Dark Horse: Rebels & Rogues
Dark Horse: Rebels & Rogues Rulebook
Table of Contents
Table of Contents
- Component List
- Reputation Overview
- Card Deck: Hidden Agenda
- Card Deck: Progress
- Card Deck: Rebels & Rogues
- Gunfight Overview
- Robbing Action Spaces
- New Action Spaces
- Variant: Improved Town Hexes
- Variant: Golden Spike
- Variant: County Bank
- Variant: Mystery Hexes
- Scenario Overview
- Dark Horse Base Game Changes
- Card Abilities and Timing
- F.A.Q./Errata
Component List
The printed component list shows the following (quantities as printed):
- 32 Character Cards (Rebels & Rogues deck)
- 29 Hidden Agenda Cards
- 24 Progress Cards
- 6 Improved Town Hexes
- 6 Mystery Hexes
- 6 Tribe Tokens
- 8 Buffalo Tokens
- 4 Hideout Tokens
- 9 Boot Tokens (Cowboy Boot tokens)
- 15 White Hat Tokens (marked x3) and 30 White Hat Tokens
- 15 Black Hat Tokens (marked x3) and 30 Black Hat Tokens
- 1 Carnival Die
- 16 Wound Tokens
- 10 Wanted Tokens
- 4 Snake Oil Tokens
- 20 Vote Tokens
- 40 Silver Tokens
- 6 Whistle-Stop Hexes
- 4 Golden Spike Tokens
- 1 Sam Bass Token
- 5 Action Spaces (Stagecoach)
- 2 Large Action Spaces (Barnstorming)
- 8 Player Characters and 4 County Banks
- Special Role Tokens (Marshal, Inventor and Carnival)
Reputation Overview
Players have an alternate route to earn Victory Points by gaining Reputation tokens. These tokens come in two different types, i.e., White Hat and Black Hat. Players gain these tokens primarily from playing Rebels & Rogues characters; however there are other ways to gain tokens such as Action Spaces and Action cards. Players receive one Victory Point at the end of the game for every four Reputation tokens they control. Note: During the End Game, extra Reputation tokens that total less than four are ignored.
IMPORTANT: At any time, players may lose 1 Influence to gain any 4 Reputation.
Reputation tokens are mutually exclusive, which means a player can never have both types. If a player has one type of token and receives the opposite type, then these tokens cancel each other out.
Example: A player has 3 White Hat tokens and hires a character that gives her 2 Black Hat tokens. 2 of her White Hat tokens cancel out 2 of the Black Hat tokens leaving that player with only 1 White Hat token remaining. Note: To be clear, a player can never have both White Hat and Black Hat Reputation tokens, unless playing a unique scenario.
Card Deck: Hidden Agenda
These cards allow players to obtain additional Victory Points during the End Game by achieving goals on each card. Once players obtain a Player Character card, but before they place Towns and Cities, they draw 4 Hidden Agenda cards, keep 2 and discard the rest. The Hidden Agenda deck is set aside and will not be used further.
Card Deck: Progress
This card deck consists of historical improvements from the American Frontier. For example, the invention of steel plows and mining lamps greatly benefited farmers and miners, respectively. Players draw from this deck using the Pioneer, Scout, or Stagecoach Action Space. Note: Similar to all other card decks, you reshuffle all discards once this deck is used.
Players may choose to hold onto these cards. Once a player chooses to play a Progress card that is a Building/Technology it is placed in front of them and is considered Built. Unlike Action cards, Building/Technology cards stay in play permanently.
IMPORTANT: Some Progress cards have Reputation tokens shown at the top of the card ability. This is a onetime Reputation bonus that must be collected when the card is initially Built.
Card Deck: Rebels & Rogues
Players draw from this deck using the Pioneer, Scout or Stagecoach Action Spaces. Players can hold Rebels & Rogues cards in their hand until they choose to use them, similar to Action cards. Once a player decides to use these characters they place the card in front of them. The character is now considered to be Hired. Unlike regular Action Cards that are used and discarded these characters stay in play until someone inactivates or captures the character.
White Hat Characters
Most of these characters represent lawmen that stood toe to toe with the most notorious outlaws in the Wild West. There are however other White Hat characters that did not make their fame behind a pair of pistols. In general, the abilities on these characters will directly affect the player that hired them.
