Stand & Deliver
Stand & Deliver Rulebook
Table of Contents
Table of Contents
Contents
- 60 Coach Cards
- 6 Character Cards
- 6 Wheels of fate
- 18 Ability cards
- Player Tokens: Player / Coach, Notoriety, Health
- 90 Treasure coins: 30 Gold, 30 Silver, 30 Copper
- Loot bags: 6 Medium pouches & 1 large pouch
Game Objective
The objective of the game is to steal more money than any other highwayman & avoid being captured or killed.
Game Setup
Each player takes a character card, corresponding wheel of fate & a loot pouch.
At the start of the first round a player picks a random ability. They may then choose another when they reach notoriety level 4 & 7.
These cards can only be used once & are then removed from the game.
In round one the copper coins are put in the medium sized loot pouch.
The silver coins are put in if any highwayman's notoriety reaches 4.
The gold coins are put in if any highwayman's notoriety reaches 7.
A coach card is laid face down for each player, in the positions shown on page V (Position 1, Position 2, Position 3).
Gameplay
The game is played over ten rounds or until all highwaymen have retired or have been caught & hung.
Each player takes his wheel of fate & secretly picks a coach to hold up. Each coach is represented by a number in order, as shown on page V.
When all have chosen, the wheels of fate are revealed & each player focuses on their chosen coach.
The numbers represent the position of the coaches & they also represent the number of a player.
You may decide to shoot an opponent who is holding up the same coach (See page XII).
The loot bag means that you are willing to share the loot during an encounter & the galloping horse symbol means that you wish to either withdraw from an encounter or withdraw from this round of holding up a coach.
Tom King has gone for the first coach, Dick Turpin for the second & Claude Duval for the third.
Each coach card is then turned over to reveal who or what is being robbed.
The cards are turned & dealt with in position order, starting from one & advancing upwards.
Example (Victim card: Mr William Blackstock, who is robbed): Tom King has picked the above & must now pick two random treasures from the chest as there are two treasure icons on this victim card. His notoriety also advances by two.
Example (Victim card: London to York mail coach): Dick Turpin, being the nasty vicious scoundrel that he is, holds up the London to York mail coach which has three treasure tokens.
Unfortunately for our highwayman, mail coaches are well guarded & in the cross fire Turpin has been shot. He then removes a heart symbol from one of the health symbols on his character card but still gets away with the loot & increases his notoriety by two.
Example (Victim card: "Is a Trap", Captured): Claude Duval has been unlucky enough to fall into a trap & is immediately captured by the red coats & thrown in jail to await judgement.
This is not the end as the captured highwayman can bribe the judge to let him off.
However in this instance the player has no money & is let off for mistaken identity but must now sit out the next round.
Tom King has drawn the following from his first encounter.
(Drawn: one copper coin and one shot icon.) This means that he has earned 1 pound but has been shot in the process.
Dick Turpin has drawn the following.
(Drawn: one gold, one silver and one copper coin.) A total of 9 pounds. 1 for the copper, 3 for the silver & 5 for the gold.
Claude Duval is out for the rest of the next round & earns nothing.
Both Tom King & Dick Turpin successfully hold up a coach so their notoriety goes up by that depicted on the card. Claude Duval failed so his notoriety remains as it is but as he misses the next round his notoriety will decrease.
It is possible to draw the redcoat icon when collecting your loot.
Drawing one of these will cause you to return half your coins in a bribe. Drawing two redcoats will cause you to return all of your coins & if you are unlucky enough to draw three redcoats then I'm afraid that's it for you. Your story ends at the Tyburn gallows.
All loot coins are added to your personal pouch in order to keep secret from the other players.
At the end of a round all shot & redcoat coins are returned to the large pouch, making future hold ups that much more risky. Also all coaches are swept from the table.
At the start of a new round the coaches are replenished, existing ones are removed & new ones are dealt face down according to the number of players in the round.
On the next round Tom King & Turpin get to go again. In this instance they chose to hold up another coach & end up going for the same one. In this circumstance before turning the coach card over the highwaymen involved must come to a decision about the other ones who went for the same coach. Each player can discuss what they aim to do, but can chose to lie & cheat as any self respecting highwayman would. The choices available are:
- To work together & share the prize (loot bag icon).
- Shoot the opposing highwayman (numbered icons I to VI, identifying the opposing player).
- Withdraw, leaving the coach and its spoils to the other player (galloping horse icon).
Possible Outcomes
If both decide to share then they will each have one bag of treasure each no matter what is said on the card.
If one decides to shoot while the other shares then the one who picked share gets shot & no loot whilst the other gets the full loot & any other consequences of the coach card.
If one decides to shoot or share whilst the other runs away, then the one who runs away gets nothing but lives to fight another day. Whilst the one who shot or shared gets the coach.
If both chose run away then they get nothing as the coach gets away.
If both chose shoot then both are shot & again the coach gets away, leaving the highwaymen in a heap.
This continues until everyone left in the round decides to share or there is only one man left standing.
Don't forget that for each successful hold up, notoriety is increased by the amount on the victim card.
At the end of the tenth round, all loot tokens are added up, & the highwayman with the highest amount wins. If there is a draw then the player with the highest notoriety wins
Turn Summary
- Draw coach cards face down equal to the number of players.
- Secretly decide which coach to hold up, or whether to leave the round.
- Players reveal decisions.
- Players on same coach decide encounter - Share - Shoot - Withdraw.
- Chosen coaches are revealed, starting with the lowest.
- Starting with the lowest coach, players pick their loot.
- Resolution - players resolve all injuries, bribes etc.
- Remove all remaining coaches from the play area.
- The next round begins. Return to step 1.
Ability cards can be used at any times as said on the card.
Notoriety
Whenever you hold up a coach successfully, your notoriety will increase by the number of noose icons shown on the victim card.
Whenever you sit out a round your notoriety will decrease by one & you will recover one wound.
If captured then you must pay half the loot coins that you have (Rounded down). If you have no coins then no evidence is found & you are released.
Levels of Notoriety
- I - Low
- II - Low
- III - Low
- IV - Medium
- V - Medium
- VI - Medium
- VII - High
- VIII - High
- IX - High
When any highwayman reaches 4 notoriety then they will receive an extra ability card.
When any highwayman reaches 7 notoriety then they will receive their final ability card.
Health
Each highwayman starts with three health. Every time they are shot they lose one health point. On reaching three then they're out of the round & must heal. Staying out of a round heals one wound but lowers notoriety by one.
Retirement
A highwayman may retire at any point in the game.
Ability Cards
A highwayman can use an ability card at any time. How each one works is stated on the card. Be careful though as you will only get three during the whole game & once used they are gone.