Dynamit Joe
Dynamit Joe Rulebook
Table of Contents
Table of Contents
1. Introduction
A drop of sweat rolls down the forehead of Sheriff Ted. It reaches his right eye, temporarily blinding him. A worse moment is unthinkable, any moment now the dangerous desperado Fred can appear from behind the corner.
Ted’s colt has only one bullet left – he’d better shoot straight. What on earth is he doing in the rundown village called Gold-fever – where all the villagers went crazy after gold was discovered in the nearby mountains? Why does he keep trying to preserve order all alone? Why didn’t he return to his parents the moment the desperados invaded the village? Why…
The silence is ruptured – Ted falls down into the dust, a bullet in his head. Fred is grinning behind him, a query mark of cordite rising from his rifle. “Dunce” he says, turning around, returning to the saloon to finish his whiskey.
Note regarding the rules
The rules consist of basic rules, optional rules and 8 scenarios (containing all necessary information to start a game).
The illustrations clarifying the rules can be found on a separate card sheet.
2. Basic Rules
2.1 Players and player characters
The game is designed for 2 to 12 players, who are normally divided into two opposing teams. From 3 players upwards teams must be created as stated in the scenario’s. All player on a team should cooperate to achieve a common goal. Each player controls one or more player characters.
2.2 Playing pieces
The player characters are represented by cardboard figures. These can be replaced with 1/72 plastic miniatures or 25/28 mm metal miniatures. When replacing figures be sure to put the correct name on each miniature.
2.3 Zones
The board is divided into different zones. A zone is delimited by a dashed line, a tree or a wall. A circle in the centre of each zone is used to determine line of sight between different zones.
Each zone can contain a unlimited number of player characters. Players soon will realise that it is dangerous to put too much characters in one zone.
Figure 1 on the card sheet shows the different elements that are visible on the board.
2.4 Objects
There are 9 objects available, 4 of which are guns. Each object is represented by a special marker. The range of each weapon is expressed in a number of zones, the exact number for each weapon can be found below or on the gaming aid. Important – the zone where the wielder of the weapon is standing, does not count towards determining the range.
Colt: this gun is the standard weapon. It can contain six bullets. The precision is moderate and the range is 4 zones.
Shotgun: this sawed off shotgun is most effective at short range. Both barrels can be fired separately or together (doubling the effect). The range is limited to 2 zones.
Rifle: the Winchester, model 1866 is an all-round performer. The weapon combines a great precision with a large autonomy (9 bullets) and a good range (6 zones).
Hunting rifle: the hunting rifle - type Sharps, was used for hunting buffalo. An exquisite precision compensates the limited autonomy (1 bullet). The range is excellent (8 zones).
Dynamite: the sticks of dynamite are an infamous weapon – the range extends towards adjacent zones. A stick of dynamite is capable of wounding several characters at the same time. The range is 2 zones.
Knife: this weapon can be used in 2 different ways: as a throwing weapon or in man-to-man fighting. The slim chance of hitting, limits the use to a weapon of last resort. The range is 1 zone.
Whisky: a draught of whisky is enough to regain strength. When a character empties a bottle, he can remove a wound.
Rock: a worthless object that can be used as a decoy.
Nugget: an object with different possible values (1, 2 of 3 points).
2.5 Player character cards
The player character cards make it possible to record the health and equipment of a character. When there is a change, a marker is added or (re)moved.
The 3 wound squares (on the left) are used to record the wounds. One or two markers signify a wounded character, 3 markers a deceased character.
An “ambush-marker” is placed on the relevant square to show that the character is laying in ambush.
The two object squares (top right) show the objects that a character has with him. The object marker is placed on one of these empty squares. A character is limited to carrying two objects - the printed objects show the starting equipment of a character. Put the corresponding object marker on the right squares. Important: the numbers on the objects ‘Dynamite’ and ‘Knife’ denote the range, not the number of objects available!