Black Hat Characters
These infamous characters rely on dirty deals and treachery to gain power. Some of these rogues even have the ability to steal directly from the Game Bank. These characters allow a player to harass opponents and, in some cases, deny them from taking actions. Most importantly, Black Hat characters allow players to Rob from certain Action Spaces as described in "Robbing Action Spaces."
Neutral Characters
The Wild West was a unique period in history where famous historical figures often started their lives much differently than how they ended them. It was not unheard of for the same people that fought against outlaws to eventually become outlaws themselves. These characters may be Hired by players with no Reputation status or either a Black Hat or White Hat Reputation status. In addition, these characters never become inactive regardless of a player's Reputation status.
Controlling Black Hat (and) White Hat Characters
Similar to Reputation tokens, players can never control a White Hat and a Black Hat character at the same time. If a player receives enough White/Black Hat tokens to change their Reputation status to the opposite type, then all of his/her characters, of that opposite type, are turned face down and become inactive. If at any time a players Reputation status changes back then any previous inactive characters are turned face up and the characters of the opposite type are turned face down. Note: This allows players to change their mind during a game at the cost of losing Reputation tokens for switching sides. It is also important to mention that inactive characters still count for scoring certain Hidden Agendas.
Discarding Rebels & Rogues Cards
Players may discard a character card from their hand that is opposite their current Reputation status to receive 1 Reputation and 1 Silver. Players with White Hat Reputation also receive 1 Wanted token when discarding Black Hat characters. Thematically, this represents players turning in information about a character's whereabouts to interested parties. Note: Neutral characters are neither White Hat nor Black Hat, so players do not receive a bonus, nor can they discard them in this manner.
Challenging Characters
The ability for Black Hat characters to harass other players comes with a risk. Any character that has not performed any abilities this turn, and has one or more Combat (bullet) symbols, can issue a Challenge in response to a Black Hat character paying for, collecting from or activating an ability. Note: The Annie & Britches card ability, "Add +2 to all of your Gunfight rolls." is a passive ability and cannot be challenged. However, if that character were to Rob an Action Space, or use the second ability, they would still collect a Wanted token and be able to be Challenged.
A player that announces a Challenge selects one of his/her characters and an opponent's character that is either robbing an Action Space or using ANY ability, as described above, on a Black Hat character.
Example: The Sam Bass card has an ability that forces players to pay an additional resource if they use the Rail Baron Action Space. A player may challenge Sam Bass when they attempt to collect the extra resource from that ability, thereby stopping it. Note: Once a Challenge has been announced the two characters involved immediately enter into a Gunfight as defined in the "Gunfights Overview" section.
IMPORTANT: A character making a Challenge must not have performed ANY abilities this turn, however, they may perform abilities after the Gunfight following standard timing rules. Because characters can perform abilities after a Challenge, this means a Black Hat character can Challenge another character robbing an Action Space, and then turn around and rob the same Action Space!
Gunfight Overview
Historically, it was quite rare for gunfighters to have a shootout at high noon similar to classic Wild West movies. In reality, gunfights were sudden, chaotic and consisted of duck and cover tactics. In the game, Gunfights only happen when either an Action Space is robbed, a character is Challenged, or in certain scenarios. A simple combat system has been created for the Rebels & Rogues expansion that allows players to resolve Gunfights in a few dice rolls. Please refer to the next page for a full description of the various Gunfight card symbols.
Gunfight Card Symbols
- Combat (bullet icon) – In a Gunfight, players roll as many dice as the number of bullet icons on the character. This represents a character's overall experience in tough situations and gunfights.
- Duel (crosshair icon) – Add the number listed beside this icon to your Gunfight roll. This represents a character that is exceptionally fast and accurate with a gun.
- Tough (fist icon) – The character is Captured after receiving a third wound, instead of a second wound. This represents characters with a strong will and determination.
- Deadly (scorpion icon) – Once per Gunfight round, you may re-roll one of your dice involved in a Gunfight roll. This represents highly skilled gunfighters that can turn the odds in their favor.
- Wanted (wanted poster icon) – This character receives a Wanted token immediately after being Hired.
