman group will appear 12” away from the Character. Use
the direction template on page 57. If Cover is within 4”of that point place them in that.
Roll a D6. On a 1 to 3 they join your opponent’s side; on a 4 to 6, they join your side. A
Henchmen card is added to the Game Deck discard pile to be shuffled in for the next Turn.
11 “Injun Attack!” 1D3 Native American Henchman Groups appear 12” away from the
Character. Use the direction template on page 57. If Cover is within 4” of that point, place
them in that. They automatically Spot all Characters present in line of sight. Place the
“Injun Attack” Card in the Game Deck discard pile, ready to be shuffled in for the next
Turn. When activated in subsequent Turns, they will shoot at the Character and any other
target within 4” of them. If an Indian Henchman Group takes a Wound (not Shock) they
leave the table.
12 “Stampede” A herd of cattle appear 12” away from the Character. Use the direction
template on page 57. They move 2D6 inches directly towards them. If a Character
is contacted by the Stampede, they must roll a 4+ to Dodge out of the way. Place the
Character 4” away with a Pinned token. If the Dodge is failed, roll 6D6 with 5 resulting in
a Shock, 6 in a Wound. Place a Stampede Card into the Game Deck discard Pile. Every
Turn they are activated move them directly forward, avoiding obstacles, until they move
off the table.
37
Not all fighting in the Wild West is done with A Character may always use a Bonanza! to react
firearms; many a fight has been decided with fists to another Character moving to make a Brawlin’
or the application of a rifle butt or a whiskey bottle attack but the attacking Character may not declare
to the back of a head. When activated, Characters a Fast Draw to counter a “Bonanza!” called by their
and Henchmen may engage their opponents in a opponent.
brawl when they move into base-to-base contact
with an opponent’s Character. To fight a brawl, the Attacker checks the number of
Brawlin’ Dice they will roll, as follows:
The Character attacking may draw a close combat
weapon such as a knife or brass knuckles, if they Attacker Brawlin’
have one, by spending a Reload Dice. If a Reload Each Shoot Dice allocated to +1 dice
Dice is not available, they will enter combat with the fight.
the weapon they have in hand at the start of their Higher Character Level than +1 dice
activation. opponent.
Each Aces High dice allocated +2 dice
to the fight.
A Character that moves into contact by moving
Weapon or skill benefits. +/- dice
through their opponent’s 180 degree front arc at
Mounted. +1 dice
any point in their activation will count as attacking
Galloping (must have moved at +1 dice
from the front. Only if all of the Attacker’s
least 6”).
movement is conducted outside that 180 degree
Attacking over an obstacle. Halve the
arc do they count as attacking their opponent from
number of
the rear.
dice rolled
38
Next, the Defender calculates their Brawlin’ Dice, required to achieve a Hit will depend on whether
adjusting the number rolled according to the table it is a fist fight or whether weapons are being used.
below in the order listed: Check the table below:
40
A mounted Character who loses a round of Brawlin’
is pushed back and must immediately make an In Deputy Wilson activates and rolls his six
Control Test (see page 20). If they successfully Action Dice. He rolls 1, 2, 4, 5, 6 and 6.
retain control, move them back 4”, unless they are Across the street he can see LeRoy Delfont,
galloping, in which case they will continue to move clearly shaken from his tussle with the
their full movement directly forward. Sheriff.
If a mounted Character is Wounded in a brawl, roll The Deputy decides to try to capture the
to see if the rider falls from their horse. The rider wounded outlaw, declaring he is playing
will fall on a roll of a 1 or 2 if Wounded; 1, 2 or 3 if his Move Dice and moves into contact.
Critically Wounded! Immediately take a Fall Test
(See page 17). A Character unhorsed in this way He now calculates his Brawlin’ Dice. With
always has a Pinned Marker placed on them. A one Brawlin’ Dice for each 4 or 5 and two
horse will immediately bolt if its rider is unhorsed, Brawlin’ Dice for each 6, Deputy Wilson has
simply remove the model from the table. 6 Brawlin’ Dice. He then adds a seventh
as he is a higher Level Character than the
Taking Prisoners in a Brawl Greenhorn.
Before rolling any Brawlin’ Dice, a Character on
foot may declare they are trying to capture their Delfont has three Action Dice remaining.
opponent. When doing this, only Shock is inflicted Being a Greenhorn he counts his remaining
during the brawl, with a Wound result inflicting Action Dice and reduces this by four.
two Shock and a Critical Wound three Shock. However, this can never result in a negative
number so is reduced to zero. He is mounted
If four or more net hits are achieved, the loser is so adds one dice. One Brawlin’ Dice is the
wrestled to the ground and captured. If the target minimum that will ever be rolled, and this
Character has no Action Dice left at the end of a is what he has in this fight.
round of Brawlin’, the Character has also been
overwhelmed and is captured. Neither characters have any special
weapons so are hitting on 5+. Delfont rolls
a 3 and misses. Deputy Wilson rolls 1, 2, 3,
5, 5, 5 and 6, for four hits. With a net four
hits, Delfont is pulled from his horse and
truss’d up like a hawg. He is now Deputy
Wilson’s prisoner and may not activate on
his own again this game!
41
At the start of the game, any Character who is not a Interrupting An Activation
Greenhorn will be allocated one or more Bonanza A Character may play a Bonanza! to interrupt
Tokens, depending on their Level. another Character’s activation. This could be an
enemy or a friendly Character.
A Character may play a Bonanza Token at any
time during play, including during an opponent’s To interrupt another Character’s activation,
activation. A “Bonanza!” is a bonus activation and the player shouts “Bonanza!” and plays one of
a Character who has played a Bonanza Token will their Bonanza Tokens. No other Character may
interrupt the Bonanza! The active Character must
still activate as normal when their card is dealt
immediately stop their activation; they may not
from the Game Deck. A Character can only play
finish playing their Action Dice until the Bonanza!
a Bonanza Token to interrupt once per Turn, but
is completed. However, the active Character may
they may play more than one Bonanza Token to
respond by playing their own Bonanza Token
Fast Draw or Gamble. See below.
to declare a Fast Draw. No other Character may
interrupt until the Bonanza and Fast Draw have
Playing a Bonanza Token allows the Character to been completed.
do the following:
The timing of a Bonanza! is entirely down to
• Interrupt another Character’s activation the interrupting player. They may call Bonanza!
• To Fast Draw. as soon as the active player’s Character card is
• To Gamble. drawn; wait until the active player has rolled their
Action Dice, or allow the active player to play some
42
of their Action Dice and then interrupt, including Once the interrupting player has used all of their
interrupting an opponent’s movement if, for Bonanza Dice, the active player may complete
example, they are moving out of line of sight. their own Turn playing their unused Action Dice.
