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COWBOYS ADVANCED RULES

Cowboys advanced rules are for those players that have mastered the basic system and want to add more detail to
their games. When using the advanced rules, players should generally use them all.

PLAYER TURN SEQUENCE point. If he had moved 4 squares, he could not change
his facing.
For the first turn of every scenario, follow the
scenario instructions for which side performs MOVE AND SHOOT
actions first in a turn. After the first turn, ignore
all references to who performs actions first in a Only a cowboy may move and shoot in the same
turn. Instead, players will take one of the extra turn. Any time a cowboy moves and shoots he
cowboy markers for each cowboy # on the board may only take 1 shot (1 round of ammunition
and place it in a cup. Put one town folk marker expended). After shooting on a move and shoot
for each side (use beige background for one side, action, no more movement is allowed.
blue background for the other) in the cup. To
determine which cowboy performs actions next in If a cowboy moves and shoots he may take 1 shot
a turn, players will alternate drawing a marker from at any point in a move, with a -1 shot modifier
the cup to determine which cowboy or town folks for each square moved. Example: Cowboy #4
perform actions next. When drawn, the cowboy wants to move and shoot. He moves 2 squares, and
markers move that specific cowboy. When the then shoots with a -2 modifier (-1 for each square
town folk marker is drawn, all town folk for that moved), at the conclusion of his shot, he moves
side perform their action for the turn. Once all of his ammunition marker down 1. Cowboy #4 can
the markers have been drawn, players start a new move no further this turn.
turn by returning all of the drawn markers back
to the cup and continuing the game by drawing Only a cowboy may shoot and move in the same
markers until the scenario ends. turn. If a cowboy shoots and moves he may move
a maximum of 2 squares with no shot penalty.
FACING AFTER MOVEMENT He may only take 1 shot (1 round of ammunition
expended). Example: Cowboy #4 wants to shoot and
Facing is changed during movement (or a spin and move. He takes 1 shot, moves his ammunition marker
shoot action) and may be changed any number down 1, and moves at the completion of his shot. He
of times during the move action, however, at the may then move up to 2 squares maximum.
end of a move, the front facing of a cowboy or
town folk is determined by the direction of the MODIFICATION TO SPIN AND
last square moved to for that movement action. If SHOOT IN ADVANCED RULES
a player wants to face a different direction than the
last square moved to, it costs 1 movement point to When using the advanced rules, for a spin and
change facing in a square at the end of a move. shoot action, you now fire two shots, with the -1
Example: A cowboy (with 4 movement points) moves pistol modifier, and -3 rifle/shotgun modifier.
straight ahead 3 squares, he may either stay facing
straight ahead, or change facing for the 4th movement

1
REACTION FIRE the top card off of the unused portion of the deck
to determine how many hits he scores. He flips
Anytime a cowboy or town folk is moving through a card and it is a Jack which means he has scored
an opponent’s cowboy’s line of sight, the opponent 2 hits on his target. If the shooting player had a
can call for a reaction shot by his cowboy. This CRITICAL HIT card, he could play that card to
can only occur if the reacting cowboy has not make it 4 hits.Reshuffle the unused portion of the
moved or shot this turn. Any time a cowboy takes card deck at the end of each turn if used cards have
a reaction shot, he may only take 1 shot (1 round been returned to the deck.
of ammunition expended) with a -2 shot modifier
applied. A cowboy may only perform one reaction Fan fire is a shoot action a cowboy may perform.
fire in a turn. This counts as the reacting player’s Fan fire may only be done with a single pistol.
action for that turn, remove the reacting cowboys During the action the cowboy gets to shoot as
chit from the cup.A moving cowboy or town folk many times as he has ammunition available in the
may have reaction fire performed at them by any pistol (up to 6 shots). There is a -3 modifier applied
number of cowboys. to each fan fire shot as well as all normal game
modifiers.
VARIABLE DAMAGE
Two Pistols - A player with 2 pistols may fire them
To reflect the possibility of more damage being both with a shoot action (4 shots--2 from each
done by gunfire than in the basic game the cards pistol) with a -2 modifier on all shots as well as all
are used to reflect variable damage possibilities. As normal game modifers.
cards are played from a players hand during a turn,
place the played card at the bottom of the unused Multiple Targets - When shooting two shots, a
portion of the deck. cowboy or town folk may choose to shoot at two
different targets. Roll one shot on each target
When a hit is scored on a target, the shooting player applying a -2 shot modifier to each shot.
flips the top card off of the unused portion of the
card deck and applies results in the following way: Fist Fights - Unarmed cowboys or cowboys with
unloaded weapons may perform a fist fight as a
Joker = Miss shoot action. The cowboy performing the fist fight
2 = Grazed, no damage. Target is pinned, the next time action must be in a square next to the target. Fist
his chit is drawn, he may not move, but may shoot. fights are not allowed across a red line. Both players
Placed an unused plastic base next to a pinned cowboy / roll one dice and add the following modifiers:
town folk to show he is pinned. Remove it when his next
chit is drawn. Hitting Target through rear facing +2
3 – 10 = 1 hit Cowboy modifier +1, +2
J-Q = 2 hits
K = 3 hits The cowboy with the higher modified roll does
A = 4 hits one point of health damage.
Card affects are still applied. Example: Cowboy #4
is shooting and scores a hit. Cowboy #4 then flips Shot Horses - Reduce horse movement from 4 to 2
the first time a horse is shot.

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