Cowboys: The Way of the Gun
Cowboys: The Way of the Gun Rulebook
Table of Contents
Table of Contents
Game Components
Cowboys: Standup counters that represent the main characters in the game. The standup counters need to be placed in the plastic bases when in play. Normal health is 4 and movement rate is 4. Each time he is shot the health value is reduced 1 and his movement rate is reduced 1. Cowboy modifiers improve shooting. The cowboy number identifies and corresponds to the cowboy track.
Town Folk: Normal health is 1 and movement rate is 4. Once shot, they are eliminated from the game by flipping them in the space they are shot. Town folk normally start with rifles and do not have to track ammunition.
Horses: Normal health is 2 and movement rate is 4. Horses are either mounted or dismounted by cowboys or town folk.
Health: Health counters are placed under the stand up cowboy figures (or on the cowboy track) to reflect their reduced health as well as their reduced movement rate.
Other Game Counters: Weapons (pistol, rifle, shotgun), a stagecoach, cattle, and turn modifier markers.
Cowboy Track
Numbered 1 to 10 to correspond to the cowboy identifier numbers on the stand up counters. The track shows full move, full health, and full ammunition for the different weapon types, and holds a cowboy number/picture marker plus a turn modifier marker.
Game Cards
The cards affect game actions; each card will describe how it affects play, when it can be played, and can override game rules. Examples include:
- A Good Day for a Killing: Any 0 or +1 cowboy or town folk of your choice adds a +1 modifier for the remainder of the scenario. Play during the movement action of your turn.
- Adrenaline: Any one cowboy or town folk may move twice, or move and shoot in the same turn. Play during the movement action of your turn.
- Critical Hit: One shot does double damage. Play this card immediately after determining if the shot hit the target. Play during your shoot action.
- Dead Eye: Any one cowboy or town folk adds a +2 modifier on any one shot. You must play the card before the shot is taken. Play during your shoot action.
Game Chart
Has SHOT CHART and TURN RECORD CHART for determining the results of shoot actions and keeping track of game turns during play.
Game Boards
Lettered A to L. The boards have squares that regulate movement and range for weapons. Each board has a row of small letters and numbers that are used for cross reference setup locations in the scenarios. The boards show layouts of various western settings. Board letter and alignment arrow mark board orientation; doors and windows are called out, walls are noted by a black line, and obstacles are noted by a red line.
Place the counters on the board according to the scenario instructions. Each scenario lists cowboys' numbers, with their modifiers, and town folk to place on the board. For example: a scenario says to use Cowboy 6 who is a +1. Find the Cowboy 6 standup counter that has a +1 modifier and place it on the board.
Game Set Up
Pick a scenario to play. Players should choose sides. More than one player may play on a side by dividing the cowboys and town folk among them. Players on each side share the dealt hand of cards. Still, card limits are determined by side, not the number of players on each side.
The game boards should be laid out according to the scenario set up diagram. Each board has a large letter in the left corner with an arrow which is used for board alignment for each scenario. Each board also has a row of small letters and numbers that are used for scenario set up purposes to cross reference specific locations for the initial placement of counters.
Each player may use a Cowboy Track with a number on it that matches the number of a cowboy identifier. Place a weapon marker on the Cowboy Track for the weapon types listed in the scenario for that cowboy. Weapons start fully loaded and the weapon counter is placed on a space that matches the amount of ammunition. For example: a scenario lists that cowboy 1 has a pistol and a rifle. Place a rifle counter on the 16 space on the Cowboy 1 Track. Place a pistol counter on the 6 space on the Cowboy 1 Track.
Shuffle and deal out the listed number of cards to each side for the scenario.
Play begins with the side listed going first performing the first actions of the game.
Game Turn
Sides alternate play within a game turn. Side 1 performs actions with all of its cowboys and town folk. Side 2 then does the same. They select which cowboys and town folk perform actions during their turn. Each cowboy and town folk may perform a MOVE action or a SHOOT action once per turn. They may also do nothing. Move actions should be performed before shoot actions.
