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Gunfights & Gamblin'

Gunfights & Gamblin' Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Setting Up the Game
  • Pioneer Team
    • Mayor
    • Sheriff
    • Deputy
  • Renegade Team
    • Scout
    • Thief
    • Head Honcho
  • Starting a Raid
  • Gunfights
  • Raid Example Scenario
  • Gunfight Example Scenario
  • Scoring
  • Injury & Death
  • End of Round Example Scenario
  • Final Round: Sheriff's Fire Wagon
  • End of Game
    • Tiebreaker
    • Tiebreaker Example
  • Saloon Items
  • Snake Oils
  • Store Items
  • Buildings
  • Blind Betty
  • Glossary
  • 4 Character Variant

Game Overview

  1. Mayor's Turn: Collect income, purchase items, rebuild the town, gamble.
  2. Sheriff's Turn: Target Practice (optional), secretly choose locations to defend.
  3. Deputy's Turn: Gain a Snake Oil, plant a Booby Trap, attempt to guard information.
  4. Scout's Turn: Gain a Snake Oil, plant Entry Bombs, attempt to reveal information.
  5. Thief's Turn: Roll to attempt theft of items, steal ammo.
  6. Head Honcho's Turn: Collect income, purchase items, gamble, start the Raid by choosing locations to attack.
  7. Starting the Raid: Pioneers reveal Defense locations. Resolve effects from Stockade, Booby Trap and Entry Bombs.
  8. Ending a Raid: Resolve any gun fights 1 at a time. Burn any undefended, attacked buildings. Renegades score for each building burned.
  9. Health is Reset: Characters who died discard their top row, then reset health. Injured characters reset health.

Every Round: At the end of each round, Renegades score 1 point per building burned in that round's Raid.

End of Game: Pioneers score 2 points per building still standing after the final Raid.

Setting Up the Game

A. Set the Town Board out in the center and place Item & Building cards where indicated.

B. Each character has an indicator above their health that represents their place in the turn order. All character boards are placed around the town board in turn order clockwise, as shown in the example. Pioneers will be seated on one side of the table and Renegades on the other. Be sure the character boards are flipped to the side with the correct symbol.

C. Each character starts the game with 4 heart tokens that represent their health, and 3 ammo tokens. Give each character their corresponding tiles. Sheriff & Deputy place their decks face down on their character boards.

D. Shuffle the Snake Oil deck, place it face down between the Scout & Deputy character boards, then flip the top card face up.

E. Place the money tokens in a pile between the Mayor & Head Honcho.

F. Set the Revolver Chamber score tracker and score tokens to the side of the town board, near the Head Honcho.

G. Place ammo tokens within reach of all players.

Players decide on teams, then each player takes on the role of a character for their team (Pioneer or Renegade). If playing with 5 players, one person will take on the roles of 2 characters for their team. If playing with 4 or less, more players may take on additional roles, or see page 11 for the 4 Character Variant.

Pioneer Team

Teamwork and strategic discussion is encouraged throughout players' turns. Pioneers may trade items and ammo on any of their turns. Snake Oils may not be traded.

Mayor

Collect the income stated on your character board. It is important to note that the Mayor is the only character on the Pioneer team who collects income, and is therefore responsible for purchasing items for all members of the team. You may spend money to purchase supplies and/or pay to rebuild buildings that were burned down in a previous Raid (see page 5 for details on the Raid).

Mayor is not action limited, and you may spend as much or as little as you like. However, you may only purchase from buildings that are currently standing (i.e. if the Saloon is burnt down you may not purchase Whiskey). If you pay to rebuild, you will immediately gain access to the benefit of the building(s).

You may save money from round to round, up to a maximum of your income amount. If your money exceeds the cap, you'll need to spend more, or discard the excess money when ending your turn.

You may also choose to gamble once per round, if the Gamblin' House is standing (see page 10 for details on Blind Betty).