43
Fast Draw
When a Character plays a Bonanza Token to Before Elijah can run from Campbell Bunting,
make an interruption, the active Character may the Outlaw declares a Fast Draw, throwing
respond by spending one of their Bonanza Tokens one of his Bonanza Tokens onto the table.
to declare a Fast Draw. This must be done before Both players then roll to see who activates
their opponent rolls their Bonanza Dice. first. As Campbell is a Gunslinger (Level 3) so
adds +3; Elijah is only a Shootist (Level 2) so
In a Fast Draw, both Characters roll 1D6 and adjust adds +2.
this result by adding their Character Level to the
number rolled. The Character with the higher Campbell rolls a 4 to give a modified 7.
adjusted score wins the Fast Draw. If the adjusted
Elijah rolls a 3 modified to 5. Although Elijah
score is a draw, the Character who called the
has reacted, he is not fast enough to beat
original Bonanza! will win the Fast Draw. No other
the Gunslinger and Campbell now gets to
Bonanza Token may be played until the active
finish his activation, playing all his Action
“Bonanza!” has finished.
Dice before Elijah can roll his Bonanza Dice.
If, as a result of losing the Fast Draw, the Character
loses the opportunity they were hoping for (for Campbell plays his Bonanza Dice and shoots
example if the active Character moves out of line Elijah, but only succeeds in causing Shock.
of sight) they must still play the Bonanza Token. A This means that Elijah can now play his
“Bonanza!” called cannot be un-called! Bonanza Dice. However, the Shock means
that he must place one of his Bonanza Dice
If the active Character wins the Fast Draw, they in the Shock Pool.
will play all of their unused Action Dice before
the interrupting Character may roll and play their
Bonanza Dice. A Character may Gamble more than once in an
activation, up to the limit of the number of Bonanza
If the interrupting Character wins the Fast Draw, Tokens they hold. However, once a re-roll is made,
they get to roll and play their Bonanza Dice before it must be adhered to. Any hand of dice may only
the Active Character can finish their activation. be re-rolled once.
Once the interrupting Character has played all of
their Bonanza Dice, or declared they wish to play A player who chooses to Gamble may do one of
no more of them, the “Bonanza!” is over and the the following:
active player may then complete their actions as i) re-roll any dice or hand of dice
normal with any remaining unplayed Action Dice ii) Roll 1D6 to remove Action Dice from their
available. Shock Pool and restore them to the Character’s
Action Dice hand. On a 1 or 2, one dice is removed
Gamble! from the Shock Pool. On a 3 or 4, two dice are
A Bonanza Token may also be played at any time removed from the Shock Pool. On a 5 or 6, three
to Gamble to re-roll any one hand of dice that your dice are removed from the Shock Pool.
Character has rolled. This can be any individual
dice or hand of dice that are rolled together, such
as Shoot Dice, a Dodge Roll. re-rolling a Critical
Wound hit or a full hand of Action Dice.
44
A Henchman Group is made up of three figures and Move Dice played for the Group. Henchmen never
represents the unnamed individuals that populate move individually, unless it is the one remaining
our games to provide the supporting cast for our Henchman in a Group from which the two others
heroes and villains. They can provide a little extra have been removed from play.
muscle but, as is the case in the films, the camera
does not linger on them. They are more limited in Spot
what they can do than Characters. A Henchmen Group spots exactly as Characters.
They do so as a Group, not individually.
Each Henchman Group will have its own activation
card which is included in the Game Deck. When Aim
their card is dealt, they activate and roll their A Henchmen Group may only aim if a friendly
Action Dice. Character is within 6” and in line of sight of the
Henchman Group in order to direct their fire.
A Henchman Group begins the game with six
Action Dice. This will reduce as they suffer Wounds Shoot
and Shock. Although more limited, Henchman In any activation, a Henchman Group may only
Groups may largely do anything a Character can play one Shoot Dice for each figure in the group.
do, including undertaking Tasks. They may play One dice is rolled for each Shoot Dice a Henchmen
their Action Dice as follows: Group uses.
45
A Henchmen Group is always assumed to have Reload
an Effective Range of up to 12” and a Maximum Henchman groups do not track ammunition in the
Range of 24”. Henchmen do not benefit from the same way as for Characters. If multiple shots are
+1 shooting benefit from being within 4”. fired, the group is deemed to be out of ammunition
if more 1’s than 6’s are rolled. If out of ammunition,
A Henchmen Group activates and roll their the Henchmen group will have to allocate two
six Action Dice rolling 2, 3, 4, 4, 5 and 5. They Reload Dice before they may fire again. We do not
use the Spot Dice (2) to spot Bart Clampton track the ammunition of individual Henchmen,
and Toni Panatone who are standing just each Group as a whole. A Henchmen Group
together 14” away in the street. are either all loaded or all unloaded.
46
Shooting at Henchmen
A Henchman Group may only Dodge when in Cover Having been missed by the shooting from
in which case they Dodge successfully on a D6 roll the Henchmen, when Toni Panatone
of 5 or 6. A Henchmen Group that Dodges has a activates he decides to return fire. He
Pinned Token placed on it. rolls to hit. Being over 12” away and
armed with a six-shooter, he applies
When Shock is inflicted on a Henchman Group, a -1 to hit. However, he adds +1 as
place one of the group’s Action Dice in their Shock he is shooting at a Henchman Group.
Pool.
Playing an Aim Dice for an additional +1
When a Wound is inflicted on a Henchman Group, to his shooting roll, Toni rolls a 6. Thanks
remove one Action Dice permanently and place to the Aim this results in a Critical Hit. The
a second Action Dice in the groups Shock Pool as Henchman Group fails to Dodge and so
usual. When two Action Dice have been removed one of the three figures is removed. The
permanently, remove a figure from the group. Henchmen removes two of their Action
Repeat that when four Action Dice have been Dice permanently; place a third in their
permanently removed. Shock Pool and receive a Pinned Token.
47
Townsfolk are the inhabitants making a living in
our landscapes. A number of Townsfolk may be
present on the table.
48
part of their activation they may add a +1 to the
Townsfolk Reaction Table
Townsfolk Reaction roll without actually spending
“Have a go Hero”
those dice. However, a natural roll of 1 cannot be
A retired gunfighter, irate townsperson
altered and any Aces High Dice have no effect.
or furious old dame responds with
violence. Roll 1D6.
A human shield moves when the Character moves
with all movement counting as if in Difficult
On a roll of 5, the Character or
Ground.
Henchmen Group take one Shock
1 unless they can Dodge.
If using a human shield, a Character may only play
one Aim Dice in their activation.
On a roll of 6, the Character or
Henchmen Group take one Wound
When using a human shield, a Character counts
unless they can Dodge.
as in Cover when being spotted and when being
shot at. If forced to Dodge, the Character treats
The Have a Go Hero then moves 2D6
the human shield as Cover and Dodges behind
towards the nearest Cover.