A weapon put on one of the ten numbered squares, show the weapon the character is currently using. The printed weapons (bottom right) show the starting weapons of a character. A character can never carry more than two weapons.
2.6 Ammunition
The ten numbered squares e 10 (0 to 9) denote then number of bullets acvailable for the gun. The exact place of the weapon marker on a square shows the number of available bullets.
Example: A colt on square “3”, means that there are 3 bullets left in the colt. A rifle on square 0 means the weapon is empty.
After a shot is fired, the marker is moved one space towards 0.
Example: After shooting a colt with 3 bullets; the marker is moved from square 3 to square 2.
Every gun has a limited amount of ammunition. The maximal amount per weapon is represented on the ammunition squares by the name of the weapon.
Example: A colt can have 6 bullets at most - a rifle only has one shell.
A weapon can be reloaded an infinite number of times. The characters start the game with fully loaded weapons.
2.7 Joker cards
Each character receives a joker card at random. This card represents a special ability that can be used one time during the course of a game. The card states at what time it can be used. Only a character that has the joker card can use it. The card should be kept secret, even for the other players on the same side.
3. Setting up the game
The players agree upon a scenario (chapter 9) and form teams, using the characters mentioned in the scenario.
- For each character, the corresponding cardboard figure, character card and a randomly selected joker card are put aside.
- The object markers are placed on the corresponding squares of the character card (2 objects and one gun).
- The marksmen cards – “facile” (easy), “moyen” (average) and “difficile” (difficult) – and the panic cards “Panique” are shuffled and placed face-down into 4 drawing piles next to the board.
- The activation chips of the characters that are used are put in a bag or empty space of the playing box.
4. The game round
The game consists of different rounds with one or more individual turns (one per character). A character turn is made up of two parts – activation phase and action phase.
When a character has finished its turn, the next character can take one. After all characters have taken their turn the current round is finished and a new round can start.
4.1 Activation of a character
A turn is started by randomly drawing a activation chip. The character whose chip is drawn takes its turn and begins with its action phase.
After the character has finished its turn, a new chip is drawn and that character takes its turn. This continues until all chips have been drawn. When a new round is started, all activation chips are put back into the drawing bag/box.
A character that lays in ambush (the ambush marker is place on the character card) may choose to remain in ambush instead of taking its action phase. Another activation chip is drawn.
4.2 Action phase
An activated character has got 4 actionpoints. Each action costs one action point, except “ambush” that costs two. Spending all action points is not mandatory.
The possible actions are:
- Moving (1 point)
- Shooting (1 point per shot)
- Reloading (1 point per bullet)
- Throwing dynamite or knife (1 point)
- Picking up, taking or giving objects (1 point)
- Attacking (hand to hand combat) (1 point)
- Drinking whisky (1 point)
- Laying an ambush (2 points)
A character may use the actions in any order and may repeat the same action several times.
Example: Ted moves 4 zones - Bob shoots, moves forward, picks up an object and shoots again.
5. Actions
If a action turns out to be impossible, it is voided and the character may choose another action. You do not loose action points for impossible actions.
5.1 Moving
Move a cardboard figure to an adjacent zone. It is possible to enter a building through a window or door.
5.2 Shooting
The character fires his gun. If a character has got two guns, he should specify the one used before determining the effects of the shot. It is impossible to fire in the following cases:
- The gun is empty or jammed
- The target is not visible
- The target is out of range
Specific firing rules can be found in chapter 6 and 7.
After shooting, the player moves the weapon markers one square towards 0 on the ammunition track, to show that a bullet has been spent.
5.3 Reloading
A character reloads one bullet per action. On the ammunition track the weapon marker is moved one square upwards. The maximum number of shots can never be increased (the name of the gun marks this limit).
5.4 Remove jam
A character whose weapon has been jammed (marked by the ‘jammed weapon counter’), can remove the counter from the weapon.
