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What a Cowboy!

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.

50 Book 2 The Good, the Bad & the Ugly


Recruiting Your Gang.

63 Book 3 For a Few Dice More


Running Your Campaign.

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!

Game Deck: The deck of cards that determine the


run of play. Each Character will have a card in the
deck, as will any special events such as a Stampede.

Gang: A collection of Characters (and possibly


Henchmen) playing on the same side in the game.
3
Playing What a Cowboy! or using the full campaign system. There are a
In What a Cowboy! players take on the role of number of varied scenarios to get you started.
Characters or Henchmen in a game set on the
frontiers of The Wild West. The game is ideal To play What a Cowboy! you will need the
for between two and six players but can also be following:
played solo.
• One or more model Characters for each player.
Players use a ‘hand’ of six Action Dice to take The scale you choose to play in has no impact
control of their Character and fight against their on the game, so choose what you best like
opponents in a game of kill or be killed. This hand the look of or just use figures already in your
of dice represents each Character’s ability to move, collection.
spot their target, possibly aim, and then shoot at
them during their phase of play.

Play passes between the players over a series of


Turns. The basic hand of Action Dice is the same
for all players with some variation on how these
are used to highlight the differences between
Characters of different skill levels. A Greenhorn
will not generally be as effective as a Legend,
but don’t write them off as cannon fodder; many
Legends have fallen at the hands of some upstart
kid.
• A playing area with suitable terrain items. The
As Characters suffer wounds, the number of game is designed to be played with miniature
Action Dice available to them will be reduced. figures on a table enhanced with suitable
These wounds may be temporary or permanent, terrain. This doesn’t always mean the classic
depending on how well your opponent is shooting. western township; games can and will be
The aim of the game is to put your opponents out played in multiple locations, some urban,
of action, either by achieving an outright kill, or by some rural, so you can get started playing
a gradual reduction in their ability to fight on, until without a huge investment in real estate.
they “ride for the hills”. The ultimate career aim is
to achieve “Legend” status. • The size of table you use can vary depending
on what is available although 4’ by 4’ is ideal.
What’s included in the Rules? If you have less table space available, we
This rule book provides all of the rules you need recommend using 15mm or 10mm models
to play What a Cowboy! either as a one-off game and using centimetres instead of inches.

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.

• A further supply of six-sided dice marked 1 to


6. We refer to these throughout as D6. Six dice
per player should be sufficient for things like
firing and movement. Use dice of a different • A Character Record Sheet for each Character.
size or colour to your Action Dice to keep them Here you list their Name, Level, Weapons and
separate during play. Skills they have. This is also where we track
how many Action Dice the Character currently
• A tape measure or ruler marked in inches. has and how much ammunition is loaded in
Ideally one for each player. their weapon.

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.

On the Character Record Sheet you will place the


following:

Ammunition Trackers. In the box marked “Ammo”,


use a dice or multiple dice to track ammunition
with one pip shown for each round. One D6 will be
used for a ‘six-shooter’ with 2D6 for weapons with
Desperado Cards
more rounds, such as the Winchester. Desperado Cards reflect the fickle hand of fate that
watches over our Characters as they strive to carve
Bonanza Tokens. Each Character may have one out a reputation and stay alive! Desperado Cards
or more Bonanza Tokens dependent on their add an element of unpredictability to our games.
Character’s Level. A Shootist begins the game with They may only be used by the Character to whom
one, a Gunslinger with two and a Legend three. they were dealt. Desperado Cards are discarded
once played.
A Greenhorn, sadly, does not begin a game with
any but they, like other Characters, may gain them
as the game progresses. These tokens are used
during play to influence the action.

Action Dice. All Characters begin a game with


six Action Dice. When activated, rolling these
dice will determine what the active Character can
do. Action Dice may be lost during play, either
permanently or temporarily. Players keep their
Action Dice on the Character Record Sheet as a
For each game, randomly deal each Character one
means of tracking how many they currently have card from the Desperado Deck. If you are playing
in their Action Dice hand. Any Action Dice lost a campaign, Characters may gain additional
temporarily should be placed in the Shock Pool Desperado Cards.
from where they may be retrieved. Action Dice
lost permanently are removed from play. A Desperado Card may be played at any time
during the game and will take effect immediately.
It may be used to interrupt an activation, Bonanza!
or even Fast Draw.

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.

Once the table is set up, the scenario will determine


where each side will deploy.

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

1. Add up the relevant Character Morale Rating


The Bunting Gang make a Ride or Die test.
for all the Characters on your side still in play.
Jubilee is the highest Level character being
a Legend so rolls 4D6. He rolls a 1, 3, 4 and
2. Then reduce that total by one point for every
5. Unfortunately no 6’s! If Jubilee had a
two points of Shock present across your whole
Bonanza Token he could now play this and
force.
re-roll the dice. However, he has already
spent all his Bonanza Tokens. His brother
3. Add +1 for any Henchman Group with two
Campbell has a single Bonanza Token left.
models or more and within 6” of any friendly
As the Gang wants to stay in the game
Character.
Campbell plays his last Bonanza in order to
gain a re-roll. As he is not the highest Level
If the resulting figure is equal to or below the Ride
character in the Gang he may only re-roll a
or Die Rating, a Ride or Die Test occurs.
single dice. He takes his chance and rolls a
6. Success! The boys are still in the game!

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.

1: Move Changing an Action Dice may be done at any time


An Action Dice roll of 1 is a Move Dice. This allows during a Character’s activation.
a Character to move. Some movement is simple,
such as moving on level, open ground. Some
movement is more challenging, such as crossing Campbell Bunting’s card is dealt and he
obstacles, recovering from a Pin or leaping across rolls his 6 Action Dice. He rolls a 1,1,2,3,5,6.
a gap between buildings. This gives him two Move Dice, a Spot Dice,
an Aim Dice, one Shoot or Reload Dice and
2: Spot an Aces High Dice which can be changed to
An Action Dice roll of 2 is a Spot Dice. These allow anything he wishes.
a Character to spot a target. Spotting Characters
in Cover requires more Spot Dice than spotting As Campbell is a Gunslinger he can also
someone in the open. choose to change another dice. Wanting
to move quickly he decides to change the
3: Aim Spot Dice to a Move Dice. He now has
An Action Dice roll of 3 is an Aim Dice. Once a three Move Dice, an Aim Dice, a Shoot or
Character has spotted a target, they may shoot Reload Dice and an Aces High Dice. He
at it with any Shoot Dice available. However, a keeps the Aces High dice for the moment,
Character can improve their shot by aiming before as he wants to see how far he moves before
they shoot. Aim Dice make hitting a target easier. making that decision.

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.

Where multiple Move Dice are played, the dice


rolled for movement may be rolled together and
the total distance moved, or each Move Dice may
be played individually to allow the player to see
how far they go with each dice.