“Run for your lives” them. However, if a 1 is rolled when attempting
The Townsfolk move away from the to Dodge, the human shield escapes and is moved
2 to 4 direction of shooting or the Character. 3D6 inches directly away. The Character suffers
Move 2D6 inches directly towards the one point of a Shock as normal for a Stumble.
nearest Cover.
“Frozen with fear” If a Character using a human shield is shot at, any
5 or 6 Shocked, curious or simply frozen with shots that miss are rolled for as though a Near
fear, the Townsfolk remain where they Miss. On a roll of 1, the shot hits the Townsfolk
are! and they are removed from play.
Human Shields
A Character who moves into base-to-base contact
with any Townsfolk may declare that they are
attempting to use them as a human shield.
However, if playing the campaign game, be aware
that this will gain your Gang a Bad Reputation.
shootist
Background Skills & Traits Background Skills & Traits
Soldier 1, 2: No Skill Buffalo Hunter 1, 2: No Skill
3: Deadeye 3: Deadeye
4: Marksman 4: Marksman
5: Born in the Saddle 5: Trick Shooter
6: Brawler 6: Eagle Eyes
Rancher 1, 2: No Skill Gun for Hire 1,2: No Skill
3: Born in the Saddle 3: Deadeye
4: Woodsman 4: Ambidextrous
5: Tough 5: Quick Draw
6: Eagle Eyes 6: Lightning Fast
Trapper 1, 2: No Skill Native 1: No Skill
3: Deadeye American 2: Stealthy
4: Marksman 3: Woodsman
5: Trick Shooter 4: Born in the Saddle
6: Knife Fighter 5: Knife Fighter
6: Knife Fighter
51
gunslinger
Background Skills & Traits Background Skills & Traits
Lawman 1: No Skill Gun for Hire 1: No Skill
2: Deadeye 2: Deadeye
3: Quick Draw 3: Marksman
4: Trick Shooter 4: Trick Shooter
5: Charmed 5: Lightning Fast
6: Lucky 6: Nerves of Steel
Soldier 1: No Skill Outlaw 1: No Skill
2: Born in the Saddle 2: Deadeye
3: Woodsman 3: Marksman
4: Deadeye 4: Trick Shooter
5: Swordsman 5: Lightning Fast
6: Tough 6: Nerves of Steel
Bounty Hunter 1: No Skill Frontier Scout 1: No Skill
2: Tough 2: Stealthy
3: Woodsman 3: Woodsman
4: True Grit 4: Born in the Saddle
5: Lightening Fast 5: Knife Fighter
6: Stealthy 6: Swift
Legend
Legends roll TWICE for Skills
Background Skills & Traits Background Skills & Traits
Lawman 1: Ambidextrous Gun for Hire 1: Ice Cold
2: Deadeye 2: Deadeye
3: Quick Draw 3: Marksman
4: Trick Shooter 4: Trick Shooter
5: Charmed 5: Lightning Fast
6: Lucky 6: Nerves of Steel
Soldier 1: Marksman Outlaw 1: Born in the Saddle
2: Born in the Saddle 2: Deadeye
3: Woodsman 3: Ambidextrous
4: Deadeye 4: Quick Draw
5: Swordsman 5: Stealthy
6: Tough 6: Lucky
Bounty Hunter 1: Born in the Saddle Frontier Scout 1: Marksman
2: Tough 2: Stealthy
3: Woodsman 3: Woodsman
4: True Grit 4: Born in the Saddle
5: Lightning Fast 5: Knife Fighter
6: Stealthy 6: Swift
52
Skills and Traits
Characters may begin the Campaign with Skills and attributes and may gain more as the campaign
progresses. Skills are divided into the Skill Groups below. Traits are negative attributes which are limited
to Greenhorns and shown in red on the tables.
Shooting Skills
1 Deadeye May always convert one Action Dice to an Aim Dice.
2 Eagle Eyes May always convert one Action Dice to a Spot Dice.
3 Ambidextrous May use two pistols (not Heavy or Cumbersome) at once. Both pistols may be fired
using one Shoot Dice when shooting at the same target. These shots may not be
aimed and are made with a -1 on the roll to hit. Just one Dodge roll is made
4 Marksman If the shooter is stationary for the full activation and takes a single aimed shot,
the first Aim Dice allocated counts adds +2 to hit. No other shots, whether aimed
or unaimed, may be taken during this activation.
5 Quick Draw May always change one Action Dice to a Shoot Dice.
When shot at and the Character makes a successful Dodge they may always shoot
back with one shot for free if the target is within 12”.
Add +1 for a Fast Draw Test.
6 Trick Shooter Reduces the targets Dodge Roll by -1 when shooting at 12” or less.
movement Skills
1 Swift May always convert any one Action Dice to a Move Dice.
2 Stealthy Shooter requires one additional Spot Dice to spot this Character when they are in
Cover or over 12” away.
3 Nimble The Character may roll 3D6 rather than the normal 2D6 and select the two dice
they use when climbing or jumping.
4 Lightning Fast Add +1 to the Dodge roll for the first test of each Turn.
Add +1 to a Fast Draw Test.
5 Woodsman Adds +1 to any Dodge roll when in Cover and over 12” from the firer. Ignore the
reduction in movement in Difficult Ground for the first Move Dice played.
6 Born in the May always change one Action Dice to a Move Dice when mounted. May add +1
Saddle to an In Control Test when mounted. May Dodge on a 5+ when mounted.
toughness Skills
1 Tough The first Wound inflicted on this Character in the game always counts as Shock.
2 Ice Cold If the Character makes a successful Dodge, do not place a Pinned token. The
Character will still move behind or back to Cover if possible but does not have to
move out of sight.
3 Nerves of May choose whether or not to Dodge. If they do not Dodge, the Character does
Steel not move or take a Pinned Marker. Any wounds or Shock are inflicted as normal.
4 Brave Will ignore the first Shock inflicted in a game.
5 True Grit May recover two dice from the Shock Pool for every Aces High Dice played.
6 ‘Ornery If the Character rolls an unmodified 6 when rolling to Dodge they do not take a
Pinned Marker. They may move back into Cover if the player wishes.
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FIghting Skills
1 Brawler For every 6 rolled when Brawlin’, the Character may roll another dice counting
another hit for each additional Success rolled.
2 Knife or May use a knife or Bowie knife in combat or a Tomahawk if a Native American.
Tomahawk
Fighter
3 Swordsman May use a sword in combat or a Native American Lance if Native American.
or Lance
Fighter
4 Strongman One additional dice is rolled when Brawlin’.
Add +1 to a Critical Hit roll in Brawlin’.
Adds 1 additional dice for any Tasks requiring strength.