5.5 Throwing dynamite or knife
A character throws a stick of dynamite or a knife. The dynamite or knife marker is placed upon the target zone.
After throwing, the knife marker remains on the zone hit (whatever the result of the throw), whereas the dynamite marker is removed as a result of the explosion. Exception: when the dynamite fuse fizzles, you just put a jammed weapon counter on the dynamite and leave it in the target zone.
Specific throwing rules can be found in chapter 6 and 7.
5.6 Picking up, taking or giving objects
A character that finds itself in a zone with an object, can pick it up. Two friendly characters can exchange objects or give away an object. In both cases, the characters have to be in the same zone.
The player puts the object marker in the character card. The guns are placed on the corresponding ammunition square according to the available ammo. The other objects (dynamite, knife, whisky, stone or nugget) are put on one of the squares on the top right.
Since a character cannot posses more than 2 objects and two guns, he should drop an object when these maximums are reached. Dropping objects does not cost any action points. The object marker is left on the board in the zone the character occupies.
It is important that whenever a gun is dropped the amount of remaining ammunition is remembered. Use pen and paper or an unused charactercard to record this.
5.7 Laying an ambush
To lay an ambush, the player takes a ambush marker and puts it on the character card. If the character is the only one in a zone, it can be put on the board next to the figure. During the action phase of another character, the character that is laying in ambush may perform one action (e.g. shooting).
This action is only possible after an opponent has taken an action and is in line of sight (see chapter 6). After this single action, the ambush marker is removed. Thereafter the opponent may continue his action phase.
Example: Ted is behind the corner of a house and lays himself in an ambush. When an opponent rounds the corner, Ted can interrupt the action phase of the other player and shoot.
The possibility to lay an ambush is very useful as long as the opponents are not visible – taking the first shot is a major advantage. The sniper only has one shot, and is thus very vulnerable when his opponent is able to return fire several times or when there is more than one opponent.
5.8 Attacking (hand to hand combat)
A character with a knife can attack another character in the same zone. Hand to hand combat is impossible without a knife.
Specific rules for hand to hand can be found in chapter 7.
5.9 Drinking whisky
By drinking whisky a character can heal one of his wounds. Remove a wound counter and a whisky bottle from the character card. A healthy person without any wounds can drink whisky, but it has no effect. A deceased person is obviously unable to drink.
6. Line of sight
The line of sight is important when throwing or firing.
In most cases it’s fairly obvious when a character can hit an opponent. In case of doubt the line of sight has to be determined.
6.1 Determining line of sight
Connect the two centres of the zones of the attacker and target (the circle) with each other. If the connecting line crosses no obstacles, than shooting/throwing is possible (see play aid, figure 2). There are three kinds of obstacles – walls (fences), trees and characters. Characters only block line of sight if the connecting line crosses the centre of the zone where they are located.
6.2 Doors and windows
Sometimes it’s possible to fire/throw through a window or door. In this case the line of sight is determined from or to the centre of the door or window. The LOS may not be blocked.
There are two possibilities:
- A) To shoot from behind a door or window, the attacker must be located in the same zone as the door or window (next to it).
- B) When shooting at a character behind a door or window, there are two possible situations:
- The attacker is located in an adjacent zone at the other side of the window or door.
- The attacker is not in an adjacent zone. In this case it is necessary for the target to have made its position known by shooting outside during its previous action phase. A character in ambush can only shoot when its target has fired outside.
6.3 Throwing dynamite at a non-visible character
It is possible to throw dynamite at an empty zone (for instance to hit a character standing behind a corner). It is also possible to throw dynamite over a fence. Only in this specific case does a fence not block line of sight.
