RulesPal
Chat
Rulebook
Flick 'em Up!: Blacksmith thumbnail

Flick 'em Up!: Blacksmith

Expansion for Flick 'em Up!

Flick 'em Up!: Blacksmith Rulebook

Table of Contents

Table of Contents

  • Rules
  • Components
  • Set up

Rules

When the movement disk moves through the Blacksmith from one side to the other, the player who performed the movement action receives a horseshoe. That horseshoe may be flicked immediately as a free action. The horseshoe may not be kept for a later turn.

The horseshoe is flicked flat on the table. Horseshoe's flick follows the same rules as a bullet's flick with the following exceptions:

  • If no cowboy is successfully hit, the horseshoe is put back on the Blacksmith.
  • If a cowboy is successfully hit with a horseshoe, the horseshoe is placed over the fallen cowboy.

The cowboy with a horseshoe placed on him is temporarily knocked out. When that cowboy gets back on his feet, the player who activated the knocked out cowboy must close his/her eyes before each action. Then the horseshoe is placed back on the Blacksmith.

Components

  • 1 blacksmith workshop
  • 2 feet
  • 3 horseshoes

Set up

The Blacksmith expansion can be added to any Flick 'em Up! scenario. Insert the 2 feet and place the Blacksmith workshop in the play area. Make sure that the Blacksmith workshop doesn't block any buildings or prevent the players from completing the scenario. Place all 3 horseshoes on the top of the Blacksmith.