Deciding he wants to move quickly across


the table, Campbell has three Move Dice.
As he is simply moving from one place to
another, the first Move Dice played gives
him 2D6 of movement. Campbell decides
to play two of his Move Dice and rolls a 4,
5 and 5, giving a total move of 14”.
Enhanced Movement on Foot
Enhanced movement covers situations where a
Campbell must move the full 14” across Character wishes to do something more involved,
the table unless there is a specific point such as crossing a major obstacle, climbing or
such as a fence or building where the jumping.
player declares that he will stop if he
reaches it. Crossing Obstacles
Obstacles fall into two categories; minor and major.
He could be more cautious and play each A minor obstacle is a farm or garden fence, low
Move Dice separately. The choice is down wall, narrow stream, an unlocked door or similar.
to the player. A major obstacle is a man-height wall, snake rail
fence or climbing through a window.

Moving in Buildings The first minor obstacle encountered in an


A Character moving inside a building does so as activation may be crossed as part of basic
though moving in the open. Although buildings movement. Subsequent minor obstacles
include furniture and other obstacles, we assume encountered may be crossed but one Move Dice
that these do not influence play. Some large must be played in order to cross each one.
buildings may be divided into more than one area
and these are treated as separate buildings. To cross a Major Obstacle always requires one
Move Dice to be played. If no additional Move
When a Character moves to a window they may Dice is available, movement will stop at the Major
improve their visibility by declaring that they are Obstacle.
leaning out of the window at no cost. A stationary
Character who is already adjacent to a window
must play a Move Dice in order to lean out.
13
dice (or one of the dice if a double is rolled). The
Elijah Plugshaw is moving round the rear of
higher dice rolled indicates the number of inches
the Jail. He wants to cross two fences, one
moved. If still in the difficult ground and wishing to
3” away and the other 7” away. He has rolled
move again, two more Move Dice will be required,
10” for his movement. The first fence can be
again rolling 2D6 and discarding the lower dice.
crossed without penalty as part of normal
Difficult Ground may be crossing a river, marshland,
movement, but the second obstacle requires
rocky slopes or similar.
a Move Dice to be played. As he still has a
Move Dice available he plays this to cross the
Carrying Heavy Loads
second obstacle and finishes moving the full
When carrying a heavy object or pushing a light
10””.
vehicle, move as if moving in Difficult Ground.

Stairs and Ladders If other friendly Characters or Henchmen are


Characters must play a Move Dice to move up or within 4”, they may “lend a hand” allowing them
down stairs or ladders. If the Character is within to move normally but it is only the first of the
2” of a ladder or anywhere in a building where Characters activated in the Turn who rolls the
stairs are present, they may move up or down one Action Dice; Characters subsequently activated
storey by playing a Move Dice. The Character may do not roll any Action Dice as they are deemed to
then reposition up to 2” from where they exited have been activated already in this Turn.
the stairs or ladder at no additional cost.
Pushing heavier vehicles may require more muscle,
Moving in Difficult Ground
but this must be driven by the scenario.
When moving across Difficult Ground, roll 2D6 for
the first Move Dice played and discard the lower

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.

When climbing, a Character may not spot, aim,


If the Character fails to make the jump, their
fire, reload or undertake any other action. They
movement ends; the figure falls to the ground and
may not attempt to Dodge if shot at.
they take a Fall Test if they fall over 1”.

Deputy Wilson is activated next and rolls


1,2,2,4,5,6. He is a Shootist so can only
change the result of the Aces High Dice.

Keen to move from his exposed position on


the balcony, Wilson decides to leap onto the
balcony of the adjacent laundry, 4” away. He
plays a Move Dice and rolls 2D6, discarding
the higher roll. He rolls a 3 and a 4 so must
discard the 4 leaving him with a jump of
3”. Just not enough to clear the 4” gap and
Wilson falls 3” to the street below and must
take a Fall Test.

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

Once a Task has been started, a Character may not


play any other Action Dice until this is completed
or abandoned. If a Task is abandoned, it must be
recommenced from the start.

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.

A mounted Character may combine multiple Move


Dice to move both mounted and dismounted in
the activation, dismounting or mounting between
the two.
19
Galloping The In Control Test
A mounted Character may move at the gallop, To take an In Control Test, roll a D6 and consult
moving 3D6 inches for each Move Dice played. the following table.
When galloping, a Character must move the full
distance rolled unless they can successfully pull up In Control Test
short by taking an In Control Test. Dice Result
1 Horse rears and the Character falls.
When galloping, movement must be in a straight Take a Fall Test adding +1 (or +2 if
line. The rider may change direction by up to 45 galloping). Place a Pinned Token on
degrees for each subsequent Move Dice played. the Character.
A Character may attempt to turn more tightly, 2 Lose Control and horse bolts. Move
changing direction by between 45 and a maximum 2D6 inches in a random direction. The
of 90 degrees, by taking an In Control Test. horse will ignore minor obstacles but
always avoid any impassable obstacle
A Character may gallop for part of their activation, or terrain. If a double is rolled, the
changing speed if multiple Move Dice are played. rider falls and takes a Fall Test. If the
rider falls, a Pinned Token is placed on
the Character. The horse is removed
from play.
Jubilee could decide to gallop and move 3 Lose your stirrups. Roll a D6. On a
3D6” for each Move Dice allocated. If roll of 2 to 6, the horse pulls up and
playing all the dice together, he must move a Pinned Token is placed on the rider.
the full distance. If he plays each Move Dice On a roll of 1, the rider falls. Take a Fall
separately he could roll 3D6” and move that Test.
4 Horse pulls up but drop your reins.
full distance and then change direction up to
Place a Pinned Token on the rider.
45 degrees before playing his second Move
5, 6 Success. Horse is brought under control
Dice, again moving 3D6”.
and stops, facing in the direction the
player wishes.

Jumping Obstacles If the horse moves in a random direction, roll a


Mounted Characters attempting to jump obstacles D6 and use the template below to determine the
up to 1” in height, such as a fence, pile of timber resulting direction of travel.
or barrels, or low-lying linear obstacles, such as a
stream or ditch of between 1” and 2” in width, must
roll 1D6 to see if they make the jump successfully.
They succeed on a roll of 3 or more if galloping, 4
or more for other mounted movement. If the jump
is successful, they continue to move the mounted
Character as normal. If the jump fails, The horse
will stop, pulling up at the obstacle, unless the
horse bolts. Roll on the “In Control Test” table.

