Shoot Out
Shoot Out Rulebook
Table of Contents
Table of Contents
Required Material
- Playing board and 2 pawns
- 6 playing cards with values from 2 to 7
- 24 black bullet counters and 12 red bullet counters
- Two 20 sided dice
The Playing Board
[Board diagram: a single row of numbered spaces, 20 down to 5 on one side and 5 up to 20 on the other, with a shaded centre space. The rules sheet prints no text for this section.]
Setup
Place the board between the two players. Each player takes a pawn, 12 Black bullets (representing two fully loaded Colt revolvers) and 6 Red bullets (representing a fully loaded Winchester rifle) and places them in front of him.
Shuffle the cards and place them as a face-down deck next to the board.
The Game
Shoot-Out is played over several duels. At the beginning of each duel the players set their pawn on space 17 on their side of the street and the top card of the deck is turned face up.
A start player is chosen at random for the first duel; later duels will be started by the player who lost the previous duel.
Players move alternately. On his turn, a player has two choices: either to move or to shoot.
Moving
The player simply advances his pawn one space toward the center of the board. His turn is then over.
Shooting
The player can fire with either his Cold [sic: Colt, as printed] or his Winchester, as long as he has bullets remaining.
When firing the Colt, the player discards a black bullet and rolls the D20.
- If the result is smaller than the number on which his pawn stands it counts as a miss. In this case the players turn is over and play moves to the opponent.
- If the result is greater than or equal to the number on the space on which his pawn stands, it is a hit! On a hit, the opponent's pawn is moved back three spaces (he cannot be moved back beyond space 20) and loses his move. Therefore, as long as he makes successful shots the shooting player can continue to shoot, or he can decide to advance his pawn one space and finish his turn.
When firing the Winchester, the player discards a red bullet and rolls the D20…only this time he adds +3 to the result of the die (improving the chances of a hit – a Winchester is more accurate).
Example: Player 1 (on the Left) fires his Winchester and discards a red bullet. His pawn is located on space #10, therefore he needs to roll a 7 or higher to score a hit. He rolls a 9 – a hit! Player 2 moves his pawn back 3 spaces from space #8 to space #11. Player 1 then continues his turn by either shooting again or moving forward one space.
The End of the Duel
At the beginning of his turn, a player may decide to retreat and finish the current duel giving the other player the win and the face up card. If he decides to do this, and his opponent's pawn is on space #6 or higher, the retreating player receives a re-load of 2 black bullets for the next duel.
If neither player retreats, a duel ends when one player's pawn reaches the center space on the board. The winner of the duel receives the current face-up card.
The End of the Game
The game continues from duel to duel until one player succeeds in winning cards with a total value of 14 or more. This player is declared the winner and the game is over.
Variants
- Veteran's Game: Add a seventh card to the stack with a value of 8. Now the winner of the game is the first player to earn 18 points or more! This lengthens the game but creates more tension as bullets begin to run out!
- Tournament: With more than two players, each player plays a game of Shoot-Out against each other player. The scores from all games are totaled and the player with the highest total wins.