Sheriff

Once per turn, Sheriff may play Target Practice by rolling both dice. Your "Target" will be any number that falls between the numbers rolled. For example, if you roll a 3 and an 8 [the example dice are pictured in the original], your Targets are 3, 4, 5, 6, 7 & 8. If you like your odds you may spend 1 ammo token to roll a single die. If you rolled any one of the Target numbers, place the +1 Bullseye Token on your gun. This grants permanent +1 to all your die rolls for guns, regardless of the gun used. Earning a 2nd Bullseye in a future round allows Sheriff to flip the token to the +2 bonus. This is the maximum bonus Sheriff can earn.

Sheriff has a deck of Defense Cards that correspond to the town buildings. The Sheriff's duty is to look through the deck and choose a location for each member of the Pioneer team to defend for the round. These are kept hidden from the Renegade team, until they are revealed during the Raid (see page 5 for details on the Raid).

Place one card face down with each Pioneer, in the "Defense" space of their character board. This decision may be discreetly discussed among all team members, but take care not to say anything that might give the Renegades a clue about your defense! If there is a disagreement over what building(s) to defend, the Sheriff has the final say. Note that there are duplicates of the Defense Cards, so that if you choose to "double" or even "triple" defense of a particular building, you may do so, without the Renegades being aware. At the end of each round, all Sheriff Cards are returned to the Defense deck and may be used for future rounds.

On the 6th round of the game ONLY, the Fire Wagon may be used to help defend the Town. See page 8 for details.

Deputy

Deputy is an action limited character. You have a total of 3 actions to spend each round, and there are several ways those actions could be spent.

Snake Oils: Once per round, you may take the top Snake Oil and give it to any Pioneer that doesn't already have a Snake Oil (this costs 1 action). You may also choose to "cycle" the top Snake Oil by placing it face down at the bottom of the pile and flipping the next card face up. Your first cycle each round will not cost an action. Any additional cycles are 1 action per cycle. See page 9 for more details on Snake Oils.

Booby Trap: Once per round you may choose to plant a Booby Trap, secretly choosing a Booby Trap card and placing it face down on your board where indicated (this costs 1 action). During the Raid, if Renegades attack the building that the Booby Trap is in, one of them will take damage (see page 5 for more details).

Guard Information: Roll a single die to attempt to safeguard the town's defense plans (1 action per roll). If you roll multiple times in a turn, keep the highest roll. On the Scout's turn, he may spend actions to try to out-roll you. If he succeeds, Renegades could gain information about your Town's defense for the round. For more details on Information, see the Scout section on page 4.

Renegade Team

Teamwork and strategic discussion is encouraged throughout players' turns. Renegades may trade items and ammo on their turns, until the start of the Raid. Snake Oils may not be traded.

Scout

Scout is an action limited character. You have a total of 3 actions to spend each round, and there are several ways those actions could be spent.

Snake Oils: Once per round, you may take the top Snake Oil and give it to any Renegade that doesn't already have a Snake Oil (this costs 1 action). You may also choose to "cycle" the top Snake Oil by placing it face down at the bottom of the pile and flipping the next card face up. (1 action per cycle). Unlike the Deputy, The Scout does not get a free cycle action. See page 9 for more details on Snake Oils.

Entry Bombs: You may choose to plant 1 or both Entry Bombs, placing them face down on the building(s) you wish to attack. (Entry Bombs cost 1 action each). Multiple Entry Bombs cannot be placed on the same building! During the Raid, if Pioneers are defending buildings that an Entry Bomb is on, one of them will take damage (see page 5 for more details).

Reveal Information: You may attempt to roll a higher number than the Deputy rolled on his turn to reveal information about the Pioneers' defense. Roll a single die (each roll costs 1 action). The number must exceed the Deputy's roll; ties don't count. If the Deputy did not roll, simply spend an action to gain information. Upon success, choose 1 building in town and ask Sheriff if a Pioneer is defending the building. Sheriff MUST answer "yes" or "no" truthfully! Sheriff does not disclose the identity or number of Pioneers in the building. You may only gain 1 piece of information per round.

