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D6 Shooter

D6 Shooter Rulebook

Table of Contents

Table of Contents

  • Components
    • Bandit Cards
    • Event Cards
    • Badge Cards
    • General Store Cards
  • Setup
  • On Your Turn
    • Drawing an Event Card
    • Drawing a Bandit Card
    • If you successfully capture a bandit you now have two options:
  • Cashing in Reputation Points
  • Card Index

Components

  • 90 Game Cards (70 Bandit Cards / 20 Event Cards)
  • 10 General Store Cards
  • 8 Badge Cards
  • 6 Shooter Dice
  • 1 Rulebook

Bandit Cards

Suit Symbols: Each Bandit card has a sequence of symbols along the bottom of the card (heart, spade, club & diamond). This is the roll combination needed in order to capture this bandit.

Reputation Points: The number displayed in the bullet hole on the left-hand side of the Bandit card is the amount of town reputation points you earn by capturing that bandit. The tougher the bandit, the more "Rep" you will earn. Rep points are cashed in to promote your Bounty Hunter through the game.

Reward: Captured bandits may be cashed in to purchase cards from the General Store. When cashing in a bandit for its reward money you lose the Rep points attached to that card. You may overspend when purchasing a General Store card; no change will be given.

Event Cards

Event cards range from misfortunes like Jail Breaks and bandit Escapes, to games of chance that can earn you Rep points or General Store cards.

Badge Cards

Badge cards are used to keep track of your current rank, lets you know how many Rep points you need to be promoted, and lists your current special ability.

General Store Cards

General Store cards are used to help you on your journey and to stop opponents from getting in your way of becoming Marshal. General Store cards can be awarded with Event cards or purchased by cashing in your bandits for their reward value. You may only purchase 1 General Store card at the beginning of your turn and may only have a total of 2 General Store cards in your hand at one time.

Setup

This game requires 2 to 4 players. All players get a set of Badge cards and start as a Bounty Hunter. Shuffle the Game deck and General Store deck separately. Deal 3 General Store cards face up to show the items available for purchase; set the remaining General Store cards face down next to them. Place the Game deck in the center of the table leaving room for a discard pile. Decide who goes first; play follows clockwise.

Areas: the Game Deck, the Discard Pile, the In Play Area (below the Game deck), and each Player's Jail (directly in front of each player).

On Your Turn

Begin your turn by drawing the top card and placing it in front of you directly below the Game deck; this area is considered the "In Play" area.

Drawing an Event Card

When an Event card is drawn the player must follow the card instructions. An Event card will end your turn, with the possible exception of the Escape and Jail Break cards as explained below.**

Drawing a Bandit Card

To capture a bandit you must roll the correct combination of suit symbols represented on that card. Tougher bandits have more symbols and are worth more Rep points. You have 3 rolls to complete this task. For every symbol you match, leave that die face up, and roll the remaining dice to try to complete the entire combination.

Joker Symbol: The Joker symbol on the die is wild and can be used to match any symbol.

Skull Symbol: The Skull symbol on the die causes you to lose that die. The die is out of play and cannot be rolled for your entire turn unless you have gained a special ability, described below.

If you successfully capture a bandit you now have two options:

  1. End your turn by collecting your bandit(s) and delivering them to your jail.
  2. Press you luck and try to wrangle up more bandits.

If you decide to continue your hunt you may only use the remaining dice you have left from the previous bandit. All skulls rolled are still out of play. Play continues until you decide to stop, fail to capture a bandit, or an Event Card is drawn.

If you draw more bandits on your turn, they are placed to the right of the previous card in the in play area. When you decide to end your hunt, transfer all wrangled bandits from the in play area to your jail. Each player's jail is represented directly in front of them. Wrangled bandits in the in play area are not considered in jail until transferred at the end of your turn.

If you do not successfully capture a bandit or draw an Escape card, ALL bandits from the in play area are lost and your turn ends. Place the bandit(s) in the discard pile and play continues to the person on your left. Any bandits in your Jail are not affected. **If no bandits are present in the in play area when an Escape card is drawn, discard the card and continue play.

If you draw a Jail Break card you lose all bandits that are in your jail, unless they are protected by a Shackles card. Bandits in the in play area are not affected. Move all in play bandits into your jail and end your turn. **If no bandits are present in your jail when a Jail Break card is drawn, discard the card and continue play.

Cashing in Reputation Points

As you capture bandits you gain reputation with the townsfolk. Gain enough "Rep" points and you will be promoted. With each promotion you gain a special ability. Rep points can only be cashed in at the beginning or end of your turn. When cashing in Rep points, place those bandit cards into the discard pile.

You start the game as a Bounty Hunter. After cashing in 6 Rep points you are promoted to Deputy. Change your Badge card to show your new title as Deputy. With your new rank you are awarded 1 skull die re-roll for your entire turn (not per bandit).

After cashing in 8 Rep points as a Deputy, you are promoted to Sheriff. Change your Badge card to show your new title as Sheriff. With your new rank you are awarded 2 skull die re-rolls for your entire turn (not per bandit).

After cashing in 10 Rep points as a Sheriff, you are promoted to Marshal and win the game!

Cashed in reputation points are spent and DO NOT count toward your next promotion.

Card Index

Dynamite: Use on an opponent's jail. Roll 3 skulls and if successful all of their bandits escape. Play this card as you would a bandit, using 6 dice with 3 rolls. A joker has no effect during this event.

Escape: Discard all bandits from the in play area. This card ends your turn. **If no bandits are present in the in play area when an Escape card is drawn, discard the card and continue play.

Falsely Accused: Discard one bandit of your choice from another player's jail. Cannot be used on a shackled bandit.

Horseback: Play a Horseback card to cancel the effects of an Escape card. This card ends your turn

Jail Break: Discard all bandits in your jail. Any bandits that are in the in play area are safe and not discarded. This card ends your turn. **If no bandits are present in your jail when a Jail Break card is drawn, discard the card and continue play.

Night Watch: Play a Night Watch card to cancel a Jail Break or Dynamite card.

Pan for Gold: Roll 3 diamonds to earn 1 available General Store card of choice. Play this card as you would a bandit, using 6 dice with 3 rolls. Rolling a skull or a joker has no effect during this event. This card ends your turn.

Reload: Use this to bring all skull dice rolled back into play.

Shackles: Can be placed across 1-2 bandits to protect them from a Jail Break or Dynamite. Once you assign the shackles to your bandit(s) it cannot be removed or transferred. This card is discarded when shackled bandits are cashed in.

Shooting Contest: Test your skills against another player! You and the player to your left each take 3 dice. The first player to roll 3 skulls wins the card and gains 2 Rep points! A joker has no effect during this event. Place this card in your jail until cashed in. This card cannot be lost during a jail break. This card ends your turn.

Stop Bar Brawl: Roll 3 hearts to earn 1 available General Store card of choice. Play this card as you would a bandit, using 6 dice with 3 rolls. Rolling a skull or a joker has no effect during this event. This card ends your turn.

Stop Robbery: Roll 3 clubs to earn 1 available General Store card of choice. Play this card as you would a bandit, using 6 dice with 3 rolls. Rolling a skull or a joker has no effect during this event. This card ends your turn.

Transfer Prisoner: Move one bandit of your choice from another player's jail into yours. Cannot be used on a shackled bandit.

We Have You Surrounded: Played before rolling to instantly capture that bandit. This card ends your turn.