5 Fury Two additional dice are rolled when Brawlin’. However, any 1s rolled will result in
one Shock on the active Character.
If the Character loses a round of Brawlin’, Fury no longer counts for the rest of
the game.
6 Pugilist Hits with Fists on a 4+ when Brawlin’. Add +1 to the Critical Hit Roll.
smart Skills
1 Lucky May re-roll any one batch of dice once per game.
2 Charmed May force another player to re-roll one batch of dice once per game.
3 Seasoned May move a single Deployment Point or Ambush Point an additional 2D6 inches.
Veteran A Gang with a Seasoned Veteran may always roll one additional D6 when taking
their first Ride or Die Test.
4 Fast Talker Reduces their opponent’s Combat Pool by 1 Dice when Brawlin’. If the Character
loses a round of Brawlin’ this benefit is lost for the rest of the game.
May always add 1D6 when rolling for Revenue in the campaign.
5 Scrounger When rolling for revenue, a roll of a 5 or 6 will count as a successful Loot Roll.
6 Leader A natural born leader. The Gang may re-roll their first “Ride or Die” Test.
May use an Aces High Dice to remove a Pinned Token from a friendly Character
within 6”.
Characters may also have Traits which are negative and allocated to Greenhorn Characters when the
Character is generated. The various traits are detailed below.
traits
Jumpy Must play two Move Dice to remove a Pinned token.
Soft The first Shock inflicted on this Character in the game counts as a Wound.
Slow May only ever use two Move Dice in a Turn.
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Each Character is equipped with a single Colt .45 some money in reserve to purchase additional
pistol and a Stock Horse at no cost. However, equipment as it becomes available during the
each player will start the campaign with a purse campaign, or to recruit additional Characters when
which will contain the pooled financial resources replacing casualties.
of all their Characters. This purse can be used
to purchase additional equipment during the As the campaign continues, Characters may
campaign. At the start of the campaign, only purchase other equipment. The Greenhorn will
weapons available in the General Store may be only be able to buy from the General Store whereas
purchased. No more than half of a Gang can be a Shootist, Gunslinger or Legend may purchase
equipped with long-arms such as the Winchester additional weapons from the Gunsmith.
or Shotgun.
Characters may own any number of weapons but
Each player rolls 1D6 for each Character they cannot carry more than two pistols and one long
control. For each pip rolled in total, they gain $10 arm, such as a rifle or shotgun for any single game.
to add to their purse. The players may use this
to purchase weapons and equipment from the For example, a player has two Characters and rolls
following list. At the start of the campaign, no 6 on 2D6. They therefore have $60 dollars to add
Character may purchase more than one additional additional equipment to their Characters. They
weapon over and above the Colt .45 they already decide to purchase a Winchester for one of their
have. Characters, and to save the remaining $10 in their
Purse for later in the Campaign.
Some players may wish to spend all of their
dollars immediately, others may prefer to hold
55
General Store
Weapons
Effective Max
Name Ammo Notes Cost
Range Range
Colt .45 Peacemaker 6 12” 24” $20
Winchester Carbine 12 24” 48” Rifle $50
Shotgun 2 9” 18” Double-barrelled, Buckshot, Shotgun. $40
Sawn-off Shotgun 2 6” 12” Double-barrelled, Buckshot, Shotgun, $40
Sawn-off.
Knife - 6” 6” Short Range $5
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‘Ned Kelly’ Armour Dynamite
This Character benefits from a +1 on a Dodge Roll. Requires a Shoot or Reload Dice to prepare and
If a successful Dodge roll is made no Pinned Token light the fuse and a further Shoot Dice to throw,
is placed and they do not need to move to Cover. up to a range of 12”. Mark the target and roll two
dice. The difference is how close the dynamite is
When rolling for a Critical Wound against this
to the target in inches. Roll a D6 to see in which
Character, apply a -1.
direction the dynamite falls.
May only use two Move Dice in any activation.
May not climb or jump. A Character wearing Ned
Kelly armour does not gain the benefit from any
Movement Skill due to the restrictions imposed by
the armour.
A Character wearing Ned Kelly armour always has Any Character within 3” of the explosion takes D3
a -1 to their Fast Draw roll. hits. Roll to Dodge with +1 to the roll. If in Cover,
the target will Dodge behind Cover as normal. If in
Shoulder Stock the open, a successful Dodge will allow target to
When added to a pistol, this Increases their move away from the blast as normal. A Character
Effective Range by an additional 6”. Count as a hit by the dynamite rolls 1D6 for each hit adding
Rifle for aimed shots. The maximum range does +2 to the roll.
not increase.
Fancy Duds
Spy Glass
A sharp dressed man always adds to his reputation.
Reduces the number of Spot Dice required at over
Add D3 Reputation Points after each game.
12” by one Spot Dice.
the gunsmith
hand guns
Effective Max Range
Name Ammo Notes Cost
Range
Percussion Pistol 1 8” 16” Heavy Calibre, Slow Reload. $5
Derringer 2 6” 6” Quick Draw, Lightweight, $10
Short Range.
Pepperbox Pistol 6 10” 10” Short Range, Lightweight, $10
Slow Reload.
Colt Navy Revolver 6 12” 24” Lightweight, Cartridge $15
Reload.
Adams Revolver 6 12” 24” Heavy Calibre. $40
Colt Buntline Special 6 18” 36” Cumbersome, Rare. $50
“Apache 6 12” 12” Lightweight, Apache $25
Combination” Combination, Short Range.
Le Mat Combination 9 12” 24” Lightweight, Grape Shot, $30
Rare.
Long Arms
Winchester 1 in 1000 15 36” 72” Rifle, Rare. $100
Henry Rifle 15 24” 48” Lightweight, Rifle. $40
Sharps “Big 50” Rifle 1 48” 96” Buffalo Rifle, Rifle, Slow $60
Reload.
Springfield Carbine 1 24” 48” Heavy Calibre, Rifle. $40
Military Rifle 1 36” 72” Heavy Calibre, Rifle. $40
Pump Action Shotgun 5 9” 18” Buckshot, Shotgun, Slow $80
Reload, Rare.
Native American 1 18” 36” Native American Weapon. $20
Indian Bow Rare.
Hawken’s Plains Rifle 1 36” 72” Slow Reload, Heavy Calibre, $20
Rifle.
Musket 1 18” 6” Slow Reload, Heavy Calibre. $10
Specialist Weapons
Gatling Gun 24” 48” Special Rules. $200
War Wagon 24” 48” Special Rules. $500
Hand Weapons
Bowie Knife $15
Sword $50
Axe or Tomahawk $20
Native American Lance Native American Weapon. Rare. $10
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Axe or Tomahawk Native American Lance
Only useable if the Character has the Tomahawk Only useable if the Character has the Lance Fighter
Fighter skill. May be thrown up to a range of 6”. Fighter skill. May be thrown up to a range of 12”.