Thief

Thief is an action limited character. You have a total of 3 actions to spend each round to steal items and/or ammo for your team.

Stealing Items: You may attempt to steal any Saloon or Store item, regardless of whether the building is standing (thematically, you travel to other towns to steal, so all items are available to you). Declare the item you intend to steal before rolling a single die (1 action per roll). The number needed for a successful theft is shown on the Town Board beneath the item (example: an 8+ symbol means you must roll 8 or higher to succeed). The only penalty for a failed theft roll is the action spent.

Guarantee Theft: IF your first theft attempt fails, you may choose to forfeit your remaining 2 actions to guarantee the theft of any 1 single item EXCEPT the Winchester! Stealing ammo is considered a successful theft, therefore you cannot take advantage of this guaranteed theft if you already stole ammo this turn.

Stealing Ammo: You may steal 3* ammo tokens for your team, no roll required (1 action per every 3* ammo).

*When playing the 4 Character Variant, Thief steals 2 ammo instead of 3.

Head Honcho

Head Honcho is NOT an action limited character. Collect the income stated on your character board. It is important to note that the Head Honcho is the ONLY Character on the Renegade team who collects income, and is therefore responsible for purchasing items for ALL members of the team. Head Honcho is not action limited, and you may spend as much or as little as you like. Because you travel to other towns for supplies, you will always have access to ALL Saloon and Store Items for purchase, regardless of the buildings burned in the Pioneers' town. Any money not spent will carry over to the next round.

You may gamble once per round, regardless of whether or not the Gamblin' House is standing (see page 10 for details).

Once Head Honcho has finished purchasing and gamblin', Renegades Raid the Town. Choose which building(s) each character will attack, placing their corresponding tiles on the building(s) you wish to burn down. Renegades may discuss this decision as a team, but Head Honcho gets the final say.

At the end of the Raid, Renegades will score 1 point per building burned in the attack, and Pioneers will lose the benefit of the building(s) burned unless they pay to rebuild them in future rounds.

Starting a Raid

  1. ATTACK: Renegades declare which building(s) they are attacking by placing their character tiles on the building(s).

  2. DEFENSE: Pioneers reveal where they are defending and place their Character tiles on the corresponding building(s).

  3. STOCKADE: If the Stockade is in the town and is still standing, each Renegade takes 1 damage (flip 1 heart token over), regardless of the building they are attacking.

  4. BOOBY TRAP & ENTRY BOMB(S): If a Booby Trap was placed during the round, a Renegade attacking the building where the Booby Trap was placed takes 1 damage. If there are multiple Renegades at that location, Deputy decides which Renegade takes the damage. If Entry Bombs were placed, a Pioneer defending the building(s) it was placed on takes 1 damage. If there are multiple Pioneers in that building, Scout decides which Pioneer will take damage. The Booby Trap is now returned to the Deputy's deck, and Entry Bombs are returned to the Scout.

  5. DEFENDED BUILDINGS: If a building the Renegades attacked is being defended, a gunfight occurs. If there are multiple conflicts, resolve each gunfight one at a time. The order in which you resolve the gunfights does not matter since any buildings successfully burned are not flipped until all gunfights have been resolved, meaning the Pioneers will not lose the advantage of buildings burned until the Raid is over.

  6. EMPTY BUILDINGS: If Renegades attacked a building that is undefended this round, the building will burn (flip over) after all gunfights are resolved.

Gunfights

DETERMINE SHOOTING ORDER: If the Church is in town and still standing at the start of the raid, Pioneer team shoots first for all gunfights during this raid. If the Church is burned down or out of play for the game, Renegades will shoot first. If there are multiple characters from a team in a single building, shooting order for that team is determined by their turn order. Example: Sheriff & Deputy are defending the Stockade, and Thief has attacked the Stockade. Because the Church is standing, Pioneers get to shoot first. Sheriff will shoot, then Deputy, and then Thief will return fire.