FACING is the direction the front or back of a cowboy or town folk points. Facing is changed during movement (or a spin and shoot action) and may be changed any number of times during the move action.
Move Actions
Cowboys and town folk may move, mount, dismount, or change weapons during the move action. They may only do one of these during a turn:
Movement with Cowboys and Town Folk
Move cowboys and town folk up to their full movement value which is 4 to start the game. This is reduced by 1 each time a cowboy is shot.
Normal movement costs 1 movement point per square. Diagonal movement is not allowed. Cowboys and town folk may move through each other but may not end a move in the same square. Cowboys and town folk may move through horses and cattle and the stagecoach and can end a move in the same square.
Movement across black lines is not allowed, except at doors. (Once adjacent and in front of a door it is open and movement across the door black line is allowed.) Walls are denoted by a black line.
Movement across a red line costs 1 additional movement point. Windows and obstacles are denoted by a red line.
Movement with Horses
Cowboys or town folk must be in the same square as a horse to mount or dismount for 2 movement points. A cowboy or town folk may move before or after they mount or dismount provided they have movement points remaining. Horses may not be moved unless mounted. Horses face the same direction as their rider.
When mounted, horses add 4 to the movement value of the cowboy or town folk. If shot once, place a 1 health marker under the horse. If a horse is shot a second time it is removed. If a cowboy or town folk is mounted when a horse is eliminated, they remain in the square and may not perform any action their next turn.
Horses may only move with one rider in a turn. Horses may not enter buildings except for stables, corrals, and the livery.
Movement to Change Weapons
The only time weapons may be changed is during movement and it costs 2 movement points.
When eliminated, cowboys and town folk leave their weapons in the square. These weapons may be picked up by cowboys or town folk but they must be in the same square as a weapon to pick it up and it costs 2 movement points.
Examples of Movement Actions
Cowboy #1 is at full health and can move 4 movement points. His first movement option could be to move out the front door of the bank and through the cowboy or town folk in front of the door. He could not end his movement in the same square as the cowboy or town folk. Another option for Cowboy #1 is to move across the red line, which costs one extra movement point, and towards the back of the bank by the window. He could not move out the window as it would cost an extra movement point to cross the red line to go through the window which would exceed his remaining movement value. Cowboy #1 could also move one square to his left but could not continue to his left as movement across a wall black line is not allowed.
Cowboy #2 is at full health and can move 4 movement points. Cowboy #2 exits the building through the door and into the square with the horse and mounts the horse. Cowboy #2 has expended all of his movement points, but may use the horse's 4 movement points to continue moving.
Cowboy #3 is at 3 health value and can therefore only move 3 movement points. His first movement option could be to move 3 squares straight up towards the back of the bank. His next option could be to move one square up and then across the red line window into the bank. Another possibility is to move down towards the street, to the left and then down into the street. He could not keep moving to his left after his second move as he would not have enough movement points left to exit the square with the cowboy or town folk and cannot end his move in the same square as the cowboy or town folk.
Cowboy #4 starts with full health mounted on a horse. His first option could be to move 8 squares to the right behind the buildings, 4 for his movement value plus 4 for being mounted on the horse. Another option could be to move one square towards the building but could not enter the building because he is mounted on a horse and horses cannot enter buildings other than stables, corrals, and the livery. A third option could be to move two squares to his left and then down two squares outside the window of the building. He has used 4 movement points of the horse to do this, he uses 2 of his cowboy's movement points to dismount and then his last two movement points to cross the red line window into the building.
Shoot Actions
Cowboys and town folk may shoot, draw and shoot, spin and shoot, or reload during the shoot action. They may only do one of these during a turn.