No obstacle higher than 1” or wider than 2” may


be jumped.
20
Mounting & Dismounting attempt to Whip the Horses which will allow them
A Character in base contact with their own horse, to move 2D6 inches for all Move Dice played.
may mount by playing one Move Dice. Dismounting However, when doing this there is a risk of things
may be done at no cost, with the Character being going wrong. Roll on the following table before
placed anywhere immediately adjacent to the the vehicle moves.
horse.
WHip the Horses
A Character may play multiple Move Dice to move Dice Result
both mounted and dismounted in their activation. 1 One of the wheels comes off. Move
1D6 inches forward. All passengers
Tethering a Horse must make a Fall Test with the
When a Character dismounts the horse is assumed
following modifiers:
to be held by the reins. If the Character then
+1 if the horses were whipped in the
moves on foot, the horse may be led and moved
previous Turn
with them but may not cross any obstacle. A horse
+1 if on the stage roof or open wagon
may be tethered to a hitching rail, tree or similar
-1 if inside the stagecoach
by playing one Move Dice.
2 Move full distance, but a horse pulls
If a Character moves away from their horse up lame. May not be Whipped for the
without tethering it, the Character will be unable rest of the game.
to remount it during the game. The horse is 3 Horses are fatigued. Roll 1D6 for each
removed from play, having gone to seek oats, but it Move Dice played for the rest of the
will be recovered after the game. A Thoroughbred game.
will never wander away and does not need to be 4,5,6 Continue as normal.
secured.
Characters may be positioned in or on the wagon
Moving on Wagons or Conveyances or stagecoach. Up to two Characters may be
A wagon or conveyance, such as a stagecoach, that inside a stagecoach. A further two Characters may
plays an active part in the game will have a driver also be positioned on the roof or alongside the
who will have their own card in the Game Deck. driver. Wagons will vary in capacity depending on
When activated, the driver will roll six Action Dice size. Two to four Characters will be a reasonable
as normal which will be allocated by the player capacity limit for most wagons.
controlling the wagon. The only dice they can
play are Move Dice or an Ace’s High converted to If a wagon or conveyance is stationary, a Character
a Move Dice. If the vehicle is on an established may move onto the wagon or stagecoach, counting
track, one other Action Dice may be changed to a it as a minor obstacle. If the vehicle is moving, a
Move Dice. All other dice are ignored. Character may climb on board by moving into
contact and then playing an additional Move Dice
For the first Move Dice played in an activation, the
to clamber up.
vehicle will move 2D6 inches. For each subsequent
Move Dice played, the vehicle will move a further
1D6 inches.

If the controlling player wishes, the driver may

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.

Spotting Mounted Characters


A mounted Character cannot use Cover by moving
up to the corner of a building or other large
obstacle as a Character on foot is able to do. If a
mounted Character moves up to the corner of a
building and is able to see round it, that Character
can be spotted without the benefit of any Cover.

Any Cover between the spotting Character and the

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.

Pistol or Sawn-off at 4” or less +1 If a Character fails to Dodge successfully, they


Firing at over Effective Range -1
suffer the effect of the shot. See Hit Effects below.
For each Aim Dice used +1
Shooting at Henchmen +1
A Successful Dodge
Aimed Shot with a Rifle over 12” +1
A Character who makes a successful Dodge has not
A modified result of 1 to 4 is a miss. Irrespective been hit as they have, literally, dodged the bullet.
of modifiers, a roll of 1 is always a miss. A hit is A Character who Dodges will have a Pinned Token
scored on an modified roll of 5 or more. placed next to them unless one is already present.
Characters may never have more than one Pinned
Token.
Deputy Wilson plays his Shoot Dice (4 or 5)
to take a shot at Jubilee Bunting. He rolls a
Where a Character is adjacent to a solid structure
single D6 for the shot and rolls a 6. He has
that blocks line of sight, a successful Dodge will
a +1 as he played an Aim Dice which gives
always force them back out of line of sight.
a result of 7. He has hit the Legend and has
potentially inflicted a Critical Wound.
Where there is Cover or Area Cover within 4”, a
successful Dodge allows the Character to Dodge
Had Wilson reduced the range to 4” or less
into or behind that. Legends and Gunslingers can
he would have gained a further +1 for using a
always make use of nearby Cover in this manner.
pistol at that very short distance.
Greenhorns and Shootists only Dodge into such
Cover if that does not result in them moving closer
to the shooter, otherwise treat them as having no
In What a Cowboy!, a hit means that the general Cover available. They may still be Spotted if the
target area has been hit; however, the target still Shooter plays an additional Spot Dice.
has a chance to avoid damage by diving clear or
dodging back into Cover in a cinematic manner. Where a Character is behind Cover and cannot
This is called a Dodge. move out of line of sight, a successful Dodge means
that they will hunker down behind this. They may
Dodges still be Spotted if the Shooter plays an additional
In most situations, when hit by a shot, the target Spot Dice.
Character rolls 1D6 to see if they can successfully
make a Dodge. Where the Character is in the open with no Cover
nearby, a successful Dodge means the Character
If the target is in the open: A successful Dodge is dives to the ground on the spot; “hitting the dirt”
made on a roll of 5 or 6. If the Character already and going prone. They are still visible to the
has a Pinned Token, they may not attempt a Dodge. Shooter.

If the target is in Cover: If in Cover or Area Cover,


a successful Dodge is made on a roll of a 4, 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.

hit effect table Bunting rolls 1D6 to determine the hit


Roll Effect location. He rolls a 4: a Head Wound.
1-4 No Effect.
5 Shock. Place one Action Dice in the Bunting immediately loses two Action Dice
Character’s Shock Pool. permanently and a further one Action Dice
6 Wound. Lose one Action Dice temporarily into his Shock Pool. Due to his
permanently. Place one Action Dice in head ringing and blurred vision he’ll need
the Character’s Shock Pool. to play one additional Spot Dice when
7+ Critical Wound. Place a Pinned Token spotting a target for the rest of the game.
next to the target. Roll on the Critical
Wound Table below and apply the
results.

If a Critical Wound results, roll a D6 on the Critical


Wound Table to determine where the target has
been hit and what the effect is.

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.

Out of Action! When shooting from a moving horse no Aim Dice


Once a Character has no Action Dice remaining can be played. A rider can shoot from a moving
in play, they either flee the table or are badly horse with a pistol using one Shoot Dice. Firing
wounded and deemed Out of Action. In either with a rifle from a moving horse requires two
case they are removed from play. Shoot Dice to be played for each shot fired.

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.

As he is mounted, Delfont must roll a 6 to Roll Effect


Dodge. However, he rolls a 1. He places one 1 A friendly Character or Townsfolk is hit
Action Dice into his Shock Pool but, as he 2 to 5 The round misses everyone
is also mounted, this means the shot hits 6 An enemy Character is hit
his mount. Delfont must take an “In Control
Test”. See page 20. Where more than one such Character is present,
roll a D6 to see who has been hit. A Character hit
by a Near Miss places one of their Action Dice in
Shooting at Wagons and Conveyances their Shock Pool. A Near Miss cannot be Dodged.
A horse team may not be targeted when shooting; A civilian Townsfolk hit will collapse to the ground
the target must be the driver or any Character on and be removed from play. A Gang that hits one
board. Firing against Characters is done as normal,
or more Townsfolk will automatically gain a Bad
allowing Cover for any target inside a stagecoach.
Reputation which may have negative implications
in a campaign game. See page 77.
In some scenarios, a wagon or conveyance will
have a non-player Character driver. If the driver
loses half of their Action Dice due to being shot,
Dropping Items when Shot
If a Character is carrying anything other than their
they will flee and are removed from the game.
own weapons when they are wounded or Dodge,
The wagon will move 2D6 inches directly forward
they may drop those items. Roll a D6. On the roll
the next time it activates and then stop.
32
Elijah Plugshaw shoots again. He misses and, unfortunately, Miss Molly Muldoon, a Townsfolk waiting
for the next Stage to Deadwood, is within 2” of the line of fire. A D6 roll of 1 shows that a Townsfolk
has been hit. Miss Molly falls to the ground and is removed from play. Elijah has just gained a Bad
Reputation!

of a 1 to 3, the objects being carried are dropped


and placed on the ground at the point where
the Character was hit. If the Character is forced
to move due to a Dodge, any objects will remain
where they were dropped.