- Weak-Kneed (running man icon) – You must roll a six sided die when this character is Challenged (or) when they enter a second combat round. On a result of 4+ they flee from combat, which immediately ends the gunfight, and you lose 1 Reputation token, if possible.
- Wound (red badge token icon) – Each of these tokens on a character gives them a -2 on their Gunfight roll. Characters receive a Wound token if they lose a Gunfight. Characters that do not have the Tough icon are immediately Captured once they receive a second Wound token.
Gunfights
A Gunfight lasts 1 or 2 rounds. At the start of the first round, each player rolls as many dice as Combat symbols on their character card and adds the amount listed from Duel symbols. This represents a characters Gunfight roll. If a characters Gunfight roll is 2 or more than his/her opponents then the opponent's character receives a Wound token and the Gunfight ends. If neither Gunfight roll result is 2 or more then the Gunfight is a draw and the characters will enter a second and final gunfight round.
IMPORTANT: Gunfights always end after two rounds, but they may end on the first round for the two reasons listed below:
- A character has received a Wound token.
- A Weak-Kneed character has fled from combat.
Capturing Characters
Character that receive a second Wound token, or a third Wound token if a character has the Tough symbol, are considered Captured, turned face down, and remain inactive the remainder of the game. Players that capture an opponent's character will receive 2 Reputation tokens as well as the Wanted token on the character, if available. Note: Inactive characters still count as "Hired Characters" for Hidden Agenda's.
Robbing Action Spaces
Some of the new Action Spaces have a Robbery icon in the upper left corner, which adds the following additional rules:
- When a player collects from this Action Space they place 1 Silver on it from the Game Bank.
- This Action Space can only be robbed by Black Hat characters. Note: Neutral characters are never considered to be Black Hat characters, even if the player has a Black Hat reputation.
During the Collection Phase, using standard timing rules, a player may announce that one of his/her Black Hat characters is Robbing an Action Space that has a Robbery icon. That player immediately places a Wanted token on that Black Hat character, unless the character already has one. Robbing an Action Space is a unique ability and can only be performed by a Black Hat character that has not performed any other abilities during this turns Placement Phase or Collection Phase. Note: Each player may only make one Robbery attempt per Action Space.
Wanted Tokens
Characters receive a Wanted token when they attempt to Rob an Action Space or perform an ability with a Jail action.
IMPORTANT: Characters may only have one Wanted token which has no value except to fulfill certain Hidden Agenda cards and/or scenario requirements.
New Action Spaces
Stagecoach
This replaces the Pioneer Action Space. Players choose to draw two cards following the same rules as the Pioneer Action Space (or) collect 2 Silver from the Game Bank. Note: This Action Space has two different sides. Players may choose whichever side they prefer.
Trader (New)
This replaces the existing Trader Action Space. The new Trader Action Space has an improved trade and allows players to more easily initiate a trade without having to roll a specific number on their dice.
Marshal
This replaces the Mayor Action Space. Players collecting from this Action Space move to first in Turn Order, receive 2 White Hat tokens and the Marshal Special Role token. Note: Players must take 2 White Hat tokens.
Marshal Token – This token acts like a character but its only ability is to Challenge, with one difference. The token can announce a Challenge against any character with a Wanted token, following standard timing rules. Note: This means you do not have to wait for a Black Hat character to Rob or perform an ability before Challenging them.
Campaign
This replaces the Scout Action Space. Players may perform one of the options listed below:
- Pay 2 Silver and place a die in Jail next turn to receive 2 Vote tokens.
- Pay 1 Gold to receive 2 Vote tokens.
Barnstorming
This Action Space replaces the Market Action Space. Players may perform one of the options listed below:
- Pay any 2 Reputation and 1 Silver to receive 1 Wild Die token and a Bonus Die.
- Pay 1 Vote token and 1 Silver to receive 1 Influence.
Saloon
This Action Space replaces the Market Action Space. Players may perform one of the options below:
- Place a die in Jail next turn. Receive 1 Cowboy Boot token and 2 Black Hat tokens.
- Pay 1 Silver. Move last in Turn Order. Receive 1 Wild Die token and 1 Black Hat token.
Cowboy Boot Token (Limited Token) – You may use this token to force an opponent's die/dice off an Action Space that you are claiming. The player forced off the Action Space takes his/her die/dice, as well as any tokens used to place those dice. That player immediately claims a new Action Space, but may use any remaining dice or tokens they have.