Shoot
Cowboys may start with a combination of the 3 weapons. This can be up to 2 pistols and either a rifle or shotgun. However, only one weapon may be used to shoot in a turn. The weapon used must be continuously used until a change weapon action is performed. Weapons may not be changed during shoot actions. Each time a loaded weapon is shot, the marker for that type of weapon will be reduced by one for each shot on the Cowboy Track for that cowboy (represents ammunition expended).
Town folk carry rifles and never have to reload.
Pick target and determine line of sight and range.
LINE OF SIGHT is determined by the direction the cowboy or town folk are FRONT FACING, and any counters or buildings between them and their target. You must be able to see your target to shoot it. FRONT FACING is all squares in the front and sides of the cowboy or town folk shooting. All others are BACK FACING for which there is no line of sight and shooting is not allowed from the back facing.
LINE OF SIGHT is determined by a straight line from the center of the shooting square to the center of the target square. Line of sight is blocked if this straight line crosses a black line, other than an open door. Doors are open if a cowboy or town folk is directly in front of it and adjacent (this opens the door). Cowboys and town folk block line of sight, body counters do not. Horses, cattle and the stage coach block line of sight except when the targeted cowboy or town folk is in the same square with them.
If the line of sight for the shot crosses a red line that the target is adjacent to there is a -1 shot modifier. Otherwise red lines have no effect on the shot.
Windows and open doors cover the entire square side when measuring line of sight, but line of sight is restricted when shooting from a window or door.
Examples of line of sight with windows and doors: Cowboy #1 has a line of sight out of the window to cowboys A and B. Cowboy #4 has a line of sight out of the door, which is open because he is adjacent to it, to cowboy D. Cowboy #5 has a line of sight out of the window as shown, though it is narrow because he is not adjacent to the window. He may not shoot out of the door to the left because the door is closed, and he nor a target is adjacent to the door.
Note that line of sight works the same going into a building as out of a building.
RANGE is the number of squares a weapon may fire, and is determined by counting the number of squares from the cowboy or town folk shooting to the target. Take the shortest route possible, including diagonally, and each square adds one to the range. On the Shot Chart, cross reference the weapon type with the RANGE to determine the die roll needed to score a hit on the target.
SHOOT - Each time a shoot action is performed, a player may take up to 2 SHOTS from one weapon. He must declare if he is shooting one or two shots. Roll two six-sided dice once for each shot from the pistol or rifle. For the shotgun, roll 2 six-sided dice twice for each shot. Add or subtract any shot modifiers to the die roll for a total. Compare this total to the hit number on the Shot Chart; if the die total is within that range then a hit is marked on the target. The target's health is reduced to reflect the hit. Once the health falls to 0, flip the health counter from 1 to the back side showing the fallen body and leave it in the square. When shooting two shots, if the target is eliminated with the first shot, the second shot is considered expended and no roll is required. The ammunition is still expended if the second shot was declared.
Any time a shooting cowboy or town folk rolls a natural 12 (two 6's) mark it as two hits on the target. Any time a shooting cowboy or town folk rolls a natural 2 (two 1's) it is a miss.
Shot Modifiers
- Cowboy Modifier +1 or +2: number listed in top right corner of cowboy.
- Back Shot +2: target is shot at through its back facing.
- Shot crosses a red line the target is adjacent to: -1.
- Shot crosses open door target is adjacent to: -1.
- Shooting while mounted on a horse: -2 for pistol and -3 for rifle or shotgun.
- Spin and Shoot: -1 for pistol, -3 for rifle or shotgun.
Modifiers are cumulative.
Draw and Shoot
With a draw and shoot action, cowboys and town folk may draw a holstered pistol and shoot one shot.
Spin and Shoot
With a spin and shoot action, cowboys and town folk may change facing in the square they are in and shoot one shot. If shooting a pistol, there is a -1 shot modifier. If shooting a rifle or shotgun, there is a -3 shot modifier. Cowboys and town folk may not spin and shoot when mounted on a horse.