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!

An Action Dice recovered cannot be rolled in Character Skill Level


the current activation but will be restored to the Legend 3
Action Dice area on the Character Record Sheet Gunslinger 4
Shootist 5
and rolled when subsequently activated.
Greenhorn 6
34
If all three rolls are equal to or greater than the If the proposed Hollywood Stunt is deemed by the
Character’s Skill Level, the Trick Shot has been players to be especially difficult, feel free to add a
successful and the target takes a Wound. +1 modifier to the Skill Level required, or even +2
for a stunt that looks almost impossible!
If two rolls are equal to or greater than the
Character’s Skill Level, the Trick Shot is partially In order to see whether the Hollywood Stunt
successful and the target moves an Action Dice to is successful, roll 2D6. If both rolls are equal to
their Shock Pool. or exceed the Character’s Skill Level, the stunt
is successful. The Character may complete the
If only one roll is equal to or greater than the proposed Stunt and then continue to play any
Character’s Skill Level, the target takes a Pinned Action Dice they have available.
Token.
If only one roll is equal to or exceeds the Character’s
If all three rolls fail, the shot ricochets and hits the Skill Level, the Character has been partially
firer! The firer takes a Pinned Token and places an successful. They complete the proposed Stunt but
Action Dice to their Shock Pool. gain a Pinned Token. A Move Dice must be played
to remove the Pinned Token before any of the
Hollywood Stunts Character’s remaining Action Dice may be played.
Occasionally, a player may want their Character If a Move Dice is not available, the activation ends.
to do something suitably cinematic and possibly
If both rolls fail, the Stunt has failed spectacularly.
highly risky! Examples of such “Hollywood Stunts”
The Character gains a Pinned Token and must
could be diving through the saloon plate glass
immediately take a Fall Test, adding +2 to the dice
window before coming up ready to shoot; leaping
roll. Any remaining Action Dice are returned to
onto a moving stagecoach from a galloping horse;
the Character Record Sheet and the Character’s
jumping out of an upper floor window onto a activation is over!
wagon trundling past below or leaping off a roof
onto an unsuspecting enemy below. The more Don’t forget that a Bonanza Token may be used
dramatic the better. But remember, a Hollywood to re-roll any set of dice including a Skill Test, but
Stunt must at least be possible, however unlikely! both dice must be re-rolled, even if only one of the
original dice rolled failed.
A Hollywood Stunt may never have more than two
elements to it. So, it is perfectly permissible for
the Character to attempt to dive through the plate
glass window and come up with their gun drawn
ready to shoot. The Character could not dive
through the window, come up ready to shoot and
then shoot! The Character would need to succeed
at the Hollywood Stunt and then play a further
Shoot Dice in order to fire their weapon.

In order to attempt a Hollywood Stunt, a Character


must play both a Move Dice and an Aces High Dice.
They then roll against the Characters Skill Level.

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:

Defender BRawlin’ Brawlin’ Hit Table


Legend Current Action Dice -1 Fists, pistol or rifle butt 5, 6
Gunslinger Current Action Dice -2 Knife, axe, tomahawk 4, 5, 6
Shootist Current Action Dice -3 Sword, Indian Lance or bayonet 3, 4, 5, 6
Greenhorn Current Action Dice -4
Henchman Group 1 Dice for every figure Total up the number of hits for both players. The
Weapon or skill +/- dice players compare the number of hits scored with
benefits each hit cancelling out an opponent’s Hit. The
Mounted +1 dice Character with one or more net hits wins the fight
Attacked from behind -1 dice in every 3 and the Brawlin’ Results Table is checked.
Pinned -1 Dice

When subtracting Dice for the Character’s Level,


the lowest result possible is zero before other
adjustments are made. In all situations, a Character
will always have a minimum of one Brawlin’ Dice.

Both players roll their Brawlin’ Dice. The score

Brawlin’ Results Table


Net Hits Results
The fight is a draw.
Both Characters take one Shock; remove one dice from each Character’s Action Dice Pool.
0 Fight a second round of Brawlin’ immediately using the same Combat Dice pool less
any Dice lost to Shock. If this results in a draw, move both figures 1” back and inflict one
additional Shock on each Character. The fight then ends. Any unused Action Dice held by
the Attacker are lost.
Inflict one Shock on the losing Character and move them 2” directly away from the direction
1 of the attack.
Any 6’s rolled by the loser inflict a Shock on the winner.
Inflict two Shock on the losing Character and move them 2” directly away from the direction
2 of the attack.
Any 6’s rolled by the loser inflict a Shock on the winner.
Inflict one Wound on the losing Character and move them 2” directly away from the
3 direction of the attack.
Any 6’s rolled by the loser inflict a Shock on the winner.
Inflict one Critical Wound on the losing Character and move them 4” directly away from
4+ the direction of the attack.
Roll on the Critical Hit table. Place a Pinned Marker on the Character
Any 6’s rolled by the loser inflict a Shock on the winner.
39
If the Attacker loses Action Dice to their Shock
Pool and they have some Action Dice still to play in
LeRoy Delfont is mighty angry about
their current activation, they must choose which his horse being wounded. His card has
of their remaining Action Dice to place there. If been dealt and he rolls 1,4,5,5,6 on his
no unplayed Action Dice remain, the dice must be five Action Dice (he lost one Action Dice
moved from the played Action Dice to the Shock to Shock when the Sheriff shot at him).
Pool. The Character’s activation then ends.
Delfont did not take a Pinned Token as he
If an active Character wins a fight and has any is mounted, so he uses his first Move Dice
unplayed Action Dice remaining, they may now to gallop towards the Sheriff, rolling 17”.
play those. If an active Character loses a round of Despite being a Greenhorn, with a fistful of
Brawlin’, all unplayed Action Dice are discarded for 4’s and 5’s he is clearly ready for a fight. He
this Turn and their activation ends. plays all three Shoot Dice and one Ace’s High
Dice to make a violent attack on the lawman.
Brawlin’ on Horseback Five Brawlin’ Dice.
Mounted Characters have some advantage when
Brawlin’ due to their height and the weight of the Delfont then adds +1 dice for being mounted
and +1 dice for galloping. Seven dice in total.
horse but without a weapon with sufficient reach
may find it difficult to land a telling blow on an
The Sheriff is a Gunslinger. He has all six
opponent.
Action Dice still in play so he gets four
Brawlin’ Dice (6 - 2) with no modifiers. Both
A mounted Character always rolls one additional
men are fighting with the weapons in their
Brawlin’ Dice and a further one if galloping
hands, so both hit on a 5 and 6.
into contact with their opponent. To count as
galloping, the Character must have declared they Delfont rolls three hits; 5, 5 and 5. The
are galloping, rolled 3D6 inches and moved at least Sheriff rolls just two hits but they are both
6” before fighting. 6’s. That’s a net one win for Delfont. The
Sheriff falls back 2” and takes one Shock.
When galloping, one round of Brawlin’ is fought
and the results applied after which the rider and As he is galloping and has no wish to take
horse will continue to move directly forward, an In Control Test to pull up to continue
moving past their opponent and completing their the fight, Delfont then completes his move,
full move. If this takes them into contact with moving past the Sheriff. As the Sheriff rolled
another of their opponent’s Characters, they will two 6’s, Denton may have won but he must
fight another round of Brawlin’. place two Action Dice in his Shock Pool. A
brief but bruising encounter.