SHOOTING: The character shooting first discards 1 ammo token, then rolls both D-20 dice. The numbers required for a 'hit' will depend on the gun, and also the team. The starting Stagecoach Shotgun will require a Pioneer to roll a 13+ per die, whereas a Renegade needs to roll a 15+ per die with the Shotgun. Dice are NOT added together, hits are PER DIE, which means it is possible to get 2 'hits' in a single roll, if both dice meet the minimum roll for your gun (you may use Items or a Snake Oil to help with this). If either or both rolls succeeded, your opponent flips over heart tokens for the amount of damage they took. If your roll dealt 2 or more damage, you may choose to split that damage if you have multiple opponents at the same location. Rolling a natural 20 deals 1 additional damage (see the Glossary on page 8 for more details).

DYNAMITE: If you have Dynamite, in place of shooting you may choose to throw it. To do this, roll a single die. If you roll 11+ your opponent takes 3 damage (if there are multiple opponents at the location you may choose to split the damage). If you roll 10 or less you blow yourself up, taking 3 damage (your teammates do not take damage from your failed Dynamite roll). A Natural 20 with Dynamite deals 1 additional damage.

RETURN FIRE: The opposing team then gets to return fire in the same manner. Attacks will go back and forth between characters at that location until one team is dead. If all Pioneers in the gunfight die, Renegades will burn the building and score for it at the end of the round. If the Renegades died or ran out of ammo, Pioneers have successfully defended the Building. In the event that Renegades run out of ammo, Pioneers may continue to shoot at them, or may call a cease fire for that gunfight. If the Renegade in the gunfight has Items or a Snake Oil, Pioneers have incentive to continue shooting, because if they kill the Renegade that character loses all Items in the top row, and also their Snake Oil. If, however, the Renegade does not have Items or Snake Oils, it's generally best for Pioneers to call a cease fire and conserve their ammo, since they have already successfully defended the Building.

Raid Example Scenario

A. Renegades have chosen where to attack! Scout is attacking the Church, Thief is attacking the Stockade, and Head Honcho the Ammo Depot.

B. Pioneers reveal the defense cards and place their tiles on the corresponding buildings (Deputy & Sheriff at the Stockade, Mayor at the Ammo Depot).

C. Because the Stockade is in town and still standing, Renegades each take 1 damage now.

D. The Deputy did not place a Booby Trap this round. However, the Scout placed Entry Bombs at the Church and the Stockade. Since no Pioneers are defending the Church, that Entry Bomb does no damage. However, the Entry Bomb at the Stockade deals 1 damage, and Scout decides to deal that damage to the Sheriff.

E. Because the Church is undefended, Scout will burn it down at the end of the raid. It is important to note, however, that because the Church was standing at the start of the raid, the Pioneers still get first shot advantage in both gunfights this round.

Gunfight Example Scenario

(Dice results in the original are shown as pictures and are omitted here.)

A. Pioneers choose to resolve the gunfight at the Stockade first. (NOTE: Each time a character shoots, they discard 1 ammo!)

B. Sheriff shoots first, rolling two dice. Because he earned a Bullseye he gets +1 to his gun rolls, so one die will count as a 13, making it a 'hit', and the other is also a 'hit', for a total of 2 damage. Thief flips over 2 hearts.

C. Deputy fires next, rolling two dice. Both are a miss, he has 'double blanked'.

D. Thief now gets to return fire, rolling two dice. Both dice are a 'hit', and because one of them is a natural 20, this will deal 3 damage! Thief chooses to direct the damage to the Sheriff, who flips his 3 remaining hearts and is now dead.

E. Because the Thief has Quick Draw, he immediately gets to fire again, discarding another ammo token. He rolls two dice for 1 damage.

F. Because Sheriff has already engaged in the gunfight at least once, he does not gain Deathrattle and is out of the gunfight (see the Glossary on Page 8 for more details).