Carnival
This Action Space replaces the Mayor Action Space. Players collecting from this Action Space will receive a Wild Die token, any 2 Reputation tokens and the Carnival token.
Carnival Token – On your turn, during the Placement Phase, you may pay 1 Food resource and 1 Silver to the Game Bank to immediately claim and roll the white (four sided) Carnival Die. Once the Carnival Die has been placed you may pay an additional Silver and Food resource to roll the die and claim a different Action space, following standard game rules, as many times as you wish.
Inventor
This replaces the Engineer Action Space. Players collecting from this Action Space will receive an Engineer token and the Inventor token.
Inventor Token – The player with this Special Role swaps one of his/her dice for the grey colored Inventor die. After rolling the Inventor die in the Placement Phase a player may physically turn the die to a result that is one lower or higher, e.g., a 4 may be turned to either 3 or 5. Note: This allows a player to modify the die to claim Action spaces that require a natural die roll. There are also four other important rules to follow below:
- If a player chooses to turn the die, then he/she must use that die by itself, similar to the Deputy die.
- If a player manipulates the Inventor die with an action, a token, or a card, then they cannot turn the die using the Inventor die special ability, e.g., using a Wild Die token, Dealer +/- ability.
- Players cannot modify the Inventor die once the special ability on it has been used.
- Players cannot modify a result of 1 to a 6 and vice versa.
Variant: Improved Town Hexes
This variant gives players the option to increase the production of a Resource Hex that they control. Players also receive 1 VP during End Game scoring for each of these hexes.
To obtain these Limited hexes a player claims the Builder Action Space, using standard game rules, then builds a town. Instead of placing the Town, the player places an Improved Town hex on a Resource Hex, with a Town, that they control. These hexes may only be placed on matching resource hexes. Example: You may only place an Improved Town Hex with food resources on a Resource Hex that produces food.
IMPORTANT: These tokens are Limited, meaning a player can only have one Improved Town Hex token per City that they control.
Variant: Golden Spike
When a player connects their rails to an opponents rails they receive that players Golden Spike token and discards their own Golden Spike token if possible.
Each Golden Spike token a player has at the end of the game, that is not their own, is worth two Victory Points.
Variant: County Bank
This variant gives each player a County Bank Action Space card. Players use this card to protect their Silver and Gold tokens as well as earn additional Silver tokens.
Players will place all of their Silver and Gold tokens on this Action Space. This card may be robbed following standard game rules; however the card will defend itself. Players may announce a character to Defend the County Bank Action Space in the event the County Bank loses the Gunfight.
Variant: Mystery Hexes
This variant introduces new hexes to the Territory Map that are randomly placed onto the game board, face down, per the diagram in the rulebook. Mystery Hexes have 3 important rules which are the following:
- Mystery Hexes cannot be used unless you have access to them by rail or a City that you control.
- Mystery Hexes with tokens on them are removed from the game once all of the tokens have been claimed.
- Mystery Hex abilities tie to a specific Reputation. For example, you must have one or more Black Hat tokens to use an ability that is associated with Black Hat Reputation. If a player has no Reputation tokens they may use either the White Hat or Black Hat ability.
Cattle Ranch
Any number of players that have access to this hex may build a Town on it. When a player produces Food from this hex they also receive 1 Silver. Note: Players do not collect additional Silver when they use the Food Additional Effort spot on the Produce Resources Action Space.
IMPORTANT: These Towns cannot be used to score Victory Points for Cities during End Game Scoring.
Silver Mines
Any number of players that have access to this hex may build a Town on it. When a player produces Food from this hex they also receive 1 Silver. Note: Players do not collect additional Silver when they use the ore Additional Effort spot on the Produce Resources Action Space.
IMPORTANT: These Towns cannot be used to score Victory Points for Cities during End Game Scoring.
Outlaw Hideout
When a player uses this hex for the first time they flip it face up and place two Hideout tokens on it. Players may place a 6+ on this hex during the Placement Phase. At the start of the Collection Phase you remove a Hideout token, place it in the Game Bank, and take an action below:
- Receive 3 Reputation and 1 Silver.
