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Deadeye Dinah

Deadeye Dinah Rulebook

Table of Contents

Table of Contents

  • Overview
  • Setup
  • Hand Layout
  • Basic Actions
  • Order of Play
  • Escapes & Rescues
  • Perils
  • Shootouts
  • Duels
  • Your Legend
  • Symbols & Items
  • Reference

Overview

As bounty hunter "Deadeye" Dinah Reeves, track down each crime boss through a stack of scene cards. A scene may be a peril or shootout.

Use your kit cards to overcome each scene card and add it to your kit.

You can play a kit card as a bullet to shoot other folk's hats.

Or you can play the same card as an item for a special benefit.

But outlaws can shoot the hat of any kit card you play, losing you that card.

If you ever run out of kit cards, you fail and start the job over.

Reach the boss card to duel the boss.

Shoot their hat before they slip away, and you capture them, earning reputation that grows your legend.

If you fail, try again.

You win the entire campaign by completing all 8 jobs: capture all 8 bosses and bring them to Bass.

Setup

  1. Set aside all cards. (See F1.) a. Set aside the legend card and the job card of a boss you haven't captured yet (the boss card). b. Note the boss card's starting item. Find the job card with that item in a corner and set it aside.

F1. Legend card, boss card, starting item.

  1. Arrange the deck of job cards. (See F2. & F3.) a. Shuffle the other cards boss-face-up facing upright. b. Put the starting item's card on top the same way. c. Note the boss card's kit number. Turn that many of the top job cards 180 degrees. Flip the boss card and tuck it between the turned & unturned cards.

F2. Kit 4 = turn top 4 job cards. Starting item card (on top).

F3. Flip boss card, tuck in between.

  1. Flip the job cards and fan them out to check them. Then put the legend card in the back so it shows your current legend effect. (See F4. & F5.)

F4. Flip job cards, fan out to check.

F5. Layout of your starting hand: a. Legend card; b. Kit cards (fanned; kit side active, scrap side inactive); c. Boss card (scrap side); d. Scene cards (stacked; kit side).

Hand Layout

a. Legend card: the leftmost card in your hand, fanned to show how your enemies react to you. It upgrades as you earn reputation.

b. Kit cards: all job cards left of the boss card, fanned to show their active (ready to use) side. To start, the cards' kit side (bullet, item, & hat) is active. (The side with no item is the scrap side.)

c. Boss card: your main objective, fanned out from the stack of scene cards so its boss effect shows. Lost cards get tucked behind this card to hide them.

d. Scene cards: all cards right of the boss card, kept gathered into a stack. Each time you get through a scene you either add this card to your kit cards as scrap or lose it by tucking it behind the boss card, then face the next scene in the stack.

Basic Actions

  • Play a card: to choose a kit card for a scene or duel, slide it up in your hand so it sticks out. (You can change your mind until you add or lose a card.) Play each card as either a bullet to shoot or an item to use.
  • Shoot a hat: when you play a kit card as a bullet in a scene or duel, for each number next to the card's bullet icon you can shoot 1 matching hat.
  • Use an item: after you play a kit card as an item in a scene or duel, follow the item's description to gain its benefit (if it applies to the scene/duel).
  • Add a card: when you get a new kit card (scrap) after overcoming a scene, place it among your kit cards with its scrap side active.
  • Lose a card: when a card is taken out of play, flip it to its boss face, turn it so its left edge is blank, then tuck it behind the boss card to hide it.
  • Rescue a card: instead of losing a card, turn it and put it behind the legend card as lucky card.

Order of Play

  1. Set up the job for the boss you're trying to capture.
  2. Play kit cards to overcome, or win, each scene.
    • Peril: an environmental danger that takes quick thinking and the right kit to survive unscathed.
    • Shootout: a combat where you aim bullets to match the hats of hired guns and try not to get shot.
  3. If you overcome the scene, add the scene card. Otherwise, escape the scene.
    • If you have 0 kit cards and can't add more, you fail the job and must start again.
  4. If you overcome or escape every scene and still have kit cards, you duel the boss.
    • Duel: your attempt to capture a boss. Aim a bullet, maybe play an item, and try not to get shot.
  5. If you capture the boss, you bring them in and finish the job. Earn the boss's reputation, upgrade your legend card if you can, and move on to the next job!

Escapes & Rescues

a. Escape: when you just barely survive a scene.

  • When escaping, you always lose the scene card.
  • You also lose kit cards.
    • Normally, lose only 1.
    • If you have 4+ kit cards, lose all but 2 of them.

b. Rescue: when you save a kit card from being lost.

  • If you lose all except your last kit card for a scene, you can choose one to rescue: turn it & put it behind the legend card (so its other side is active).
  • A rescued card (lucky card) is treated like a kit card, except:
    • it's excluded from effects that mention kit cards.
    • it can't be rescued if it's lost.
    • it doesn't count for escaping scenes or failing jobs.

Perils

F6. A peril scene. (Scene card zoomed in.) The card shows two top chances (an outlined Rifle item and an outlined Hat 3 bullet; e.g., played Rifle and Bullet 3) and bottom chances.