G. Play goes back to Deputy, who rolls two dice, killing Thief and successfully defending the Building. Thief will return his Snake Oil face down to the bottom of the Snake Oil deck, but because his Tobacco is not in the top row will not discard it.

H. The gunfight at the Ammo Depot is next.

I. Mayor now shoots at Head Honcho, rolling two dice. Because Mayor has a Beer and has Lightweight and one die is less than 4 away from being a 'hit', he uses Lightweight to cause the Beer to kick in for 1 damage (Beer is returned to Town Board). Head Honcho's Whiskey absorbs the damage and is returned to the Town Board. Mayor rotates Lightweight to remind himself that he cannot use it again this round.

J. Head Honcho rolls two dice for 1 damage.

K. Mayor rolls two dice which is a double blank, so Tobacco kicks in for 1 damage (he cannot use Lightweight with the Tobacco since he chose to use it for Beer this round). Tobacco is returned to Town Board.

L. Rather than shooting, Head Honcho rolls a single die for dynamite. Success! Mayor takes 3 damage and is dead, and Dynamite is returned to the Town Board.

M. All gunfights are now resolved. Because the Church was undefended, Scout succeeds in burning it down, and because Head Honcho killed Mayor, the Ammo Depot also burns.

Scoring

Place a score token into the revolver chamber to represent the number of buildings burned down in the Raid. Buildings that were burned in a previous Raid are not included, only the Buildings that went down in the most recent attack. This is the Renegade's score for the game. If no buildings were burned in a round, place a 0 token in the chamber.

Injury & Death

Upon death, characters lose top row: Snake Oil, Beer, Whiskey, Tobacco, Dynamite (note that because it is only top row Items lost upon death, an Item in the Thief's Extra Item slot is not lost).

Lose top row Items & Snake Oil. Keep everything below.

Characters will always keep any ammo, upgraded guns, or money they had. After scoring is resolved, EVERYONE'S health is fully replenished for the start of the next round, whether they were killed or just injured (i.e. Mayor was killed, but your town 'holds elections' and now there's a new Mayor! Head Honcho took some bullets, but the doc patched him up and now he's good to go!)

End of Round Example Scenario

A. Pioneers successfully defended the Stockade, so it remains standing.

B. Pioneers lost the gunfight at the Ammo Depot, so Head Honcho successfully burns it down.

C. The Church was undefended, so Scout burns it down. All character tiles are returned.

D. Head Honcho places a "2" score bullet into the chamber on the "1" position, because they scored 2 points in the 1st round.

E. Thief, Mayor and Sheriff were all killed, so they discarded their Snake Oils (returned them face down to the bottom of the Snake Oil deck) and their items in the top row (items returned to the Town Board). Because the Thief has a secret compartment, he does not lose the Tobacco in the lower portion of his board.

F. All characters flip their hearts to the healthy side, whether they were killed or just injured.

Final Round: Sheriff's Fire Wagon

On the Sheriff's 6th turn, in addition to choosing Defense Cards for each Pioneer, Sheriff will place a Defense Card face down on the Fire Wagon space of his board (this must be a location that is not already being defended by another Pioneer). During the start of the Raid, reveal this location along with the other Pioneers' locations. If a Renegade has attacked the location the Fire Wagon is defending, the fire is doused and the Building remains standing.

End of Game

When the last score bullet is loaded into the Revolver Chamber, the game ends. Add up the total of the bullets in the chamber. This is the Renegades' final score. Next, Pioneers score 2 points for each building still standing in their Town. Compare the scores and see which team came out on top!

Tiebreaker

There ain't no ties in the old west! If the game ends in a tied score, all players will immediately go into a showdown! This is a no ammo shoot-out between ALL Characters, until only one team is left standing! The Church determines which team shoots first (if the Church is standing, Mayor starts the shoot-out. If the church is burned or out of play, Scout starts). However, unlike a normal gunfight, the shooting order will alternate teams every turn!