Hits on a 4, 5 or 6 when Brawlin’. A Wound on the Hits on a 3, 4, 5 or 6 when Brawlin’. A result of “Two
Brawlin’ Table becomes a Critical Wound. Adds +1 Shock” on the Brawlin’ Table becomes a Wound.
to a Critical Hit roll. Add +1 to the Critical Hit Roll.
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Weapon Notes
“Apache Combination” Incorporating a pistol, a set of knuckle dusters and a knife, the Apache
Combination, made a fearsome weapon, combining short range fire with
close combat. Hits on 4, 5 and 6 when Brawlin’.
Bow Adds +1 to a Critical Wound Roll up to 18”. -1 to a Critical Wound Roll over
18”.
Buckshot Add +1 to hit up to Effective Range. Add +1 to the Critical Wound Roll up to
Effective Range and -1 over Effective Range.
Buffalo Rifle Very heavy calibre weapons. The first Wound inflicted on a Character or
Henchman group in an activation counts as a Critical Wound. Add +1 to the
Critical Hit roll.
Cartridge Reload This weapon is reloaded by replacing the whole cylinder rather than individual
rounds. Three Reload Dice must be played to fully reload this weapon.
Cumbersome This weapon does not benefit from the normal +1 to hit within 4” range.
Double Barrelled May fire both barrels together when playing one Shoot Dice, rolling three dice
to hit. It is not possible to Aim when firing both barrels. The target rolls one
Dodge roll. A double-barrelled weapon may be fired with a separate Shoot
Dice played for each barrel. These shots may be Aimed. The target will roll to
Dodge each shot.
Grape Shot This weapon has a shotgun barrel. This may be fired by playing one Shoot
Dice. The Effective Range is 6” and +2 is added when rolling to hit within that
range. Add +1 to the Critical Damage roll.
Heavy Calibre Represents particularly heavy calibre weapons. The first Shock inflicted on a
Character or Henchman group in an activation counts as a Wound.
Lightweight The first Critical Hit inflicted on a Character or Henchmen Group in an
activation counts as a Wound.
Native American Does not count as Rare for any Native American Character.
Weapon
Quick Draw Firer may always change one Action Dice to a Shoot Dice.
Rare Only a Gunslinger or Legend may purchase this weapon or equipment.
Rifle Add +1 to hit when taking an Aimed Shot at a target over 12” away.
Sawn-off Gains a +1 to hit when target is at 4” range or less.
Short Range This weapon has a maximum range equal to its Effective Range.
Shotgun When rolling for a Near Miss, a friendly Character or Townsfolk is hit on the
roll of a 1 or 2 and an enemy Character on the roll of a 5 or 6.
Slow Reload Takes two Reload Dice to reload a single round.
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Some things cannot be bought in any store, but a A Character may deploy from a Deployment Point
choice word here, or a high value bill passed there, when activated by their Card, measuring any
can open doors, hire additional muscle or gain movement from the Deployment Point. When
access to paths of which many know nothing. deploying from a Deployment Point the Character
may always change one Action Dice to a Move
The following support options allow the players to Dice. This is in addition to any Aces High Dice or
deploy onto the table away from their Deployment dice that the Character’s Level may allow them to
Edge. These are sometimes granted as part of a change.
scenario, sometimes purchased by the players.
Once the scenario has been selected, both the Moveable Deployment Point
Attacker and Defender may spend their dollars on A Moveable Deployment Point is like a Deployment
the following choices. Point, but as its name suggests, may be moved
before any Characters deploy from it.
Deployment Point $40
Moveable Deployment Point $50
A Moveable Deployment Point is placed anywhere
Two Ambush Points $60
on the table in Cover, up to 6” from the player’s
Henchmen Group $50
Deployment Zone. When the Action Card for the
Attacker’s highest Level Character is drawn, the
Deployment Point player may move the Moveable Deployment Point.
A Deployment Point may be placed anywhere
If more than one of the Characters are of the same
on the table in Cover up to 6” from the player’s
Level, simply nominate one as the leader for the
Deployment Edge. The Deployment point (or
game and move the Moveable Deployment Point
points) should be marked on the table before the
when their card is active.
start of the game.
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To move the Moveable Deployment Point, roll 2D6 Ambush PointS
and move the Moveable Deployment Point up to Two Ambush Points may be selected by the
this distance in inches. The Moveable Deployment Defender at a cost of $60. Place the two Ambush
Point may only move once per Turn and cannot be points separately in Cover up to 24” from the
moved if the highest Level Character is activated player’s Deployment Edge.
by playing a Bonanza Token.
A Character may deploy within 4” of an Ambush
A Character may deploy from a Moveable Point when activated. The other Ambush Point is
Deployment Point when activated by their card as immediately removed from the table.
long as the Moveable Deployment Point is in Cover
or not in line of sight of any enemy Character. When deploying from an Ambush Point, the
Character may always change one Action Dice to
A Character cannot deploy from a Moveable
a Shoot Dice. This is in addition to any Aces High
Deployment Point which is in the open and in Line
Dice or dice that the Character’s Level may allow
of Sight of the enemy.
them to change.
64
The Outskirt Districts
Dice Roll Districts
2, 3 Prospectors Camp
4 Railroad Station
5 Timber Mill
6 Livery Yard
7 Homestead
8 School House
9, 10 Graveyard
11, 12 New Suburb
65
The exact look and composition of the various areas on your campaign map will depend on the terrain
available. The following should act as a guide, but do not feel that you need all the terrain elements
listed; these are just suggestions to give you the flavour of the territory. Base your map on your own
collection of models. After all, it’s your campaign!
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The Outlying Territories
Desert Stretching away into the distance lies a barren, rocky and sandy desert. Taking
many days to cross, it is only the bravest (or most desperate) that venture there.
Hidden gullies, towering buttes of red sandstone, treacherous patches of quicksand
and the bleached bones of previous unlucky travellers warn the unwary. Watch out
for rattlesnakes!
Mountains From rocky foothills to snow covered peaks, the mountains can be seen on the
horizon. Sometimes a small hunting lodge or trapper’s hut can be seen or a trading
post where the hunters can resupply and trade their furs. However, beware, such
territory is also home to wild animals and stumbling into a bear is not recommended.
Prairie Grassland as far as the eye can see. Although open, an experienced hand will note
folds in the ground, rocky outcrops or long prairie grass that provides Cover to a
potential enemy. Herds of cattle and sometimes bison are also in evidence, with a
gully possibly scarring the landscape.