Reload
Each weapon type has a limited amount of times it may be shot before a reload action must be performed. Reloading allows one weapon to become fully loaded. The maximum ammunition allowed for each type of weapon is:
- Pistol = 6
- Rifle = 16
- Shotgun = 2
A Gunfight Example Illustrating Range and Line of Sight (Using the Shot Chart)
Cowboy #1 has a fully loaded pistol (6 ammo rounds), a 0 cowboy modifier, and has line of sight through the window to cowboys A and B. His range to cowboy A is 2 and on the shot chart he hits on a die roll of 6 through 12 for each shot. His range to cowboy B is 3 and on the shot chart he hits on a die roll of 8 through 12 for each shot. He decides to perform a shoot action at cowboy A and declares two shots. For his first shot he rolls two dice and adds them together. There are no modifiers. The total of the dice is 5 (2+3) which is a miss. For the second shot he plays a DEAD EYE card which adds a +2 to the die total for the shot. He rolls two dice totaling a 4 (3+1) and adds the +2 for the DEAD EYE card for a total of 6 (3+1+2) which is a hit on the shot chart. Cowboy #1 reduces his ammo from 6 to 4 on his cowboy track.
Cowboy #2 has a fully loaded rifle (16 ammo rounds), a +2 cowboy modifier, and has line of sight to cowboys D and E (note line of sight to cowboy F is blocked by cowboy E). His range to cowboy D is 2 and his range to cowboy E is 3. He decides to perform a shoot action at cowboy E and declares two shots. There is a -1 modifier for the shot crossing a red line adjacent to the target. And a +2 cowboy modifier. On the shot chart with a rifle at a range of 3 he scores a hit for a modified total of 7-12. For his first shot he rolls two dice totaling a 4 (2+2), and applies the modifiers which totals 5 (2+2+2-1). The shot chart shows a rifle hitting on 7-12 at a range of 3. Therefore he misses. His second die roll totals a 6 (3+3), and applies the modifiers which totals 7 (3+3+2-1). Therefore he hits. Cowboy #2 reduces his ammo from 16 to 14 on his cowboy track.
Cowboy #3 has a fully loaded shotgun (2 ammo rounds), a +1 cowboy modifier, and has line of sight to cowboy E. His range to cowboy E is 3. Cowboy #3 decides to shoot 2 shots. There is a -1 modifier for the shot crossing a red line adjacent to the target. And a +1 cowboy modifier. On the shot chart with a shotgun at a range of 3 he scores a hit for a modified total of 8-12. For his first shot he rolls two dice twice (for the shotgun). The first roll of two dice totals 11 (6+5+1-1). This is a hit. The next roll for the first shot totals 7 (4+3+1-1). This is a miss. The second shot's first roll of two dice totals 9 (4+5+1-1). This is a hit. The next roll for the second shot is 12 (6+6). This scores a double hit. Cowboy #3 reduces his ammo from 2 to 0 on his cowboy track.
Cowboy #4 has a rifle with only 1 round of ammo remaining, a 0 cowboy modifier, and has line of sight to cowboys D, E, and F. Cowboy #4 has a range of 3 to cowboy D, and a range of 5 to cowboys E and F. He chooses to shoot at cowboy D because he has a back shot on him. Cowboy #4 declares one shot as he only has 1 round of ammo remaining. There is a +2 modifier for the back shot. On the shot chart with a rifle at a range of 3 he scores a hit for a modified total of 7-12. For his shot he rolls two dice which total 5 (3+2), adds his +2 modifier for the back shot, bringing the total to 7 (3+2+2). The shot is a hit. Cowboy #4 reduces his ammo from 1 to 0 on his cowboy track.
Card Play
Cards override any game rule. Follow the instructions on the face of the card and apply them immediately when the card is played. If a scenario's special rules state that a card may not be played, and it is dealt to a side, the card is treated as a blank and has no effect on game play. The player keeps the card and may not draw another.
Players may play one of their cards during their actions of a turn and one card during their opponent's actions of a turn.