Tiebreaker Example

A. Renegades end with 8 points in the chamber for the 8 buildings they burned during the game.

B. Pioneers have 4 buildings still standing after the final Raid, for a total of 8 points.

C. Any characters who died in the final Raid lose Snake Oils and top row items then reset health as usual. Any characters injured in the Raid reset their health. Any items not used in the Raid or lost to death will carry over into the tiebreaker!

D. All ammo is returned to the stock and is not used in the tiebreaker.

E. Though the Stockade is standing, it will not deal damage to Renegades in a tiebreaker.

F. Because the Church was burned down, Renegade team will shoot first, starting with Scout because he is first in the Renegade turn order.

G. Scout fires (rolls both dice), and lands 2 hits which he directs at Sheriff.

H. Mayor shoots next, since tiebreaker gunfights always alternate teams in turn order. He gets 1 hit on the Head Honcho.

I. Thief fires, landing another 2 hits on Sheriff and killing him.

J. Because Sheriff has not fired in this gunfight yet, he gains 'deathrattle' and may fire before he bites the dust. He lands 1 hit on the Head Honcho.

K. Head Honcho double blanks.

L. Deputy hits Head Honcho 2, killing him.

M. Scout hits Mayor 2 damage.

N. Mayor hits Thief 1 damage.

O. Thief hits Mayor 1 damage.

P. Deputy shoots next because Sheriff is dead. He rolls a double hit with a natural 20 for a total of 3 damage, killing Thief!

Q. Head Honcho & Thief are both dead, so it is Scout's turn. He gets 2 damage, splitting them to kill Mayor with 1, and hit Deputy with the other.

R. Deputy hits Scout 2 damage.

S. Scout hits Deputy 2 damage.

T. Deputy hits Scout another 2 damage, killing him and winning the game for the Pioneers!

Saloon Items

Saloon Items are one time use. They will automatically "kick in" when applicable, and are then returned to the Town Board. Characters may not have duplicate items on their board (with the exception of Thief's hidden pocket). This rule also applies to Dynamite.

Beer: When firing your gun, if either die misses the number required for hits by 1 or 2, Beer automatically kicks in and your opponent takes 1 damage for that die. If the Thief has two Beers, he may only use 1 per die; he cannot stack the effects to raise the number by 4. In the event that the dice qualify for both Beer and Tobacco (both dice are misses, but one or both are 1-2 away from a hit), you may choose which item to use and discard.

Tobacco: When firing your gun, if both dice missed, Tobacco automatically kicks in and your opponent takes 1 damage. In the event that the dice qualify for both Beer and Tobacco (both dice are misses, but one or both are 1-2 away from a hit), you may choose which item to use and discard.

Whiskey: During a Gunfight, Whiskey will absorb 1 damage, the first time you are hit. When this happens, discard the Whiskey rather than flipping a heart for that damage. Whiskey does not absorb damage from the Stockade, Booby Trap or Entry Bomb, but will absorb damage from Dynamite, even if it is self-inflicted.

Snake Oils

Snake Oils are not one time use, they may be used every round. A character may only have 1 Snake Oil at a time, and once a character takes a Snake Oil, they may not choose to discard or trade it with someone else (thematically, your character has "consumed" the Snake Oil and gained its ability as a result). However, if a character dies in a gunfight, they must discard the top row of their board, including Snake Oil. The Snake Oil is placed face down on the bottom of the Snake Oil deck.

Armadillo Shell: Will 'deflect' 1 damage in a gunfight, preventing that damage from hurting you. This takes precedence over Whiskey (in other words, the first time you would normally take damage, Armadillo Shell deflects the bullet (or 1 damage from Dynamite), so that Whiskey doesn't take effect until the next time your character takes damage. Once Armadillo Shell takes effect in a gunfight, rotate the card as a reminder that you cannot use it again this round, then rotate back at the start of the next round of play.