You may do one of the following:
- Place a Hideout token on a Black Hat character you control that has 1 or 2 Combat (bullet) icons. This token will count as an additional Combat icon. Note: Max 1 token per Rebels & Rogues character.
- Collect 2 Black Hat tokens from the Game Bank and take 2 Silver from the Game Bank.
Ghost Town
You may take one of the actions below:
- You may place a 6+ on this hex during the Placement Phase. At the start of the Collection Phase take one action below:
- Remove the Ghost Town hex from the game and receive 1 Gold and 4 Wood.
- Place one of your unused Town tokens on this hex for free. This Town cannot produce resources but it counts for City Scoring at the end of the game. Note: Even if you build a Town on this hex you cannot build an Improved Town Hex here as this hex does not produce resources.
- Place 2 Hideout tokens, shown on the right, on the Ghost Town hex. This hex is now considered an Outlaw Hideout for all game purposes. Refer to the Outlaw Hideout for information on that Mystery Hex type. Note: Once you perform this option you cannot take any of the options above and vice versa.
Native American (Mobile Hex)
When a player uses this hex for the first time they flip it face up and place six Tribe tokens on it. If any player has access to this hex they may place a 5+ on it, during the Placement Phase, to immediately collect a Tribe token and discard it to the Game Bank. You may then perform one of the actions below:
- Receive 2 Food resources, 1 Silver and 1 Wild Die token.
You may do one of the following:
- Place a Tribe token on any Revealed or Un-revealed Resource Hex that does not have a Town on it. Resource hexes with a Tribe token(s) on them cannot be accessed, therefore they cannot produce resources nor have towns built on them. During the Placement Phase, any player may pay two Silver or a 4+ to collect a Tribe token that has been placed on a Resource Hex and remove it from the game.
- Receive 2 Black Hat tokens and look at an opponent's cards, including 1 random Hidden Agenda card.
IMPORTANT: Once you collect from this hex you must move the hex and tokens as referenced in "Mobile Mystery Hexes."
Buffalo Herd (Mobile Hex)
When a player uses this hex for the first time they flip it face up and place eight Buffalo tokens on it. If any player has access to this hex they may place Any Die on it, during the Placement Phase, to immediately remove one token, place it in the Game Bank, and perform one of the actions listed below:
- Receive 3 Food and 1 Silver.
- Receive 1 Black Hat token and 2 Silver.
IMPORTANT: Once you collect from this hex you must move the hex and tokens as referenced in "Mobile Mystery Hexes."
Mobile Mystery Hexes
Once these hexes are flipped face up then they must be oriented on the board with the number 1 on the top of the hex. Once a player has finished collecting from a Mobile Mystery Hex they roll a die. Following the numbers on the hex they move that Mystery Hex in that specific direction.
Example: In the diagram in the rulebook, if a player rolled a 4 they would move the Buffalo Herd down one hex. If a player rolled 5 or 6 the hex would stay as that would be considered an illegal move.
Illegal Movement Rule: Moving a Mobile Mystery Hex onto a City or Town is illegal. In the event a player rolls a result that would cause an illegal move the player rerolls the die once more. If the result would still cause an illegal move then the Mystery Hex stays where it currently is.
Moving on Resource Hexes: Mobile Mystery Hexes can be moved onto unoccupied Resource hexes; however this blocks all players from building a Town or City on that specific hex. Note: If a Native American Hex moves onto a hex with a Tribe token then place that token back on top of the Native American hex.
Scenario Overview
This expansion adds numerous variants to the game. To assist players in learning these variants, they have been divided up into several scenarios. These scenarios group variants that work well together and provide a thematic backdrop to the game. The goal of each scenario is to provide players with a unique experience that would not be possible by players randomly adding in several variants. Players are welcome to mix and match any variant to create a unique scenario or even add variants to the existing ones. A list of optional variants has been provided as a general recommendation. Note: Including any variant not listed may cause certain scenarios to become unbalanced and/or cumbersome.
Editor's note: the printed scenarios refer to a "County Seat" variant and a "Five Player Expansion" that are not defined in this rulebook; they are transcribed as printed.
High Noon
Players: 2 to 4 – (5 players with Five Player Expansion) Playing time: 20 minutes plus 20 minutes per player
In the mid-1800, the introduction of the stagecoach and steam engine marked a change in American history. More than ever before people were headed out West to make their fortunes and fame. The outlaws of the time were not far behind to steal these fortunes and claim notoriety.