7. Resolving hits
7.1 Chance to hit
When shooting, throwing or fighting hand to hand, the result of the action must be determined. There are three draw piles for marksmen cards (easy, average and hard) that correspond with the chance to hit. There are three disadvantages that determine from which pile a card may be drawn:
- Target located more than one zone away
- Target in a zone behind a door or window
- Attacker is wounded
If none of these disadvantages is applicable, the chance to hit is easy. If one of those three is applicable the chance is average, if at least two are applicable the chance is hard. The attacker draws a card from the corresponding pile (see also play aid).
Note: if attacker and target are located opposite the same door or window, they still have protection from it.
7.2 Results of a hit
On the front of the marksmen card the result of the action is visible (depending on the weapon used). There are 5 possible results (see also play aid):
- Failure: no effect
- Weapon jam: the weapon jams and does not fire. Put a weapon jam marker on the weapon. No bullet is spent. A thrown stick of dynamite remains in the target zone and may be reused later.
- Minor injury: put a wound counter on the character card
- Major injury: put two wound counters on the character card.
- Panic: draw a Panic card and apply the effects. If both panic and wound are suffered, both results should be applied simultaneously.
The result of the action is applied immediately, before a new action is taken. This is especially important when a character wishes to fire several times in a row.
7.3 Dynamite blast-radius
The blast-radius from dynamite extends from the target zone to each adjacent zone. A tree, wall (even with door or window) blocks the blast. Each character within the target zone should draw a marksmen card (taking all disadvantages into account). Each character within an adjacent zone (the blast-radius) draws a marksmen card with a lower chance to hit (e.g. average becomes difficult).
7.4 Double barrel shot
A character with a shotgun can fire both barrels with one action. A character with two colts can fire twice with one action. The player draws two marksmen cards simultaneously and applies both effects. The ammunition is spent in function of the weapons used. Both shots should be fired at the same target.
7.5 Zone with multiple characters
Whenever a character fires a gun or throws a knife at a zone with multiple characters, he has to nominate one of them as a target. If he misses that character there is still a chance to hit another character in that zone. Draw a new marksmen card and apply the result to a randomly determined character (other than the original target) in that zone.
7.6 Panic
When a card mentions that a character should remove itself from the line of sight, the character moves until this is the case. If it turns out to be impossible, the character moves the maximum number of zones allowed. A character may never flee into a zone containing another enemy character. If fleeing is impossible, the character remains stationary (a partial flee on the other hand is possible).
The effects of panic cards are applied immediately. When the optional rule of climbing through windows is used (2 action points), fleeing through windows is possible. Moving through a window counts as two zones moved.
If multiple panic cards are drawn, they are applied in the order of drawing.
7.7 Death of a character
When a character dies, the playing piece is left prone on the board to locate the position of weapons and objects. The character card can be used to keep track of the remaining ammunition.
8. Optional rules
These rules augment realism, but make the game more complex. Do not use these rules when new players are playing the game.
8.1 Removed from the game
When a player loses his last character, another player (with more than one character) should give one of his to the unfortunate player. It is possible for a player to change allegiance this way.
Only when there are no characters left will a player be eliminated from the game. This player can become gamemaster and draw all activation chips. It is recommended to choose a scenario with more characters than players, to avoid early elimination of a player.
8.2 Windows
A character climbing through windows spends an extra action point. To get to an adjacent zone through a window 2 action points are needed.
8.3 Remove jam
A jammed weapon can no longer be un-jammed automatically. When a character wants to remove a jam, he draws an easy marksmen card when he’s unhurt or an average marksmen card when he’s hurt. A ‘wound’ symbol next to the weapon means the jam is removed, a jam symbol means the weapon is beyond repair and should be removed from the character card. Any other symbol signifies a failed repair.
8.4 Wounds and action points
This option speeds play up, but leaves less options for wounded characters.
A wounded character loses one action point per wound suffered. An unhurt character has 4 action points, a lightly wounded character has three and a seriously wounded character has got 2.
8.5 Pricelist
This option enables variable equipment options for a characters starting equipment. Instead of starting the game with the standard equipment noted on the character card, players can freely buy equipment. The available budget is determined between players and should lie between 50 and 100 dollars per character.