During their turn, players may play a card at the start of the move or shoot action for a cowboy or town folk.
A player using a card during their opponent's turn would play the card following the announcement of a move or shoot action or a card play by their opponent. A player who plays a card during their opponent's portion of the turn may negate the effects of the active player's card or action.
Scenarios
The scenario book lists the detailed set up for the game's gunfights of the old west. Each scenario has specific instructions related to the scenario and special rules that may, at times, override or modify and adjust some of the game rules.
Advanced Optional Rules
To add more detail, players can choose which of these rules to apply.
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The front facing of a cowboy or town folk is determined by the direction of the last square moved to for that movement action. If a cowboy or town folk use less than their full movement rate during a turn, they may then change facing to any direction desired.
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Fan fire is a shoot action a cowboy may perform. Fan fire may only be done with a single pistol. During the action the cowboy gets to shoot as many times as he has ammunition available in the pistol (up to 6 shots). There is a -3 modifier applied to each fan fire shot as well as all normal game modifiers.
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A player with 2 pistols may fire them both with a shoot action (4 shots--2 from each pistol) with a -2 modifier on all shots.
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Deadly shots: Conduct shoot actions as normal but any modified roll of 12 or higher scores two hits.
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When shooting two shots, a cowboy or town folk may choose to shoot at two different targets. Roll one shot on each target applying a -2 shot modifier to each shot.
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To determine the order of play to start a scenario, use the cards to determine who goes first. Each side flips from the deck of cards. High card (using the card values) determines the play order. Cowboy modifiers increase the number of cards flipped for a cowboy and he gets to use the highest one flipped. A +1 flips 2 cards and a +2 flips 3 cards. When a side has multiple cowboys, modifiers are based on the highest cowboy modifier for a side to determine the number of cards flipped. Highest card determines the play order. This play order is used for the remainder of the scenario. Cards used to determine the order of play are placed on the bottom of the deck before cards are allocated for a scenario from the top of the deck.
Die Roll Cowboy Modifier Extra Cards 1-3 0 0 4-5 +1 +1 6 +2 +2 -
To determine the order of play to start scenario, play a 5 card draw poker hand before cards are allocated in a scenario. The side that wins the poker hand performs the first action. This play order is used for the remainder of the scenario. The cards used for the poker hand are put on the bottom of the deck and then cards are allocated based on the scenario from the top of the deck.
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Fist Fights: Unarmed cowboys or cowboys with unloaded weapons may perform a fist fight as a shoot action. The cowboy performing the fist fight action must be in a square next to the target. Fist fights are not allowed across a red line. Both players roll one dice and add the following modifiers:
Advanced Rules
Cowboys advanced rules are for those players that have mastered the basic system and want to add more detail to their games. When using the advanced rules, players should generally use them all.
Player Turn Sequence
For the first turn of every scenario, follow the scenario instructions for which side performs actions first in a turn. After the first turn, ignore all references to who performs actions first in a turn. Instead, players will take one of the extra cowboy markers for each cowboy number on the board and place it in a cup. Put one town folk marker for each side (use beige background for one side, blue background for the other) in the cup. To determine which cowboy performs actions next in a turn, players will alternate drawing a marker from the cup to determine which cowboy or town folk perform actions next. When drawn, the cowboy markers move that specific cowboy. When the town folk marker is drawn, all town folk for that side perform their action for the turn. Once all of the markers have been drawn, players start a new turn by returning all of the drawn markers back to the cup and continuing the game by drawing markers until the scenario ends.
Facing After Movement
Facing is changed during movement (or a spin and shoot action) and may be changed any number of times during the move action, however, at the end of a move, the front facing of a cowboy or town folk is determined by the direction of the last square moved to for that movement action. If a player wants to face a different direction than the last square moved to, it costs 1 movement point to change facing in a square at the end of a move. Example: a cowboy (with 4 movement points) moves straight ahead 3 squares, he may either stay facing straight ahead, or change facing for the 4th movement point. If he had moved 4 squares, he could not change his facing.