In this scenario, players will be able to hire legendary heroes, villains and famous characters from the Wild West. Players will have the option to take a side and choose a White Hat or a Black Hat Reputation.
Variants Added:
- Card Deck: Rebels & Rogues
- Action Space: Stagecoach, Trader (New), Marshal and Saloon
- Variant: County Bank
- Variant: Mystery Hexes
Optional Variants:
- Player Characters: All available except Scientist and Architect
- Card Deck: Hidden Agenda – Remove cards with this symbol: cog icon
How the West was Won
Players: 2 to 4 – (5 players with Five Player Expansion) Playing time: 20 minutes plus 20 minutes per player
By the early 1800s the world began experiencing the technological benefits of the Industrial Revolution. The American West would not experience these improvements until the mid-1800. It was during this time period that the common practices and crude hand tools of laborers would be replaced with machined equipment, interchangeable parts, and new inventions. These new inventions changed the basic concept of what an Old West town could offer.
New opportunities and businesses began to appear, which would eventually change the landscape of the wild frontiers of the West. It was common to see towns focus on the most abundant resource available in the area. These old sawmill, cattle and mining towns were very prosperous, but usually short-lived.
Variants Added:
- Card Deck: Progress
- Action Spaces: Inventor and Carnival
- Variants: Improved Town Hexes and Golden Spike
Optional Variants:
- Action Spaces: Stagecoach and Trader (New)
- Variant: County Seat
- Player Characters: All Player Characters available
- Card Deck: Hidden Agenda – Remove cards with these symbols: (three icons as printed)
Wild Wild West (Advanced Scenario)
Players: 2 to 4 Playing time: 30 mins per player
Notorious villains have set up camp in Dark Horse County. Players will have to deal with these rogues if they want to expand their territories. To make matters worse, the outlaws have formed numerous gangs and hideouts on valuable resource areas. Some of these outlaws have even taken over small towns! Luckily, a famous inventor devised a way to outsmart and over power these criminals.
Setup: Players must place their first city in a Safe Zone area. Players then place the Wanted tokens, Outlaw Hideout and Ghost Town Mystery Hex tokens as shown in the rulebook's example diagram. Then players in turn order will draw three Rebels & Rogues card, keep one and place the rest back on top of the deck. When players have finished discarding, shuffle the deck.
Reputation – For this scenario only, players are allowed to hire both White Hat and Black Hat characters regardless of their Reputation status. Characters will not go inactive if you have the opposite Reputation status and players may collect both types of Reputation without any penalty or Reputation tokens cancelling each other.
Black Hat Character (Change/Restriction) – These characters cannot Rob Action Spaces or perform any ability listed at the bottom of their card. They are simply hired guns that can assist you in capturing the various gangs in this scenario.
Town/City (Restriction) – Following standard placement rules, players cannot build a Town/City next to, or on top of, a hex with a Wanted token or a Mystery Hex until that token/hex has been removed.
Engineer token (Change) – During a Gunfight, after the dice have been rolled, a player may use an Engineer token to receive a +6 to the result.
Wanted tokens – These tokens represent outlaw gangs that have formed bandit camps on a specific Resource Hex. Each of these tokens has 2 Combat icons and is considered a Black Hat character for all game purposes. This means that they will receive Wound tokens and can be Captured like a regular Black Hat character for a reward of 1 Reputation, 1 Silver and the Wanted token itself.
Outlaw Hideout/Ghost Town – These tokens represent well known outlaws that have taken over towns and become powerful. Each of these tokens has the same Gunfight Icons as the Marshal token, i.e., 2 Combat icons, a +2 Duel icon and the Tough icon. These hex tokens are considered Black Hat characters for all game purposes. This means that they will receive Wound tokens and can be Captured like a regular Black Hat character for a reward of 2 Reputation and 3 Silver.
Challenges – At the start of the Placement Phase, before any dice have been placed, each player may announce one Challenge against a Wanted token or the Mystery Hexes, mentioned above, anywhere on the game board. Challenges follow standard Challenge and Gunfight rules.
End Game: In addition to the standard End Game triggers the game ends if all Wanted tokens and both the Outlaw Hideout and Ghost Town Mystery Hex is removed.