Deadeye: Adds +2 to all your gun rolls. This benefit can be combined with Beer and Sheriff's Bullseye.

Dynamite King: If you have Dynamite, you may throw it in addition to firing your gun. You may choose to shoot first then immediately throw, or throw first then immediately shoot. If your Dynamite roll fails, you take NO damage! After throwing Dynamite, it is discarded as usual.

Head Hunter: When firing your gun, if both dice are a successful hit, Head Hunter adds 1 additional damage. Using Beer and/or Sheriff's Bullseye to make a die into a hit will count for Head Hunter.

Lightweight with Beer: Allows you to turn a 'miss' into a 'hit' if the die missed by 4 or less.

Lightweight with Tobacco: Deals 2 damage on a 'double miss'.

Lightweight with Whiskey: Allows you to prevent 2 damage with the Whiskey. Upon the 1st damage, rotate your Whiskey to show it took 1 damage, then after the 2nd damage is absorbed it's discarded. In the event that it only absorbed 1 damage in the fight, it was still "used", and must be discarded at the end of the gunfight.

Lucky: May be used to add +5 to a single die once every round. You may decide whether to use the effect after you have rolled the dice. Examples include gamblin', shooting guns, dynamite, thieving, Target Pactice and Information rolls. Once used, rotate the card as a reminder that you may not use it again until the next round.

Quick Draw: Allows you to fire twice, back to back, the first time you're shooting in a gunfight. You must discard an ammo token for both. When firing with Deathrattle, Quick Draw is still active and you may fire twice before dying (see Glossary on page 10 for Deathrattle explanation)

Store Items

The Colt Revolver and Winchester Rifle both work in the same manner as the Stagecoach Shotgun, but with increased chances to hit your opponent. Gun purchases (and thefts) are permanent upgrades, and are placed over the Stagecoach Shotgun, replacing it for the remainder of the game. You never lose guns upon death, but may choose to trade with teammates during your team's turn, but you may NOT trade once the Raid has started.

If you have a Colt, you may choose to trade it in (return it to the town board), to purchase the Winchester for 25 cents.

Dynamite is a powerful but risky one-time-use Item. To use it in a gunfight, when it's your turn to shoot, you may choose to throw Dynamite instead of firing your gun. Roll a single die when throwing Dynamite. If it succeeds, deal 3 damage to an opponent in the same location as you (in the case of multiple opponents at the location, you may choose to split the damage). If the Dynamite roll fails, deal 3 damage to yourself! (Failed Dynamite never hurts your teammates.) Once used Dynamite is returned to the Town Board.

Buildings

Each Building gives a benefit to the Pioneer team. If the building is burned down, Pioneers do not have access to that benefit. It is important to note that Renegades go to other towns to steal and purchase, so they have access to all items and to gamblin', regardless of what buildings are standing in the Pioneers' town. If the Mayor pays to rebuild a building, Pioneers will immediately gain the benefit of the building.

Church: If the Church is in Town and is standing at the start of a Raid, Pioneers will shoot first in all gunfights for the round. If the Church was already burned down in a previous Raid and not rebuilt, or in the event that the Church is out of play for the game, Renegades will shoot first.

Store: The Store offers access to weapons for the Pioneer team (Colt, Winchester, Dynamite). Pioneers may only purchase these if the Store is standing, but Renegades will always have access to Store Items.

Stockade: If the Stockade is in Town and is standing at the start of a Raid, each Renegade will take 1 damage at the start of the Raid. If the Stockade is burned down or out of play for the game, Renegades do not take this damage at the start of the Raid.

Gamblin' House: The Gamblin' House offers the Mayor a chance to play Blind Betty once per round, if he wishes. See below for Blind Betty Rules.

Saloon: The Saloon offers access to various Items for the Pioneer team (Beer, Tobacco, Whiskey). Pioneers may only purchase these if the Saloon is standing, but Renegades will always have access to Saloon Items.