  • Try to get the best result by playing or losing the chances outlined on the scene card.
    • If you have the 2 top chances (the item & matching bullet), play both to overcome the peril.
    • You can also overcome it by losing 1 of the bottom chances (an item or a matching bullet).
    • If you don't have any of the chances (or don't want to lose them if you do), escape the peril.

Shootouts

F7. A shootout scene. (Scene card zoomed in.) Each outlaw shows an outlaw's range.

  • Each outlaw's number (range) is both their bullet and hat. Play a matching bullet to shoot an outlaw, but they'll shoot any matching hats you play.

    • If an outlaw has 2+ hearts above their head, shoot them with that many kit cards.
  • If you play enough kit cards to shoot or ignore every outlaw, you overcome the shootout.

    • Play each card as either a bullet or an item.
    • Each bullet you play shoots once for each number in its range. A bullet of range 1, 4-6 could hit an outlaw each of range 1, 4, 5, and 6, for a total of 4 outlaws, but not a 2-heart outlaw of range 1.
    • Each item you play grants you an effect, such as ignoring certain outlaws so they can't influence a shootout. See "Symbols & Items" for a full list.
  • If the hat of a card you play matches an outlaw's range, you lose that card at the end of the shootout. You've left yourself open!

  • You can use cover to modify the numbers of all the bullets and hats you play +/-1. (See F8.)

F8. A shootout scene card, zoomed in to the cover section.

  • Cover only affects your played kit cards.

  • Cover +0 means you don't modify your kit cards.

  • Cover -1 reduces all possible numbers by 1.

    • Numbers at 0 don't reduce, but all others do.
    • Example: a bullet of range 0-2 and hat 1 acts like it has range 0-1 and hat 0.
  • Cover +1 increases all possible numbers by 1.

    • Numbers at 9 don't increase, but all others do.
    • Example: a bullet of range 4, 7-9 and hat 8 acts like it has range 5, 8-9 and hat 9.
  • If you can't shoot/ignore every outlaw, escape.

Duels

F9. A duel. (Boss card zoomed in.) The card shows the reputation earned, bullet range, and hat.

  • Play 1 bullet to shoot the boss's hat.

    • You can also play 1 of these: Fire, Flask, or Rifle.
    • You can't use cover in a duel.
  • The boss shoots the hats of any cards you play in their bullet range. If they shoot all your played cards, they slip away and you fail the job.

  • If you still have played cards left, you capture the boss and deliver them—dead or alive, your choice—to Bass.

Your Legend

After completing a job, you earn the reputation shown on the boss's card, and you upgrade your legend card if you've earned enough reputation.

a. Search the legend card for the effect that fits your current reputation. You must use this effect in your next job: when your legend grows you can't go back.

b. Keep track of your total reputation mentally; this is easy to do if you capture the bosses in order of their hats, but you can also keep track of the bosses you've captured and add their stars together.

Symbols & Items

The descriptions here clarify the player aids on the legend card.

  • Reputation (star): your legend continues to grow as you complete jobs. Earn enough and you'll gain a new legend effect, a benefit you carry into each job.

  • Bullet: represents your gunfire (or that of an outlaw/boss), and the numbers next to it show what hats you/they can shoot.

  • Hat: taking a shot or using an item leaves you a little exposed, and someone whose bullet matches your hat has the perfect angle to shoot it off, losing you that card. But if it isn't your last hat, you'll be all right. (Outlaw/boss hats are outlined.)

  • Heart: some outlaws are tough or protected. If one shot ain't enough to do them in, the number of hearts over their head shows how many bullets of their range you'll have to shoot to take them down.

  • Items: it takes all sort o' kit to keep a bounty hunter alive out here.

    • Rope: in a shootout, ignore 2 outlaws who have less than 2 hearts (no heart symbols).
    • Fire: turn this played card to its scrap side instead of losing a single played card. (Any other played cards are lost as normal.)
    • Horse: instead of escaping a scene, switch the current scene card with the next scene card. (There must be at least 2 scene cards.)
    • Knife: in a shootout, ignore a single outlaw who has 2 or more hearts.
    • Rifle: widen the bullet range of a played card of your choice by 3: higher, lower, or a mix of both (e.g., 1-3 can become 1-6 or 0-5).
    • Flask: turn this played card to its scrap side to modify the hat of a played card of your choice +/- 2. (Not +/-1: hat 5 can't become hat 4.)
    • Tin Star: in a shootout, modify each outlaw range +/-1.
    • Dynamite: if no outlaw can shoot the hat of this item's played card (which is always the case in a peril), lose this played card to overcome the scene.

Reference

Actions: Play a card; Shoot a hat; Use an item; Add a card; Lose a card; Rescue a card.

Order of Play:

  1. Set up for a job.
  2. Play kit cards to try to overcome each scene.
  3. If overcome a scene: add scene card. Otherwise: escape the scene.
  4. If you reach the boss with kit cards, duel the boss (play a bullet & optionally an item).
  5. If you shoot the boss & have played kit cards left, you capture the boss, earn their reputation, & upgrade your legend card's effect if able for the next job.