Variants Added:
- Card Deck: Rebels & Rogues
- Action Space: Stagecoach, Trader (New) and Inventor
Optional Variants:
- Player Characters: All available except Blacksmith, Scientist and Architect
- Card Deck: Hidden Agenda – Remove cards with these symbols: (three icons as printed)
Pork Barrel (Advanced Scenario)
Players: 2 to 4 – (5 players with Five Player Expansion) Playing Time: 25 minutes per player
Politics in the late 1800's was characterized by over-the-top politicians whose practices included show boating, spectacular displays and even outright bribery. The term barnstorming and whistle-stops became popular as politicians would travel to small rural areas by train and make short but enthusiastic speeches. This scenario focuses on players obtaining Influence Points and Reputation.
Setup: Place the six Whistle-Stop hexes using the same layout as the Mystery Hexes. Note: The 3+ side starts face up.
End Game: Each Influence point is worth 2 Victory Points.
Whistle-Stop (Limited Action Space) – During the Placement Phase, any player that has access to these hexes, by rail, may claim them. Once a player has used one of these hexes they flip it to the other side. These hexes have two sides which are defined below:
- 3+ side: Place a 3+ on the hex to immediately receive 1 Silver and any 2 Reputation tokens.
- 5+ side: Place a 5+ on the hex and pay 2 Silver to the Game Bank to immediately receive 1 Vote token.
Standard Variants:
- Action Spaces: Campaign, Barnstorming and Carnival
- Variant: Whistle-Stop Hexes
Optional Variants:
- Variant: County Seat
- Action Spaces: Stagecoach, Trader (New) and Inventor
- Player Characters: All available except Scientist and Architect.
- Card Deck: Hidden Agenda – Remove cards with these symbols: (three icons as printed)
Dark Horse Base Game Changes
- The symbol on Action cards that protects a player with the Sheriff Special Role also protects players with the Marshal Special Role.
- Any reference to the Pioneer Action space on Player Characters or Action cards is interchangeable with the Stagecoach Action space.
- The Preacher Player Character #1 ability should state the following: "You may not collect Black Hat Reputation or use an ability, card, or action that can place you in Jail."
- A revised Tracker Player Character has been provided that more accurately represents what the character was intended to do in the base game.
Card Abilities and Timing
The expansion includes many new types of cards but they follow the same basic rules and timing set in the original Dark Horse game. Refer to the following rules when playing cards or using abilities on cards.
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Whenever a player places a die/dice on a card, as a payment for an ability, it is resolved at the beginning of the Collection Phase before any Action Spaces are resolved in Turn Order.
Example: The blue player has placed a die on their County Bank and the red player has placed a die on a Rebels & Rogues character. At the start of the Collection Phase, before any Action Spaces are collected, the players in Turn Order resolve all die/dice placed on cards before they begin collecting from Action Spaces.
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Each player may only use an ability on a card, token or Action Space ONCE per turn, immediately before or after they collect.
Example: It is my turn to collect from the Work Crew Action Space. Before, or after, I collect from Work Crew I can use one of each specific type of game token, play one of each specific type of card and/or activate abilities on cards that are in play and under my control. Note: Players can only use each ability, token type, card type once, e.g., one Wild Die token, one Engineer token, one Action card, one Progress card, one Rebels & Rogues card, etc.
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Some card abilities require a payment such as an Any Die, Reputation, Silver, Resource, or even Jail time. Players must pay this payment or they cannot use the ability.
Example: The card to the right has an ability that requires the player to discard a Wild Die token before you can use that ability. Note: If a player hoped to obtain a payment, but failed to do so, then they cannot collect from the ability.
F.A.Q./Errata
- The Progress card "Land Office" has two misprints. 1) The first part of the ability should show a choice between 3 White Hats or 3 Black Hats. 2) The symbol should be ignored.
- Certain Player Characters state that you may not collect Black Hat Reputation, which means you can never take any action that would force you to collect those types of tokens. However, the Charlatan states you cannot own Black Hat Reputation, which means you can take actions that force you to collect White Hat Reputation. For example, if a player with the Charlatan has 2 or 3 Black Hat tokens, then he can still claim the Marshal Action Space as he will not have White Hat tokens when it resolves.