Ammo Depot: While the Ammo Depot is standing, Pioneers may purchase ammo at a rate of 5 cents per token.

Blind Betty

Once per round, on their turns, Mayor and Head Honcho each have the option to gamble with Blind Betty (note that the Mayor may only gamble if the Gamblin' House is standing).

A. Choose whether to gamble with 5, 10 or 15 cents (place your bet onto the Blind Betty section of your Character Board.

B. Roll a single die in the buckshot dice roller, flipping the roller face down so that the die underneath is hidden.

C. Roll the other die on the table where it can be seen.

D. While only seeing 1 die, you have 2 choices: you can declare that you believe that together, the dice will add up to 21 or higher, and if you're right you'll win even money (i.e. if you bet 10 cents, you'll keep your 10 and receive 10 more from the stock). OR, you can declare that you believe the dice will add up to 28 or higher, and if you're correct you'll win triple what you bet (i.e. you risked 10 cents, so you keep the 10 and receive 30 cents from the stock)!

E. After you've called which risk you're taking (21+ or 28+), reveal the die under the roller and add the value of both dice.

F. If you won your bet, claim your winnings immediately. If you were wrong, you lose the money you bet.

Mayor and Head Honcho may only gamble once each per round!

Glossary

Deathrattle: If, during a gunfight, a character is killed before he has attacked in the gunfight, he gains "Deathrattle", and will have the opportunity on his turn to attack his opponent(s) once before he is dead. This attack may include the use of a Snake Oil and/or Item(s). If a character has attacked in a gunfight, and is then killed, he does not gain deathrattle and is immediately dead for the remainder of the round.

Double Blank or Double Miss: When both dice rolled in a gunfight fail to meet the requirements for your weapon, and deal no damage to your opponent.

Double Hit: When both dice rolled in a gunfight successfully meet the requirements for your weapon (with or without modifiers), dealing damage to your opponent.

Hit: When a die rolled in a gunfight successfully meets the requirements for your character and weapon (with or without the help of modifiers), dealing damage to your opponent.

Miss: When a die rolled in a gunfight fails to meet the requirements for your character and weapon, and deals no damage to your opponent.

Mutual Death: If both teams die in a gunfight, the building is NOT burned, because a Renegade MUST be alive at the end of a gunfight to successfully burn down the building. This scenario is rare, but can happen.

Natural 20: During a gunfight, each 20 rolled naturally (face value of a single die) will deal 1 extra damage, whether it was rolled for a gun or Dynamite. This can be in addition to other bonus damage from Head Hunter. Using modifiers such as Lucky, Deadeye or the Sheriff's Bullseye to make a number into a 20 is NOT a "Natural 20" and will deal no additional damage.

4 Character Variant

A. Set the Town Board out in the center and place Item & Building cards where indicated.

B. In the remaining space on the board, place the Church or the Stockade (the other building will be out of play for the game). See page 10 for more details on Buildings. The Space marked with the "not used" symbol is not used.

C. Each Character has an indicator above their health that represents their place in the turn order. Characters are seated around the board in turn order clockwise, as shown in the example. Pioneers will be seated on one side of the table and Renegades on the other. Be sure the Character boards are flipped to the side with the correct symbol. The Deputy and Scout characters will be out of play for the game!

D. Each character starts the game with 4 heart tokens that represent their health, and 3 ammo tokens. Give each Character their corresponding tiles. Remove 1 of each Defense Card location from play, and place the rest of the Defense Card deck face down on Sheriff's board.

If playing with 2 players, one person will take on the roles of both Pioneers, the other takes both roles for the Renegades. If playing with 3, one player will play both characters on a team against the other two players.

E. Remove the Snake Oil deck from the game.

F. Place the money tokens in a pile between the Mayor & Head Honcho character boards.

G. Set the Revolver Chamber score tracker and score tokens to the side of the town board, near the Head Honcho.

H. Place ammo tokens within reach of all players.