Railroad As the railroad pushes ever further West, the various rail companies compete to
Construction establish new lines. The workers may be housed in tents or even in converted rail
Site carriages that follow the newly constructed lines. Supplies of timber, iron rails and
other construction equipment is everywhere as the workers fell trees, bridge gullies
and blow cuttings through the landscape. Boxes of dynamite are almost always
present.
Hacienda or A small Hacienda or Mission with a complex of low adobe buildings dominated by
Mission a fine main house is typical, along with barns, a windmill, water tower and maybe
a barracks for the local Mexican militia. The Mission will be dominated by a large
Spanish-style church. The whole is encircled by neatly tended crops.
The Mine The mine working could be either a simple tunnel sunk directly into the hillside
or a more elaborate mine-head. Several buildings will be in evidence, providing
accommodation for the miners and an office. A substantial stone or brick building
for storing the valuable ore may also be present. Wagons and a small mine railroad
may also be seen as well as spoil heaps dotted around. It is not unknown for the
mining company to use an armoured stagecoach to transport the processed gold or
other valuables to the Town.
Mexican or A small village nestled in rolling terrain. This may be Native Americans, made up
Native American of a number of tepees often by the bank of a small river or stream to provide fresh
village water. Alternatively, it could be a Mexican village, made up of adobe buildings
clustered round a small village square, church and a small well or fountain.
Lazy-S Ranch A substantial ranch dominates the territory with a large ranch house, a number of
smaller buildings and bunk houses for the ranch hands, barns and store buildings.
Large fenced off pens for cattle and horses are also present.
Dry Gulch A narrow canyon surrounded by large rocky hills. Small stands of trees may be in
Canyon evidence. The only passage for horses or wagons is through the canyon, although
the rocky slopes are passable on foot. A wrecked wagon or horse’s skeleton may
indicate less fortunate travellers. Buzzards are a common sight.
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Ghost Town Once a booming town attracting folk with the cry of “there’s gold in them thar
hills”. However, the gold ran out or wasn’t even there and gradually the inhabitants
moved on to seek their fortune elsewhere. Now the abandoned ruins of the town
stand eerily quiet. Only the sound of doors banging in the wind and the creak of the
old saloon sign, now long-faded, break the silence.
Abandoned Wooden watch towers and walls surround a parched parade ground with blowing
Cavalry Fort tumbleweed giving an eerie feel. There are low, flat-roofed barrack buildings with
firing positions along the wall and an empty guard house by the gate.
River Add a wide, fast flowing river with small bluffs overlooking it. A ferry or ford might
be in evidence. A few buildings may have sprung up to house the ferryman and his
crew. Moving through a ford is treated as Difficult going for movement.
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The What a Cowboy! campaign is played out over which Outlying Territory the first game takes place. If
the course of six games or less. Typically, the first a 6 is rolled, the Attacker will choose the Territory.
five games provide an opportunity for Characters As the campaign progresses, there are advantages
to gain experience, skills and equipment. The final to controlling territories which offer rich pickings,
game of the campaign is a classic shoot-out on so consider that if you are choosing.
Main Street to decide who will take control of the
town and win the campaign. Select the Scenario
The What a Cowboy! campaign has six scenarios.
Each scenario is sufficiently generic to allow the
The Campaign Sequence
players to fit the backstory into their campaign.
With our Gangs recruited, it is time to start our
For example, if the “Ambush” scenario is selected
campaign. The What a Cowboy! Campaign follows
in The Mine territory, then the Defender may be
the sequence laid out below. Some steps in the
escorting a wagon with gold from the mine. If the
sequence will not be needed for every game, but
territory is The Lazy-S Ranch, this may be a wagon
following the sequence below will take the players of supplies or a herd of cattle.
from the first to the final game as they watch their
Characters grow and develop and their fortunes Roll a D6 to select your scenario:
wax and wain.
Dice Scenario
Selecting the Territory 1 High Noon
Game One is always played in an Outlying Territory. 2 The Ambush
3 The Rescue
Both Gangs roll 1D6. The Gang with the higher roll
4 Highway Robbery
chooses whether to be the Attacker or Defender for
5 Scorched Earth
this game. Now Roll a D6 to randomly determine in 6 A Vendetta
69
Scenario 1. High Noon
A classic showdown. The Attacker is attempting to
clear the enemy out of the territory.
The game ends when one side fails their “Ride or Die” Test and flees or voluntarily concedes at the end
of a Turn.
Experience Bonus: A Character gains +2 Reputation for each opposing Character they take Out of
Action.
The game ends when one side successfully gets the wagon off the table edge opposite their Deployment
Edge, with this side being declared the winner. If the side in control of the wagon fail a Ride or Die Test,
they abandon the wagon and flee the table.
Experience Bonus: +2 Reputation for the Character that drives the wagon or coach off the table.
70
Scenario 3. The Rescue
The Defender has something, or someone, of high
value held in the territory. This may be a prisoner
captured in a previous game or a valuable non-
player Character such as the Town Mayor or the
Railroad President.
To rescue the valuable item or prisoner, one of the Attacker’s Characters must move into base to base
contact to take control of the objective. The prisoner or object will subsequently move with this Character.
If the valuable item is a person, they are considered valuable by both sides and may not be harmed or
attacked in any way by either side nor used as a human shield.
If a Character escorting the Objective is Pinned or loses a round of Brawlin’, they no longer control the
Objective and another Character may then move into contact and take control of it.
The game ends when one side fails its Ride or Die Test or when the valuable item or person is escorted off
the Attacker’s Deployment Edge.
Experience Bonus: A Character who escorts the valuable item from the table or has control of the item
or person when the game ends, gains +2 Reputation.
71
Scenario 4.
Highway Robbery
The Attacker must rob a high value target. The
exact nature of the target will depend on the
territory and the narrative of the campaign so far.
It could be the safe at the ranch, some valuable
land deeds at the Assay Office in the Prospector’s
Camp or some valuable trade goods or furs at the
Trading Post in the mountains.
The Attacker then decides which table edge will be their Deployment Edge. The Defender’s Deployment
Edge will be the opposite edge. The Defender may then deploy up to half their Gang on the table at least
12” or more from the Attacker’s edge.
When an Attacker’s Character moves into contact with an Objective Marker, they may spend one or more
Move Dice to undertake a Task Roll requiring a total of 4 or more to successfully search the location. Once
a successful search has been carried out the Defender must declare whether the location contained the
objective or if it was a dummy. If it is a dummy, the marker is removed and the game continues. If it is
the objective, the Defender must confirm this. The objective may be carried by one Character at normal
speed.
The game ends when one side fails its “Ride or Die” Test or when the objective is carried off the Attacker’s
Deployment Edge.
Experience Bonus: A Character who contacts any Objective Marker and searches it, will gain one
Reputation. A Character who carries the objective off the table will gain two Reputation.