If the Character wishes, they may attempt an “In


Control Test” in order to pull-up.

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.

Whilst a player may interrupt a moving opponent,


If more than one player simultaneously calls
they may not retrospectively interrupt an
“Bonanza!”, the higher Level Character will take
activation after their opponent has already rolled
their Bonanza first. If the Characters are the same
their dice to shoot. A Character may not interrupt
Level, both roll 1D6 with the higher roll playing
their own activation.
their Bonanza Token first.
When a Bonanza Token is played, the interrupting
player rolls their Character’s Bonanza Dice. The A Character may call “Bonanza!” if they have a
number of Bonanza Dice available depends on the Pinned Token. However, they are dependent on
Character’s Level and the number of Action Dice rolling a Move Dice or Aces High Dice with one of
currently available to them. The number of Bonanza their Bonanza Dice in order to remove the Pinned
Dice rolled by a Character is shown below. There Token before any other Action Dice can be played.
is no minimum number of dice; some Characters If they are unable to remove the Pinned Token, the
with reduced Action Dice will get no dice. Bonanza Token is lost, even though the Character
has failed to activate.
Character Level Bonanza! Dice
Greenhorn Current Action Dice -4 If the active Character receives a Pinned Token as
Shootist Current Action Dice -3 a result of the “Bonanza!”, they must play a Move
Gunslinger Current Action Dice -2 Dice to remove this before they can play any other
Legend Current Action Dice -1 Action Dice. If that is not available, their activation
ends.
The Character interrupting now plays their
Bonanza Dice exactly as normal Action Dice, with
these determining what they may do. No matter If, as a result of the “Bonanza!”, the active Character
what their Level, Characters may not change any loses Action Dice due to a wound or Shock, they
of the Bonanza Dice rolled other than any Aces must reduce the number of Action Dice from the
High Dice. unplayed Action Dice currently in play. The active
player may select which of the unplayed Action
Campbell Bunting activates and draws Dice are discarded before playing any remaining
a bead on Elijah Plugshaw. Plugshaw Action Dice. If no unplayed Action Dice remain,
decides he needs to react and, shouting the dice must be moved from the played Action
“Bonanza”, interrupts Campbell.
Dice to the Shock Pool. The Character’s activation
then ends.
As Elijah is a Shootist, he rolls three
Bonanza Dice (6-3) rolling a 1,4, and 6.
Deciding discretion is the better part of
valour, he immediately declares he is
playing his Move Dice to move 2D6” with
the intention of dashing across the street
and out of sight of Campbell. If he doesn’t
make it, he can always use his Aces High
Dice (6) to move again.

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.

Move Henchmen are assumed to have a mixture of


Henchmen move exactly as Characters but all of pistols, rifles and shotguns and do not get any
the Group move together with one roll of any specific weapon Characteristics or benefits.

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.

As they do not have any friendly characters Aces High


within 6” they cannot aim so discard the 3. If a friendly Character is within 6” and in line of
sight of a Henchmen Group, they may play any
They have four Shoot Dice but as there are
Aces High Dice rolled as they wish. If no Character
only three figures in the Group they may
is present, the Henchmen Group may only ever
only play three of these. They may take three
use a single Aces High Dice.
shots with a -1 modifier to each dice roll as
Bart and Toni are not in Effective Range.
When a Character activates within 6” of a
Henchman Group the Character may play any of
their Aces High Dice to recover one Shock for the
Where a Henchman group fires multiple shots at
a target, these shots are spread across the target Henchman Group or to remove a Pinned Token
Character and other Characters or Henchmen from the Henchman Group. This represents the
within 2” of the target unless they are aiming with Character rallying their Henchmen.
a Character directing their fire.
“Follow Me!”
A Legend or Gunslinger Character may play an Aces
The Henchmen Group takes three shots. High Dice to give a Henchman Group within 6” a
They are divided between Toni Panatone “Follow Me!” order. This allows the Group to move
and Bart Clampton as they are within 2” with that player during the current activation.
of each other.
The Henchman Group will move with the Character
A dice is rolled to see which Character and will normally finish their movement within
takes two shots and Toni is unlucky, taking
6” of the Character. However, the Character may
two with Bart Clampton taking one shot.
choose to tell the Henchmen to stop at any point
These shots are then rolled for as normal,
during the move while the Character continues to
with the targets having the opportunity
move.
to Dodge any successful hits.

This does not count as an activation for the


Henchman Group!

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.

When a Critical Wound is inflicted on a Henchman


Group, do not roll on the Critical Hit Table; instead Henchmen & Force Morale
remove two Action Dice permanently and place A Henchman Group within 6” of any friendly
one Action Dice in the Shock Pool. Remove a single Character will add +1 to a side’s Ride or Die Rating
Henchman and place a Pinned Token on the group. at the end of a Turn when calculating whether a
Ride or Die Test should be taken. If further away
from a Character, then the Henchman Group is
ignored. (see page 8).

47
Townsfolk are the inhabitants making a living in
our landscapes. A number of Townsfolk may be
present on the table.

Roll 6D6 and ignore any roll of 1 or 2. For each


3, 4 or 5 rolled, a single Townsfolk figure is placed
on the table. For each 6 rolled, a Group of three
Townsfolk is placed on the table.

Starting with the Defender, each side will take it in


turns to place one Townsfolk or group of Townsfolk
onto the table, until all Townsfolk have been
placed.
Townsfolk Reaction
Townsfolk in the Game At the end of a Turn, if no shots have been fired,
At their most simple, if a single Townsfolk figure our Townsfolk are assumed to be going about their
or Group of Townsfolk interrupt the line of sight normal business and are left where they are.
between one Character and another they always
count as a piece of Cover. If a Character or Henchmen Group shoots while
standing within 6” of any Townsfolk or moves
within 1” of them, they will react. Roll on the
following 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.

Roll on the Townsfolk Reaction Table and apply


the result. If a “Have a Go Hero” or “Run for Your
Lives” result is rolled, apply that result. If the result
is “Frozen”, the Townsfolk figure is seized and used
as a human shield.

If attempting to use a Group of Townsfolk as a


Human Shield, apply a -1 to the Townsfolk Reaction
roll.
If a Character has rolled any Aces High Dice as
49
Recruiting Your Gang and then use what money remains to enhance
You have now read all the rules you will need to their equipment.
play What a Cowboy! In this Book you will find out
how to recruit your Gang, create Characters and Character Cost
assign them backgrounds and Skills. This could be Greenhorn $10
for a quick one-off game or for a whole campaign. Shootist $20
Gunslinger $40
The Pick-Up Game Legend $60
A Pick-Up Game of What a Cowboy! is perfect
for learning the rules or for a game at a show or
convention. The Characters represented will be
more varied than those at the start of a campaign
but you won’t get the chance to see them grow
and evolve.

