Circle the Wagons: Wildest West and More Lone Cowboy
Circle the Wagons: Wildest West and More Lone Cowboy Rulebook
Table of Contents
Table of Contents
Lone Cowboy Rides Again Scenario Cards
The Last Stand
[Fortified, Rifles Ready]
Now listen, it's not all bad. I'd imagine that whether we survive or not, someone'll write a song about us.
2nd Round Opponent Draft: Will skip to a card with 2 or more Guns/Forts, but will skip at most 1 Gun/Fort.
Opponent Scoring: Score 7/14/21 points for 4/6/8 Forts, and 2 points per Gun.
Defensible Position
[Undiscovered, The Clearing]
I'd reckon nobody'd sneak up on us here. 'Specially if we clear out that there forest to the west for lumber.
2nd Round Opponent Draft: Will skip to a Fort, or over a Forest.
Opponent Scoring: Score Undiscovered 2x, or 3x if opponent has 8 or more cards. Does not lose points for Forests.
Trouble's Comin'
[Circle the Wagons, Target Practice]
It don't make much difference if all you ever shot was bottles. You hunker down and shoot if you want to make it through this!
2nd Round Opponent Draft: Will skip up to two cards that do not have a Gun or Beer on it.
Opponent Scoring: Score 4 points for each Gun and Beer pair, and 5 points for every 4 Wagons.
Wildest West Scoring Condition
Wildest West
1 point per territory that does not score in any other way.
Lone Cowboy Series Rules
1 Player - Ages 8+ (Requires Circle The Wagons)
Setup
Select a scenario card. Find the two goal cards listed on the scenario and place them on the table. Shuffle the remaining cards and cut the deck. Starting with the newly revealed card, make a circle of 8 cards and place the remaining cards in the center. This pile is known as the preference deck.
Gameplay
The game is broken into two rounds of several turns each. The first round lasts until all 8 starting cards are drafted. The remaining cards in the deck are then dealt to form a second circle, and round 2 begins.
The player has the first turn, and drafting starts with the 1st card placed in the circle. The player will draft and place cards as normal; skipped cards are placed into the opponent's draft pile, called their town.
Note: the opponent's town should always have a single card on top for gameplay purposes, but the pile may be viewed at any time by the player. You may make the town a column or pile, as you see fit.
The opponent will draft differently based on which round it is.
Round 1
The opponent will skip up to 2 cards in order to draft a card with an icon that matches (icon and color) an icon on top of the preference deck. If they are able to make a match, both the drafted card and the top card of the deck are placed into their town. Otherwise, place only the drafted card into their town.
Round 2
The opponent will skip up to 1 card in order to match an icon showing in their town. There may also be additional draft rules on the scenario card.
Note: turn order is maintained between rounds 1 and 2; it does not revert back to the player.
Scoring
Player scoring is identical to the 2p game. Opponent scoring is outlined on the scenario card. In addition, identify the 3 most common territories in their town. They score 1 point for each territory in those 3 types. (For example: 5 prairie, 5 snow, 4 forest = 14pts.)