- 20 $ … hunting rifle or shotgun
- 30 $ … colt
- 40 $ … rifle
- 20 $ … dynamite
- 10 $ … knife or whisky
The players add up the available budget per team and divide the bought equipment between their characters.
9. Scenarios
The scenarios are ranked according to their playing time and number of characters, thus enabling an easy choice in function of available time and number of players.
All scenarios are played until all characters on one side are eliminated. A game can be terminated when one side surrenders voluntarily. Voluntary surrender is the only way to capture an opponent.
It is possible to play all scenarios as a campaign. If this is the case, each victory is counted as one point. After all scenarios are played, the team with the most points wins the campaign.
9.1 The arrest
Luke notifies sheriff Ted that his horse is stolen. Ted decides to apprehend the thief who’s in the saloon taking a drink with Frank.
- Number of players: 2 - 4
- Duration: 10-20 minutes
- Aim:
- Ted and Luke: kill or arrest Fred
- Fred and Frank: eliminate sheriff Ted
- Starting positions:
- Frank: behind the counter in the saloon
- Fred: in front of the counter in the saloon
- Ted and Luke: in a zone of the “Bureau du shérif”
- Special rules:
In the first turn Fred and Frank are laying in ambush. They are activated as soon as the first opponent is visible or as soon as an opponent enters the saloon. They have to pass when their activation chip is drawn before this happens.
9.2 Love sickness
Brad, the mailman, has just broken up with Susan who feels humiliated and asks her 2 brothers to avenge her. Once more sheriff Ted has to intervene.
- Number of players: 2 - 5
- Duration: 20-40 minutes
- Aim:
- Susan, Bob and Joe: eliminate Brad
- Ted and Brad: eliminate or arrest the 3 troublemakers
- Starting positions:
- Susan, Bob and Joe: in a zone of the “Epicerie”
- Brad: in a zone of the “Poste”
- Ted: in a zone of the “Bureau du shérif”
- Special rules:
The first turn only the activation chips of Susan, Bob and Joe are put together. The following turns all activation chips are used. Sheriff Ted can only be activated after the first shot or explosion. He has to skip his turn if his activation chip is drawn beforehand.
9.3 The showdown
Fred and Frank, two former outlaws, have opened a business in the village. Billy and Luke, two former gangmembers have finally traced them and want revenge. Sheriff Ted and his deputy Slim have to intervene.
- Number of players: 3-6
- Duration: 30-60 minutes
- Aim:
- Fred and Frank: eliminate Billy and Luke
- Billy and Luke: eliminate Fred and Frank
- Ted and Slim: eliminate or arrest all troublemakers
- Starting positions:
- Fred: behind the counter of the “Blanchisserie”
- Frank: in one of the two zones of the “Blanchisserie”
- Billy: behind the counter of “Saloon”
- Luke: in a zone of the “Drugstore”
- Ted and Slim: in a zone of the “Pompes funèbres”
9.4 The bank hoist
Jake, Dave, Bob and Joe decide to rob the bank. There are two persons in the bank at that moment (Billy and Luke). Ted and Susan come to the rescue as soon as the hear shots.
- Number of players: 2-8
- Duration: 40-75 minutes
- Aim:
- Jake, Dave, Bob and Joe: steal as much gold as possible
- Billy, Luke, Ted and Susan: eliminate the robbers
- Starting positions:
- Jake, Dave, Bob and Joe: in a zone of the “Saloon”
- Billy: in a zone, named “Banque”
- Luke: in a zone in front of the bank counter
- 3 nuggets: in the zone, named “Coffre”
- Ted and Susan: in a zone of “Bureau du shérif”
- Special rules:
During the first turn, Billy and Luke are laying in ambush. They get activated as soon as a robber becomes visible or enters the bank. Ted and Susan are activated as soon as they hear a shot or an explosion. They have to skip their turn if the activation chip is drawn beforehand.