To jump right in with a pick-up game, you’ll need to


create your Gang. Agree a total cost for each side
and select Characters and equipment to this dollar
total. A limit of $150 per side will provide a good
game for two to four players. Buy your characters
50
The Campaign Game four Characters for each player is manageable for
If playing a campaign, the players form two your first campaign. Half the Gang will be made up
opposing factions. This could be a Gang of outlaws of Shootists and half Greenhorns.
against the town Sheriff and his deputies, or two
competing rancher families intent on making A Particular Set of Skills
“Lardville” their personal fiefdom. All of our Characters have a background and
experience that will help (or possibly hinder) them
Ideally, you will have enough players so that each in their search for fame and glory. Roll 1D6 for
player will start the campaign with two Characters: each Character on the appropriate table for their
a Shootist and a Greenhorn. Six Characters is ideal Level to determine their background. Then roll
for a full Gang but if there are just two players, 1D6 to see what positive Skills or negative traits
they have. A Legend will always roll twice for Skills.
Greenhorn
Background Skills & Traits Background Skills & Traits
Townsperson 1: Soft Shopkeeper 1: Soft
2: Jumpy 2: Slow
3-5: No Skill 3-5: No Skill
6: Deadeye 6: Scrounger
Cowhand 1: Jumpy Railroad Worker 1: Slow
2-4: No Skill 2-4: No Skill
5: Tough 5: Tough
6: Born in the Saddle 6: Strongman
Miner 1: Slow Homesteader 1: Jumpy
2-4: No Skill 2-4: No Skill
5: Tough 5: Swift
6: Brawler 6: Woodsman

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.

53
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.

54
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

The weapons listed above are available to all Knife


players. However, to benefit from having a knife, A Character with a Knife Fighter Skill may use a
a Character must have the Knife Fighter Skill from knife when Brawlin’. A knife hits on a 4, 5 or 6
the Fighting Skills Table. when Brawlin’. A result of “Two Shock” on the
Brawlin’ Results Table becomes a Wound. May be
Also available at the General Store is a selection of thrown up to a range of 6” but is then lost until that
equipment that all Characters may purchase. opponent is Out of Action or leaves the combat.

General Store Thick Furs


Equipment May only use two Move Dice in any activation.
Item Cost When rolling for a Critical Wound against this
Thick Furs $50 Character, apply a -1 unless a 6 is rolled, which still
“Ned Kelly” Armour $200 Rare results in a Kill.
Shoulder Stock $50
Spy Glass $80
Telescopic Sight $200
Brass Knuckles $10
Arm Holster $50 Rare
Dynamite $20 per stick
Fancy Duds $100
Pearl Handled Grips $150 Rare
Quarter Horse $50
Thoroughbred Horse $100

To assist making your purchases, consult the


following list to see what benefits these items can
give.

56
‘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.

When Spotting, this Character must play an


additional Spot Dice due to restricted view.

When Brawlin’ their opponent reduces the number


of dice they roll by two.

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.

Telescopic Sight Pearl Handled Grips


+1 to hit when taking an Aimed Shot over 24” range. Custom made pearl handles may be added to any
pistol. These allow the Character to re-roll one
Brass Knuckles hand of shooting dice per game.
A Shoot Dice must be played to put on or remove
Brass Knuckles. A Character cannot Shoot a Quarter Horse
weapon when wearing Brass Knuckles. If a round A Character may aim from a stationary Quarter
of Brawlin’ is won when wearing Brass Knuckles, Horse by playing just one Aim Dice.
add one additional Shock to the effect.
Thoroughbred
Arm Holster The player rolls one additional D6 when moving
When used in conjunction with a Derringer, this and chooses which dice to use for movement
allows the user to interrupt and fire a single un- distance. A failed In Control Test may always be re-
aimed shot at a target within 6” without using a rolled once. A Character may aim from a stationary
Bonanza Token, once in any game. Thoroughbred by playing just one Aim Dice.
57
The Gunsmith
While Greenhorns will buy their weapons from the General Store, a Shootist, Gunslinger or Legend may
purchase from the Gunsmith, where a better selection is available for the discerning customer. Rare
weapons may only be purchased by Gunslingers and Legends

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

58
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.

Bowie Knife Sword


Only useable if the Character has the Knife Fighter Only useable if the Character has the Sword Fighter
skill. Hits on a 4, 5 or 6 when Brawlin’. A result skill. Hits on a 3, 4, 5 or 6 when Brawlin’. A result
of “Two Shock” on the Brawlin’ Table becomes a of “Two Shock” on the Brawlin’ Table becomes a
Wound. Adds +1 to a Critical Hit Roll. Wound. A Wound on the Brawlin’ Table becomes
a Critical Wound.
Gatling Gun
Nothing makes a statement like a shiny new Gatling War Wagon
gun. This may be deployed from a Deployment The War Wagon is an armoured stagecoach
Point, Ambush Point or wheeled on from the equipped with a turret mounted Gatling gun. It
Gang’s normal Deployment Edge. has a driver who cannot be targeted and a single
Character manning the gun.
A Gatling Gun may be moved by one Character as
if moving in Difficult Ground. If a second Character The War Wagon moves as a stagecoach. The turret
or Henchmen Group “lend a hand”, the Gatling mounted Gatling gun is fired using the rules for
Gun moves at normal foot speed. The Gatling Gun Gatling Guns, above.
cannot cross obstacles or move through Difficult
Ground. A Gatling Gun may not move and fire in When fired at, the Character manning the gun
the same Turn. However, the shooter may traverse adds +2 to any Dodge rolls made. Any Critical
the gun, rotating up to 90 degrees for each Move Wound Rolls on the Character are made with a -1
Dice used, and not count as movement. modifier; a modified 1 being an additional Shock
without any other effect. To Spot a target, the
A single Character may fire the Gatling Gun. A Character firing requires one additional Spot Dice
target must be spotted before it can be fired at, due to their restricted view.
but another Character within 2” of the gun may
Spot with any targets seen by the spotter assumed
to have been spotted by the Character firing. Any
Spotted Characters within a 90 degree firing arc
may be shot at.

For each Shoot Dice played, the shooter rolls 3D6.


If hit, the target makes one Dodge roll. If two of
the three dice rolled are 1’s, the Gatling gun has
jammed and cannot fire for the rest of the game.

59
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.

60
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.
61
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.