72
Scenario 5.
scorched earth
The Attacker is seeking to deny the enemy the use
of the territory and must burn down a key building
to make it uninhabitable.
The Defender may allocate up to half their force to deploy in the Target Quarter Deployment Point before
the game begins. All other Characters must deploy from one of two possible Deployment Edges, shown
here as Option 1 and Option 2.
The Attacker will move on from the Attacker’s Deployment Edge when they are activated.
To burn the building, a Character must be in base-to-base contact with it and complete a task roll of 12.
The game ends when one side fails its “Ride or Die” Test or when the target building is burning.
Bonus Experience. The Character who successfully sets the building alight gains two Reputation.
73
Scenario 6.
A Vendetta
Old scores need to be settled! There has long been
bad blood between the two Gangs and it has now
come to a head!
The game ends when one side fails their Ride or Die Roll and flees. At that point the players will reveal
who their target was and if they have fulfilled their vendetta.
Bonus Experience: A Character who finally puts the named target Character Out of Action gains five
Reputation if the target is of equal or higher Level. They gain two Reputation if the Character is of
lower Level.
74
Playing the Games After the Battle
Once you have selected your scenario, the game After each game we need to see how the action
is played with the scenario victory conditions affected our Characters. Some will see their
determining who wins and who loses. reputation enhanced and their Skills grow. Others
may not survive the encounter.
Once you have played out the first Campaign
game, the winner of that will be the Attacker in Any Character that is killed outright when a 6 is
the next game and will choose the territory where rolled for a Critical Hit is lost permanently and
that game will take place. In the second Campaign removed from the campaign. A Character that
game, this must be selected from one of the loses all of their Action Dice during the game is
Outlying Territories. This allows the Attacker to deemed Out of Action. If they have lost three or
select a territory which may provide revenue and, more Action Dice permanently, they are badly
hopefully, some loot. wounded and must recover from their wounds
before taking part in any further games. Roll a D6
In Games Three and Four and Five, the Attacker on the Wound Recovery Table and apply the result.
may choose to fight in either an Outlying Territory
or an Outskirt District of their choice. The area Wound Recovery Table
chosen does not have to be adjacent to any D6 Outcome
other area and will usually be picked for financial 1 The Character dies from their wounds and
advantage rather than geographical location. is removed from the campaign.
2-3 Seriously wounded. The Character
The Grand Finale recovers but suffers a permanent effect.
Game Six is usually the final game in the campaign; Roll again on the Serious Wound Recovery
the Grand Finale. This is always played in the table on the next page.
Town at the centre of the map and the scenario 4-5 Character makes a full recovery and may
is always Scenario One, High Noon. The winner be present for the next game.
6 Character makes a full recovery and may
of this game will be the winner of the campaign,
be present for the next game. They gain
having vanquished their rivals and taken control of
the “Lucky” Skill.
the Town.
75
If the Character is seriously wounded, roll a D6 below:
Achievement Reputation
Character completes the game without being killed. +2 Reputation
Character is on the winning side. +1 Reputation
Opponent’s Force Morale reduced to zero. +2 Reputation
Character wounded one or more enemy Character in the game. Once only. +2 Reputation
Character puts an enemy Character of equal or lower Level Out of Action by +2 Reputation
removing their last Action Dice.
Character puts an enemy Character of higher Level Out of Action by remov- +4 Reputation
ing their last Action Dice.
Scenario specific Reputation (see the scenario descriptions). +? Reputation
Heroic Action Option. One Character may be nominated by the majority of +2 Reputation
players (or an Umpire if present) for a particularly brave or foolhardy action
that succeeded.
76
Enhancing Your Characters Buying Reputation
The following table shows how the Characters Sometimes folk with money can buy fame. It ain’t
develop as they gain Reputation Points across the fair, but that’s the way it is. A player may attempt
entire campaign. to purchase Reputation from their purse at the
following cost:
Reputation Promotion & Benefits
Points $40 1 Reputation
5 A Greenhorn becomes a Shootist $100 3 Reputation
and gains one new Skill. $150 5 Rep
10 The Character gains one
additional Desperado Card for all Pay the money and then roll a D6. On a roll of 2
further games. to 6, the Character’s Reputation is increased. On
15 A Shootist becomes a Gunslinger
a roll of 1 the money is lost and the Character’s
and gains one new Skill.
reputation is reduced by one point.
20 The Character gains one new skill.
25 The Character gains one new skill.
A Bad Reputation
30 Gunslinger becomes a Legend
A Gang that has gained a Bad Reputation due
and gains one new skill.
to wounding a Townsfolk or using an innocent
40 The Character gains one new skill.
bystander as a human shield will find that doing
50 The Character gains one new skill.
even simple things such as drinking in the saloon,
Adding New Skills purchasing supplies or even seeking the help of
When a Character gains a new skill, they roll 1D6 a local doctor is much more difficult as the local
on the following table to see which type of Skill is populace, outraged at their activities, refuse to
gained. assist.
Dice Roll Skill Type If fighting in the Town or the Outskirt Districts, a
1 Shooting Gang which has a Bad Reputation will see their
2 Movement opponents gain one free Henchman Group as
3 Toughness some of the local Townsfolk take up arms against
4 Fighting them.
5 Smart
6 May Choose the Skill Type Finally, all equipment and weapon costs are
doubled for a Gang with a Bad Reputation. After
Refer to the relevant Skill Table on pages 55 and
all, crime never pays!
roll 1D6 to see which specific Skill within that type
has been gained. If a Skill already possessed is
duplicated, simply re-roll.
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Income Loot Table
Territories are important as they generate income 6’s Rolled Outcome
and in some cases provide other benefits for the 0 or 1 No loot is found but the Gang
Gang which controls them. Each territory has enjoy a night carousing at the local
a value expressed as a number of D6, as shown Saloon. One Character in that Gang
below. may have an additional Desperado
Card in the next game.
Outlying Territories 2 A cache of gold is found worth an
Desert 0D6 additional $50.
Mountains 2D6 3 Find a rare weapon. Select one
Prairie 1D6 weapon or piece of equipment
Railroad Construction Site 2D6 from the weapon or equipment list.
Hacienda or Mission 4D6 4 One Thoroughbred Horse is
The Mine 3D6 obtained.
Mexican or Native American Village 2D6 5 A cache of gold worth $100 is
Lazy-S Ranch D6 recovered.
Dry Gulch Canyon 1D6 6 A weapons cache is discovered.
Ghost Town 2D6
The player may select 1D3 items of
Abandoned Cavalry Fort 3D6
equipment or weapons from the
Outskirt Districts Gunsmith. This includes rare items.
Prospectors Camp 4D6
7+ Counts as rolling 6 (above) and then
Railroad Station 4D6
roll again for a second attempt.