To open the door of the vault, the lock should be destroyed by a shot. A wound result means the lock is destroyed. The nuggets can be picked up as any other object. The robbers should leave the board with as many nuggets as possible. A robber who leaves the board cannot return.
9.5 Rivalry
Jake and Luke are in love with Susan. When the sheriff is gone they intend to fight it out in the street.
- Number of players: 2-8
- Duration: 1 hour – 1 hour 30 minutes
- Aim:
- Jake, Dave, Bob and Joe: eliminate all opponents.
- Billy, Luke, Brad and Slim: eliminate all opponents
- Starting positions:
- Jake, Dave, Bob and Joe: in a zone of the “Epicerie”
- Billy, Luke, Brad and Slim: in a zone of the “Drugstore”
9.6 The hostages
Jake has cheated at a game of poker. Fred captures him and demands his money back. Jake’s friends refuse to give in to the demand and try to free him.
- Number of players: 3-8
- Duration: 1 hour 30 minutes – 2 hours
- Aim:
- Bob, Dave, Susan and Joe: Free Jake and eliminate opponents
- Fred and Frank: eliminate all opponents
- Slim and Ted: eliminate or arrest all troublemakers
- Starting positions:
- Bob, Dave, Susan and Joe: in a zone of the “Epicerie”
- Fred, Frank and Jake: in a zone of the “Saloon”
- Ted and Slim: in a zone of the “Bureau du shérif”
- Special rules:
Fred may take Jake’s rifle. Jake’s two knives are on the floor of the saloon in a zone of choice. Fred and Frank start in an ambush, they become activated as soon as an opponent becomes visible or enters the saloon. Ted and Slim become activated as soon as they hear a shot or an explosion. They have to pass if their activation chip is drawn beforehand.
Jake is tied up and inactive until he is freed. His activation chip is only put into the drawing pool the moment he is liberated. To liberate Jake, a character has to be in the same zone as Jake, carry a knife and spend an action point.
A character can force Jake to move with him as long as he’s tied up.
9.7 The break out
Bob is captured and will be strung up at dawn. At night his friends try to liberate him.
- Number of players: 2-9
- Duration: 1 hour 45 minutes – 2 hours 30 minutes
- Aim:
- Jake, Dave, Susan and Joe: liberate Bob and eliminate all opponents
- Billy, Luke, Brad, Slim and Ted: eliminate all opponents
- Starting positions:
- Jake, Dave, Susan and Joe: in the street in a zone of choice, out of line of sight of their opponents
- Billy: in a zone of the “Banque”
- Luke: in a zone of the “Drugstore”
- Brad: in a zone of the “Poste”
- Slim: in a zone of the “Pompes Funèbres”
- Ted: in a zone of the “Bureau de Shérif”
- Bob: in a zone of the “Cellule”
- Bob’s weapons: in a zone, adjacent to the cell.
- Special rules:
During the first turn, Ted is laying in ambush. He becomes activated as soon as an outlaw becomes visible or enters the sheriff’s house. Billy, Luke, Brad and Slim become activated as soon as they hear a shot or an explosion. They have to pass if their activation chip is drawn beforehand.
Bob is locked up and stays inactive until freed. His activation chip is placed in the drawing pool the moment he is freed. To free Bob the lock of his cell must be destroyed with a shot or the bars in the window must be blown up with dynamite. A wound means the destruction succeeded.
9.8 Eldorado
Fred found gold in the nearby mountain range. The news spreads like wildfire and everybody seem to be gone out of his mind.