Move and Shoot
Only a cowboy may move and shoot in the same turn. Any time a cowboy moves and shoots he may only take 1 shot (1 round of ammunition expended). After shooting on a move and shoot action, no more movement is allowed.
If a cowboy moves and shoots he may take 1 shot at any point in a move, with a -1 shot modifier for each square moved. Example: Cowboy #4 wants to move and shoot. He moves 2 squares, and then shoots with a -2 modifier (-1 for each square moved), at the conclusion of his shot, he moves his ammunition marker down 1. Cowboy #4 can move no further this turn.
Only a cowboy may shoot and move in the same turn. If a cowboy shoots and moves he may move a maximum of 2 squares with no shot penalty. He may only take 1 shot (1 round of ammunition expended). Example: Cowboy #4 wants to shoot and move. He takes 1 shot, moves his ammunition marker down 1, and moves at the completion of his shot. He may then move up to 2 squares maximum.
Modification to Spin and Shoot in Advanced Rules
When using the advanced rules, for a spin and shoot action, you now fire two shots, with the -1 pistol modifier, and -3 rifle/shotgun modifier.
Reaction Fire
Anytime a cowboy or town folk is moving through an opponent's cowboy's line of sight, the opponent can call for a reaction shot by his cowboy. This can only occur if the reacting cowboy has not moved or shot this turn. Any time a cowboy takes a reaction shot, he may only take 1 shot (1 round of ammunition expended) with a -2 shot modifier applied. A cowboy may only perform one reaction fire in a turn. This counts as the reacting player's action for that turn, remove the reacting cowboy's chit from the cup. A moving cowboy or town folk may have reaction fire performed at them by any number of cowboys.
Variable Damage
To reflect the possibility of more damage being done by gunfire than in the basic game the cards are used to reflect variable damage possibilities. As cards are played from a player's hand during a turn, place the played card at the bottom of the unused portion of the deck.
When a hit is scored on a target, the shooting player flips the top card off of the unused portion of the card deck and applies results in the following way:
- Joker = Miss
- 2 = Grazed, no damage. Target is pinned, the next time his chit is drawn, he may not move, but may shoot. Place an unused plastic base next to a pinned cowboy/town folk to show he is pinned. Remove it when his next chit is drawn.
- 3 – 10 = 1 hit
- J-Q = 2 hits
- K = 3 hits
- A = 4 hits
Card effects are still applied. Example: Cowboy #4 is shooting and scores a hit. Cowboy #4 then flips the top card off of the unused portion of the deck to determine how many hits he scores. He flips a card and it is a Jack which means he has scored 2 hits on his target. If the shooting player had a CRITICAL HIT card, he could play that card to make it 4 hits. Reshuffle the unused portion of the card deck at the end of each turn if used cards have been returned to the deck.
Additional Advanced Options
Fan fire is a shoot action a cowboy may perform. Fan fire may only be done with a single pistol. During the action the cowboy gets to shoot as many times as he has ammunition available in the pistol (up to 6 shots). There is a -3 modifier applied to each fan fire shot as well as all normal game modifiers.
Two Pistols - A player with 2 pistols may fire them both with a shoot action (4 shots--2 from each pistol) with a -2 modifier on all shots as well as all normal game modifiers.
Multiple Targets - When shooting two shots, a cowboy or town folk may choose to shoot at two different targets. Roll one shot on each target applying a -2 shot modifier to each shot.
Fist Fights - Unarmed cowboys or cowboys with unloaded weapons may perform a fist fight as a shoot action. The cowboy performing the fist fight action must be in a square next to the target. Fist fights are not allowed across a red line. Both players roll one dice and add the following modifiers:
- Hitting Target through rear facing +2
- Cowboy modifier +1, +2
The cowboy with the higher modified roll does one point of health damage.
Shot Horses - Reduce horse movement from 4 to 2 the first time a horse is shot.