Timber Mill 5D6
Livery Yard 4D6
Spending Money
Homestead 2D6
Before the next game, the players may purchase
School House 2D6
Graveyard 1D6 new weapons and equipment from the General
New Suburb 3D6 Store or the Gunsmith. Any weapons no longer
required may be traded in for half of their
At the end of each Campaign Turn, each side totals
purchase price. Alternatively, the Characters may
up the number of D6 for all of the territories they
simply keep them in storage. No Character may
control. The players now roll those dice with each
inherit or receive weapons as a gift from another
5 or 6 rolled generating $20 in revenue. That is
Character.
their income for this turn. This sum is divided
between the players in that Gang. Whether this is
done evenly or not is entirely down to the players! Territory BeneFIts
When a Gang wins a game, they claim control
Loot of the Territory or District where the game took
Any 6’s rolled are totalled up separately and used place. In the Outlying Territories, this can also gain
to identify any additional loot that the territories them some benefits. How territories controlled by
generate. A gang with a Bad Reputation ignore the a Gang give a player certain benefits can be seen in
first 6 rolled. the table opposite.
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Territory BeneFIt
Lazy-S Ranch While they control this territory, all of the Gang members exchange their
Stock Horse for a Quarter Horse.
Mexican or Native When a game occurs in this territory, the Gang that controls it gains one
American Village Henchman Group of friendly villagers for free.
Dry Gulch Canyon When a game occurs in this territory, the Gang that controls it gains two
Ambush Points at no cost.
Prairie No additional benefit.
Railroad Construction When a game occurs in this territory, the Gang that controls it gains one
Site Henchman Group of friendly construction workers for free.
Mountains When a game occurs in this territory, the Gang that controls it gains one
free Ambush Point.
Desert No benefits gained.
Ghost Town When a game occurs in this territory, the Gang that controls it gains one
free Moveable Deployment Point.
Abandoned Cavalry Fort While they control this territory, the Gang may be equipped with D3
Springfield Carbines or Military Rifles for free. When fighting in this
territory, the Gang gains one Henchman Group of ex-soldiers for free.
Mission When a game occurs in this territory, the Gang that controls it gains one
Henchman Group of armed clergy for free.
The Mine While a Gang controls this territory, they may be equipped with D3 sticks
of dynamite for each game. These may be divided between the Characters
as the players see fit.
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After each Campaign game, the players have the The replacement Character cannot be a higher
opportunity to recruit new Gang members to class than the Character they replace. If a higher
replace any that have been killed and to use their Class Character is rolled, replace the Character
dollars to purchase new equipment or to trade in with one of the same class.
any old weapons that they have no further use for.
Roll for Skills and Traits for all new recruits joining
If a Gang has a Character killed, the player may the campaign. All recruits are equipped with a Colt
replace them with a new recruit. Roll on the .45 pistol and a Stock Horse as normal. Characters
Character Generation table below, adding +1 to the may also purchase a single weapon from the
roll if rolling for reinforcements for Games three or General Store using any available funds in their
four an adding +2 if rolling for Games five or six. purse.
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Balancing Campaign Games High Plains Drifter
In an effort to keep things somewhat balanced A Gunslinger will join your Gang and fight as a
and ensure both Gangs have a reasonable chance normal character. Roll once on the Gunslinger
of success, we apply a balancing mechanism in “Gun for Hire” table on page 52. At the end of the
Games Two to Five. You can ignore this step for
game the Drifter will saddle up and leave, going
Game One and for the Grand Finale.
who knows where.
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With thanks to the extensive group of playtesters and proof-readers in all corners of the globe who
have worked tirelessly over several years and whose energy, enthusiasm and honest feedback have
been so important in the development of this game. Special thanks to those who joined us for the long-
haul during lock-down including Bob Connor, Phil Crebbin, Ade Deacon, Tom Egan, Leigh Jackson, Chris
Jenkins, Olve Kroknes, Stuibhart MacChoille, Joe McGinn, Dominic Quast, Matt Slade, Theo Street,
Charley Walker Ned Willets and Pierre Yves-Trouel and others too numerous to name individually but
whose contribution enabled What a Cowboy! to happen.
Particular thanks to Jim Ibbotson for his fabulous artwork, both on the cover and on the ‘Chapter’
headings which truly brings this book to life. Thanks to Joe Bilton for his artwork, seen in the play
examples, and the brilliant campaign map. Finally, thanks to Richard Clarke who likes to pretend he is an
idiot but who has worked tirelessly and professionally from start to completion to ensure this rule set is
as good as it can possibly be.
Photographs in this book feature figures painted by the author. Our thanks to Artizan Miniatures, Black
Scorpion Miniatures, Crusader Miniatures, Dixon Miniatures, Galloping Major, Great Escape Games,
Perry Miniatures and Wargames Foundry, for their permission to use images of their models. Without
such companies producing their marvellous figures, our hobby would be a poorer place.
John Savage
April 2023
82
Aces High 10, 11, 16, 34, 35, 36, 43, Dismounting 21
46, 49, 62
Dodges 3, 15, 16, 2, 28, 29, 30, 31,
Action Dice 3, 4, 5, 6, 10, 11, 14, 15, 16, 33, 34, 44, 49
18, 21, 29, 30, 31, 32, 34,
35, 40, 41, 42, 43, 44, 45, Double Barrels 29
47, 62, 75
Dropping Items 32
Ambush Point 59, 62
Equipment 50, 55, 56, 77
Ammunition Trackers 6
Fall Test 16, 17, 20, 21, 31, 35, 41
Bad Reputation 32, 49, 77
Fall Wounded 31
Bonanza 3, 6, 8, 36, 28, 42, 43, 44,
62, 81 Fast Draw 3, 38, 43, 44
Bonanza Dice 43, 44 Follow Me! 46
Bonanza Token 6, 8, 35, 36, 42, 43, 44, 62 Force Morale 7, 8, 47, 85
Brawlin’ 3, 4, 38, 39, 40, 41, 56, 59 Galloping 20, 40
Brawlin’ Tables 38-39 Gamble 42, 44
Campaign 4, 6, 8, 31, 32, 49, 50, 51, Gang 3, 7, 50
55, 63, 64, 69, 75, 76, 80
Campaign Map 64 Game Deck 3, 6, 42, 45
Character 3, 4, 5, 7, 8, 11 Glossary 3
Cover 3, 11, 22, 23, 25, 28, 31, 32, Hit Effects Table 30
47, 48, 49
Hollywood Stunts 34, 35
Critical Wound Table 31
Horses 3, 12, 20, 21, 31, 32, 40, 41,
Deployment Point 61 55, 57
Level 5, 6, 7, 8, 34,35, 39, 42 ,43, Shoot 11, 22, 26, 27-29, 31, 34,
44, 51, 61, 62 35, 43, 44, 45, 47
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