- Number of players: 4-12
- Duration: 2 hours – 3 hours
- Aim:
- Ted, Frank and Fred: protect the gold and eliminate all opponents
- Slim, Jake and Dave: steal as much gold as possible
- Billy, Luke and Brad: steal as much gold as possible
- Susan, Bob and Joe: steal as much gold as possible
- Starting positions:
- Ted, Frank and Fred + 3 rocks (worthless) and 3 nuggets (value 1, 2 and 3): at choice in a zone of the “Saloon”, “Blanchisserie” or “Bureau de Shérif”. The rock and nugget markers are turned face down, hiding the exact position for the other players.
- Slim, Jake and Dave: in a zone of choice at the edge of the board
- Billy, Luke and Brad: in a zone of the “Poste”
- Susan, Bob and Joe: in a zone of the “Epicerie”
- Special rules:
Whenever a character enters a zone with one or more facedown markers, he may spend one action point to turn one over and pick it up. The nuggets can be picked up as objects. The outlaws (everybody except Ted, Frank and Fred) must try to leave the board with as much gold as possible. An outlaw who has left the board cannot return.
Panic cards
- Pas d’effet: No effect
- Mélangez toutes les cartes: Shuffle all cards
- Plus de courage!: More courage: +1 action point. Play this card with the next action of your character.
- -1 point d’action: -1 action point. Play this card with the next action of your character.
- -2 points d’action: -2 action points. Play this card with the next action of your character.
- Chance -1: Luck -1. Chance to hit lowers one step (e.g. easy becomes average). Play with next shot of the character.
- Chance +1: Luck +1. Chance to hit raises one step (e.g. average becomes easy). Play with next shot of the character.
- Fuite: Flight.
- Move the character 1 zone away from the enemy (out of line of sight, if possible). Play immediately.
- Move the character 2 zones away from the enemy (out of line of sight, if possible). Play immediately.
- Move the character 3 zones away from the enemy (out of line of sight, if possible). Play immediately.
- Panique totale: Total panic. No action possible. Play during the next action phase of the character.
- Panique folle: Blind panic. Fire a “difficult” shot at the nearest character (if there are several targets: choose an enemy). Play immediately. This card has no effect when a gun is empty or jammed.
- Maladresse: Clumsiness. One object drops to the ground (victim’s choice). Play immediately. Leave the object in the character’s zone.
Joker cards
- Adrénaline: Adrenalin. Move during an opponent’s turn. Play after an opponent’s action. Does not cost any action points.
- Armurier: Weaponsmith. Repair a jammed weapon without spending an action point. Play during your own turn.
- Chance: Luck. This card annihilates the effect of any other card. Play immediately following a joker, marksmen or panic card.
- Chargement rapide: Rapid loading. Reload your weapon without spending an action point. Play during your own turn.
- Diversion: Diversion. No effect. Keep this card as a diversion.
- Énergie: Energy. Get one additional action point (e.g. 5 instead of 4). Play during your own turn.
- Embuscade: Ambush. Put a character in an ambush without spending any action points. Play at the end of your turn.
- Initiative: Initiative. Take your turn immediately and remove your activation chip from the drawing pool. Play before drawing a new activation chip.
- Peur bleue: Mortal fear. An opponent of your choice has to draw a panic card. Play during your own turn.
- Point sensible: Weak spot. Your opponent suffers an extra wound by your shooting. Play after drawing a marksmen card with at least one wound result.
- Précision: Precision. Draw a new marksmen card. Play after drawing a marksmen card with a ‘miss’ result.
- Ramassage rapide: Quick pickup. Pick up an object without spending an action point. Play during your own turn.
- Rapidité: Speed. Move 2 zones instead of 1 during one action. Play at the beginning of an action.
- Résistance: Resistance. Ignore one wound. Play when your character suffers a wound.
- Sang-froid: Cold-blooded. Ignore a panic card. Play before drawing a panic card.
- Tireur d’élite: Sharpshooter. The chance to hit improves by one (e.g. average to easy).
- Tir instinctif: Instinctive shot. Shoot once during an opponent’s turn. Play after an opponent’s action. Does not cost an action point.