- The Dalton brothers as in the comic strip of Lucky Luke (Steven)
- Lt silver and his 3 hired killers (Adrien)
- Former Pinkerton detectives subject themselves of an investigation (Kristof)
- Wyatt Earp brothers and Doc Holliday: former marshall due to something not Ok that happend (Thomas)
- Former judge Carter and his bounty hunters, misjudged the liberties he could take with his gang (Patrick)
The
gold of the Confederacy
Goal of the game
Survive the
bandoleros attack and be the only ones able to take the gold.
Game progress
The players place
their figures but as at least one figure per player must guard the excavation
of the gold. The gold has just been loaded onto the cart by Mexican peasants
hired for the job. When the figures of each player are deployed, the game
master rolls a D10 and moves the same number of Mexicans.
Then each players
take
turn (counterclockwise) : actions of his figures + move
2x6D Mexicans . Note: A Mexican may not move away from the fort except to pursue a “gringo” figure. The player who
comes second in the first round of the game comes first in the second round of the
play. Whoever came first a a round becomes last in the next. At the
end of the round, unactivated Mexicans take 1 move towards the entrances of the
fortress.
If a player has
lost all his figures, then he throws every turn 3xD6 to move
Mexicans. If necessary, the game master will intervene
and some Mexicans who have been hit are only injured and rise up
again to fight on.
Actions
A figure may
take 2 actions in one turn.
Maximum 1
action is shooting
To move :
· 20cm movement
on foot is 1 movement (stairs -5cm)
· Climbing up or
jumping off somewhere
· 40cm with horse is 1 movement
wounded: ½ distance
Shooting
Just as movie
heroes, our figures can also survive multiple wounds. Indicate the wound on
your players sheet when it has been inflicted. Secondary characters are eliminated
by a second e wound. The “hero” at
4 wounds. Mexicans are eliminated directly after one hit .
They themselves
can inflict hits only with the highest value of a throw. Heroes inflict hits on
the 3 highest values of the die roll (eg D6 = 4-5-6) . Secondary
figures the 2 highest values (eg 7-8 on a D8).
fire table |
D4 |
D6 |
D8 |
D10 |
D12 |
D20 |
Revolver |
10cm |
20cm |
30cm |
40cm |
50 cm |
60cm |
Winchester |
20cm |
40cm |
60cm |
80cm |
100 cm |
120cm |
Musket |
20cm |
40cm |
60cm |
|
|
|
Shotgun |
10cm (2xD4) |
20cm ( 2xD6) |
3 0cm |
|
|
|
Modifications :
Move die column
to the right:
·
when the target is in cover
+ 2 columns (D4 becomes D8 ) situation at the moment of the
shot.
·
Shoot 2X on the same
turn with the same weapon for both shots+1 column (eg D4 becomes
D6)
·
Shooting with 2 e revolvers: shot
with, the second weapon +1 column (eg D6 =>D8)
·
Shooting with rifle at
<10cm + 1 column (D4 becomes D6)
+1 on die result: shooter when
the shooter aims by no moving and takes only 1 shot, this from D8 and
higher (otherwise target is too close to aim properly)
Throw dynamite: maximum 30
cm. indicate target spot, then throw deviation die: Deviation arrow: 3xD6
cm. Impact everyone within 10cm D6 (4-6 =wound). Inside building:
everyone inside the room D6 (3-6 wound).
When rolling a die value
of 1 while firing, the shooter must reload or repair his blocked
weapon = this means no shooting any more with that weapon unless he takes
one move action to fix it (next turn – show with a token )
If you fire at a horseman
and you are 1 point short to hit, you hit the horse. Rider continues
on foot.
Brawl
When 2 hostile characters
are within 5cm of each other: attacker (the activated figure making the move)
inflicts a wound when a higher value than the defender is thrown. Weapons according
to the table below.
fight table |
D4 |
D6 |
D8 |
D10 |
D12 |
D20 |
weapon |
Revolver | rifle |
knife |
Shovel/beam |
Machete |
sword |
When attacked in the rear
-2 on the die roll for the assaulted.