When deploying from a Moveable Deployment


If an Ambush Point is contacted by an enemy
Point, the Character may always change one Action
Character, it is immediately removed from play.
Dice to a Move Dice. This is in addition to any Aces
The Character who makes contact will gain one
High Dice or dice that the Character’s Level may
Reputation Point.
allow them to change.
Henchmen Group
Once a Character deploys from the Moveable A Group of Henchmen become available claiming
Deployment Point the Deployment Point becomes to be local toughs, but they are likely to be chancers
fixed and may not be moved again. hoping for a few dollars to waste in the Saloon.
Henchmen Groups are covered on page 45.
An enemy Character may attempt to spot a
Moveable Deployment Point when they are
activated. Normal Spotting rules apply but one
additional Spot Dice is required. If successfully
spotted, a Moveable Deployment Point that is in
Cover becomes fixed and cannot move further. If
it is spotted when in the open, the Deployment
Point is moved away from the spotter into the
nearest available Cover where it is then fixed. A
Moveable Deployment Point which has been fixed
may still be used for deployment.

If a Moveable Deployment Point is contacted by an


enemy Character, it is immediately removed from
play. The Character who makes contact will gain
one Reputation Point.
62
The simplest way to play What a Cowboy! is the our campaign landscape but you can make this
pick-up game where you dice for your Characters, as detailed as you wish. The simple option is just
place some terrain on the table and get playing. to scribble the name of the territories on a sheet
This is ideal for learning the rules or an occasional of paper, but actually creating a sketch map will
game at the local club or gaming group. However, enhance the experience for all involved.
What a Cowboy! is much more fun when run as
a campaign; where our Characters develop their At the heart of every great cowboy story is the
own personalities, gain reputation, new Skills and, local town. This lies at the very heart of our
with luck, progress from a lowly Greenhorn to a campaign setting. Name your town to suit your
true Legend of the Old West! campaign. This could be a historic location such
as Dodge City, a location from a film or book, the
Landscapes and Territories infamous Lardville or somewhere entirely of your
The landscapes and territories of the Old West are own creation.
wide and varied and the campaign system reflects
that. Before our campaign begins, we need to map Close by and immediately adjacent to the town are
out the region that is to be fought over. four Outskirt Districts. These may be just a few
hundred yards from the centre of town or up to an
The template on the next page is used to build hour’s ride in the saddle.
63
The first job is to populate the map using the
tables opposite to see exactly what the campaign
map looks like.

The Campaign map


Roll 2D6 on the table opposite for each of the four
Outskirt Districts. If you roll the same result twice,
choose an alternative district that you prefer. If
a double is rolled, add a small creek to that area.

Next, roll 2D6 for each of the five Outlying


Territories. If you roll the same result twice,
choose an alternative district that you prefer. If a
double is rolled, add a river to that area.
On the template, the outskirts are the four areas
marked 1 to 4 immediately surrounding the town. You can make a note of the features in the various
areas by simply noting them on a sheet of paper,
Beyond the Outskirts are five more remote areas but below is a map showing Lardville with its
four Districts of the Railroad Station, Timber Mill,
which lie up to a day’s ride away. These are the
School House and New Suburb. Further afield are
Outlying Territories and it is here that a campaign
the Outlying Territories. Why not use this for your
will begin.
first campaign?

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

The Outlying Territories


Dice Roll Territories
2 Desert
3 Mountains
4 Prairie
5 Railroad Construction Site
6 Hacienda or Mission
7 The Mine
8 Mexican or Native American Village
9 Lazy-S Ranch
10 Dry Gulch Canyon
11 Ghost Town
12 Abandoned Cavalry Fort

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!

The Outskirt Districts


Prospector’s A tented village has sprung up on the outskirts of town to house the many prospectors
Camp attracted by the lure of gold in the surrounding rivers and hills. Some of the more
established prospectors may have built shacks and other entrepreneurial souls may
have set up an unlicensed moonshine house. As the camp becomes more permanent,
we may find a Land Claims Office and Assay Office. An unlicensed saloon or still for
moonshine is highly likely.
Railroad A small station building and platform have been built, maybe along with a hotel. You
Station may see a small coal yard where the engines can refuel along with a water tower. There
may also be stock yards where cattle are held ready for transfer to the cattle trucks.
There may even be a rusting engine.
Timber Mill A large mill dominates the district with one or two smaller office buildings or sleeping
quarters for the workers. Large stacks of timber and cut planks will be seen as well as
wagons waiting to haul cut timber or finished wood. Often situated near the woodland
providing the raw material for the mill; this area will usually be wooded with a mix of
deciduous and fir trees.
Livery Yard On the edge of town lies the livery yard which is made up of one or two large barns and
livery stables; possibly a blacksmith’s along with various fenced off areas. Typically, piles
of sacks and hay may be seen along with water troughs. Horses and/or cattle may be
seen in some of the fields.
Homestead Not far outside of town is a small homestead with a newly built house, a well, a couple
of modest outbuildings and some enclosed fields where crops have been sown. A wagon
will be present and a pen for livestock.
School On the outskirts of town is the School House with its modest yard where the children
House play. Set in a residential area, there are houses, sheds and outhouses close by; matbe
even an almost ubiquitous Chinese Laundry?
Graveyard On the edge of town, often on a small hill, will be found the town’s graveyard. Small but
growing, whether through superstition or simply respect, few buildings are to be seen
apart from a small chapel. As the graveyard has grown, some of the houses nearby may
have been abandoned and fallen into ruin. Who knows, one could even be haunted!
New Suburb An up and coming, more prosperous part of town where the frames of new houses can
be seen as folks from the East head to the newly opened up territories of the West.
Alongside the half-finished timber frames of the new houses, we find piles of timber
and other building materials as well as wagons and other evidence of construction.
Some homes may already have been finished but will tend to be residential rather than
commercial buildings and will be well spread out with small gardens and picket fences.
The Creek Being local to the town, the creek is not the most sanitary of places, but it is sufficiently
deep to allow someone to crawl along it (as long as they ain’t too fussy!) and be harder
to spot. A small wooden board walk will cross it at one or two places so genteel folk can
avoid anything… unpleasant.

66
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.

67
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.

68
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 Defender selects one table edge as their


Deployment Edge. The opposite table edge is the
Attacker’s Deployment Edge. The Attacker places
one of their Characters onto the table within 6” of
their Deployment Edge. The Defender then places
a Character within 6” of their Deployment Edge.
Players continue to place Characters alternately
until all are placed on the table. Shuffle the
Activation Deck and draw the top card to begin
play.

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.

Scenario 2. The Ambush


The Attacker must escort a valuable cargo loaded
on a wagon or in a stagecoach, off the table.
Place a card into the Game Deck for the wagon or
stagecoach.

The Attacker chooses one of the table edges as


their Deployment Edge. The Attacker’s Characters
and the wagon will move onto the table from any
point on that edge when activated. Characters
may be in the wagon, up to the normal passenger
limits. The opposite table edge is the Defender’s
Deployment Edge.

The Defender may position up to half of their force


on the table at least 18” away from the Attacker’s Deployment Edge in their Deployment Area. The rest
of their force will deploy onto their Deployment Edge when activated.

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.

The Defender places the objective person or item


in a 12” square in the centre of the table and
informs the Attacker of this location. The terrain
must be set up with at least one building present
in that area.

The Attacker then selects one table edge as their


Deployment Edge. Their force will enter on this
edge when their Characters are activated. The Defender may then deploy up to half their Gang on the
table more than 12” from the Attacker’s Deployment Edge. The remainder of the Defender’s force will
then use the opposite table edge as their Deployment Edge, deploying when activated.

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 Defender places four markers on the table at


least 6” away from each other and at least 6” away
from the edges of the table. These can be unique
objective markers or dice indicating the numbers 1
to 4. The Defender then secretly notes which is the real objective.

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.

Divide the table into four quarters with at least


one building in each quarter. The Attacker then
declares the quarter of the table they are targeting
and selects one building in this area as their target.
The Attacker uses the table corner opposite their
target as their Deployment Edge.

The Defender then places a single Deployment


Point in the target table quarter. The Defender may choose to upgrade the Deployment Point to an
Ambush Point for $30.

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!

Each player will select one of their opponent’s


Characters as their target for the Vendetta and note
this secretly. They must render that Character Out
of Action during the game.

The Defender selects one table edge as their


Deployment Edge. Their force will enter on this
edge and the Attacker’s force will then use the
opposite table edge as their Deployment Edge.

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.

Success in the previous five games will help in the


final showdown as Characters will develop Skills,
obtain additional equipment and potentially move
from a Greenhorn to a Shootist, Gunslinger or even
a Legend. It is possible to lose all the previous
games and still win the final High Noon showdown.
Fate can be a harsh mistress in the West!

75
If the Character is seriously wounded, roll a D6 below:

Serious Wound Recovery Table


D6 Outcome.
1 “Hop Along” The Character gains the Slow Trait from now on.
2 “One Armed Bandit”. The Character may not use a rifle or shotgun from now on.
When reloading they need two Reload Dice for each round of ammunition.
The Character suffers a -2 D6 when Brawlin’.
3 “Yellow Legs”. Character gains the Jumpy trait from now on.
4 “One Eyed Jack”. The Character loses an eye. They will need an additional Spot Dice for
targets over 12” away.
5 “Don’t call me Scarface!”. The Character has a hideous facial scar. Any opponent reduces
their Brawlin’ combat pool by 1D6.
6 “I Need a Drink”. The Character becomes reliant on a shot or two of ‘red eye’ to keep them
functioning. Before each game roll 1D6 on the Drunk Table below.
1 “Just a Little Drunk! The Character has five Action Dice for this game
2 “Stagger Lee” The Character counts as Slow for this game.
3 “Seeing Double!” Apply a -1 modifier to any Shoot Dice played for this
Character.
4 “I’m Used to This” No discernible effect.
5 “Numbs the Pain” Character gains the Tough skill for this game.
6 “Fighting Drunk” Character gains the Fury skill for this game.

A Growing Reputation! Check the following table and total up the


All Characters, whether a Greenhorn or Shootist, Reputation Points gained by each of your
begin the campaign with zero Reputation points. Characters. Keep a note of this on-going score as
After each Campaign game we check for each it will be added to cumulatively as the campaign
Character who survived to see by how much they progresses. This is how your Characters will grow
have enhanced their Reputation. in Reputation and stature.

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.

A Greenhorn may begin the campaign with a


negative trait, such as Jumpy or Slow. Instead of
rolling for a new skill the player may remove this
negative trait. Our Greenhorn has learned to
overcome this weakness!

77
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.

78
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.

79
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.

Before rolling the D6, the player may also elect to


pay $50 from their purse to add +1 to their dice
roll or $150 to add +2 to the dice roll. This must be
declared before the dice roll is made!

Dice Roll Character


1 Greenhorn
2 Greenhorn
3 Greenhorn
4 Shootist
5 Shootist
6+ Gunslinger

80
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.

Before the game begins, compare the Force Morale


The Unknown Gunfighter
ratings of both Gangs. Check the table below to
A Legend Bounty Hunter with no name arrives on
see if the weaker side gains any assistance for the
next game. a pale horse to join your Gang. Roll for two Skills
on the Legend “Bounty Hunter” table in Book Two.
Force Morale Assistance for the
Difference Weaker Side Your opponent gains one additional Bonanza
1 No Effect Token which can be allocated to any Character for
2-3 Add one additional Henchman this game only!
Group to the Gang for the next
game only. The Underdog Gambit!
4-5 Receive one additional Bonanza If a Gang has a Force Morale Rating of five or more
Token for each two Characters points below that of their opponent, they become
in the Gang for the next game.
The Underdog. The Underdog may declare that
They must be allocated to
the next game is The Grand Finale, even if all of
separate Characters.
the campaign games haven’t been completed. The
6+ Roll 1D6. On a roll of 1-4, add
the High Plains Drifter to your next game is played as if it was game Six of the
Gang for the next game only. On campaign, with the winner of this game taking
a roll of 5-6, add The Unknown control of the Town and declaring victory.
Gunfighter to your Gang for the
next game only. (See Special
Characters below)

81
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

Carrying Loads 14, 32 General Store 55, 56, 78

Character 3, 4, 5, 7, 8, 11 Glossary 3

Character Cards 5, 43 Grand Finale 75, 81

Character Record Gunsmith 27, 55, 58,78


Sheet 5, 6, 10,11, 27, 33, 34, 35
Henchmen 3, 5, 10, 17,18, 45, 46, 47,
Climbing 12, 13, 16, 21 62

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

Desperado Cards 6, 74, 78 Human Shields 49, 77


83
In Control Test 20, 40, 41 Ride or Die 3, 8, 9, 47

Income 78 Scenarios 70-74


Serious Wound
Jumping 12, 16, 20, 35 Recovery Table 75-76

Ladders 14 Shock Pool 3, 6, 11, 29, 31, 32, 34, 35,


40, 42, 47
Landscapes &
Territories 63 Shock Recovery 34

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

Loot 8, 9, 75, 78 Shooting, Mounted 31

Mounting 19, 21 Skills & Traits 6, 7, 50, 51-53, 63, 77

Moveable Sneaky Tricks 61


Deployment Point 61-62
Spending Money 78
Move 4, 11, 12, 13, 14, 18, 19, 21,
35, 39, 45 Spot 11,19, 22-25, 28, 29, 34, 45

Movement, Basic 12 Spotting in Buildings 25

Movement, Buildings 13 Spotting Table 23

Movement Enhanced 13 Stairs 14

Movement, Mounted 19 Stumble 29, 49

Movement, Obstacles 13, 20 Table Set Up 7, 70-74

Movement, Vehicles 21 Tasks 12, 18, 45

Near Misses 32, 49, 59 Townsfolk 3, 32, 48-49, 59, 77

Out of Action 4, 31, 75 Townsfolk


Reaction Table 49
Pinned Tokens 3, 15, 28, 35, 43, 46, 47
Trick Shooting 34-35
Prisoners 41
Turn 3, 4, 8, 9, 11, 14, 18, 26, 36,
Random Events 36-37 40, 42, 43, 47, 48

Recruiting 7, 50, 55, 80 Underdog Gambit 81

Reload 11, 27, 33, 36, 38, 46 Weapons Notes 60

Reputation 3, 37, 62, 63, 75-78 Whip the Horses 21

Ride for the Hills 4, 8, 9 Wound Recovery


Table 75

84

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