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Rules: (3)
• = Base game
Reroll
In This Order:
• 5 original Dice (white)
Resolve Dice
* 2 Saloon dice (beige)
° 2 Duel dice (black)
Dynamite
Broken
• 6 Summary cards (explaining dice results)
Arrow
Arrow
Bullet
If not then cut it out and paste / tape it in the correct position
Tokens: Simultaneous
Whisky
Gatling
(1B=28, 3B=16, Arrows =9+1, Ghost=7,
Beer
Duel
(2)
(1)
Duel Wound=15)
• 9 Arrow tokens
* 1 Indian Chief's Arrow token
Take an arrow. Taking the last arrow Rage Cards: At the end of any turn during which you lose 2 or more life
immediately triggers the Indian attack. points (from any causes) you must draw a Rage card. Keep your Rage
(You may still have to take arrows after the attack) cards face down in front of you until your next turn starts (you can look at
them at any time). At the start of your turn, reveal all of your Rage cards.
Broken Arrow: Remove 1 All of the symbols on those cards are added to the results of the dice.
regular Arrow from any player Immediate Arrows trigger immediately when you reveal the cards. At the end of your
(Return it to the central pile) turn, discard all of your revealed Rage cards. If you drew additional Rage
Effect cards during your turn, keep them face down until your next turn. If the
If you run out of bullets during Rage card pile is empty, shuffle the discards to form a new pile.
If not then cut it out and paste / tape it in the correct position
up in front of you. If you draw a symbol you already have then shuffle that
Dynamite: 3 in front of you stop Duel Wound token back into the pile but do not draw a replacement! (Duel
No
your rolling and wound you for Wounds gained on your own turn are saved for your next turn)
1 damage. (Resolve other dice as normal.) Reroll During your next turn, each Duel Wound token you have cancels
one identical symbol rolled on a die that you decided to keep. For
Reroll any dice (except Dynamite) up to two times instance, a [BeerX] token cancels a [Beer] rolled , however, it does not
cancel a [Beer] result that you decide to reroll! The [Dynamite] token is an
Whisky: Heal 1 life. Lose 1 Duel Treat as 2 exception: it counts as an additional [Dynamite] rolled instead of canceling
Wound or, if no Duel Wounds, individual one! At the end of your turn, reshuffle all of your Duel Wound tokens back
into the pile, regardless of whether they canceled a die result or not
then gain 1 Rage card. dice
Indian Chief's Arrow: If you have to take an arrow from the pile, you can
Damage 1 player 1 space away choose to take the Indian Chief’s Arrow instead of one regular arrow.
(on your immediate right or left ) When the Indians attack, the Indian Chief’s Arrow will make you
Simultaneous lose two life points instead of one - unless you have the Indian Chief’s
Arrow and you are the single player with the most arrows (not tied for the
Deal 1 Damage to 1 most): then you don't lose any life points from the attack!
player 2 spaces away
How to Win:
Beer: Heal any 1 player Sheriff: Eliminate Outlaws and Renegades. Must survive to win.
(including yourself) for 1 life.
(not past start health) Deputy: The Sheriff must survive at any cost. Eliminate Outlaws and
Renegades. Does not have to survive to win.
Gatling: 3 fires gatling gun
(1 damage to every other player) Renegade: Eliminate all other players. The Sheriff must be the last to die.
and you lose all your Arrows. Must survive to win.
Duel: Give to any other player who rolls again. Outlaw: The Sheriff must die at any cost. If the Sheriff dies and a single
The first player failing to roll a Duel symbol Renegade is not the last player remaining alive then the Outlaws win.
loses 1 Life and draws 1 Duel Wound Token. Does not have to survive to win.
Take an arrow. Taking the last arrow Rage Cards: At the end of any turn during which you lose 2 or more life
immediately triggers the Indian attack. points (from any causes) you must draw a Rage card. Keep your Rage
(You may still have to take arrows after the attack) cards face down in front of you until your next turn starts (you can look at
them at any time). At the start of your turn, reveal all of your Rage cards.
Broken Arrow: Remove 1 All of the symbols on those cards are added to the results of the dice.
regular Arrow from any player Arrows trigger immediately when you reveal the cards. At the end of your
Immediate turn, discard all of your revealed Rage cards. If you drew additional Rage
(Return it to the central pile)
Effect cards during your turn, keep them face down until your next turn. If the
If you run out of bullets during Rage card pile is empty, shuffle the discards to form a new pile.
Bullet: Lose 1 life point this stage your turn ends
and you are out of the game. Duel Wound Tokens: When you draw a Duel Wound token place it face
up in front of you. If you draw a symbol you already have then shuffle that
Dynamite: 3 in front of you stop Duel Wound token back into the pile but do not draw a replacement! (Duel
No Wounds gained on your own turn are saved for your next turn)
your rolling and wound you for
1 damage. (Resolve other dice as normal.) Reroll During your turn, each Duel Wound token you have cancels one
identical symbol rolled on a die that you decided to keep. For instance, a
[BeerX] token cancels a [Beer] rolled , however, it does not cancel a [Beer]
Reroll any dice (except Dynamite) up to two times
result that you decide to reroll! The [Dynamite] token is an exception: it
Treat as 2 counts as an additional [Dynamite] rolled instead of canceling one! At the
Whisky: Heal 1 life. Lose 1 Duel
end of your turn, reshuffle all of your Duel Wound tokens back into the
Wound or, if no Duel Wounds, individual pile, regardless of whether they canceled a die result or not
then gain 1 Rage card. dice
Indian Chief's Arrow: If you have to take an arrow from the pile, you can
Damage 1 player 1 space away choose to take the Indian Chief’s Arrow instead of one regular arrow.
(on your immediate right or left ) When the Indians attack, the Indian Chief’s Arrow will make you
lose two life points instead of one - unless you have the Indian Chief’s
Simultaneous Arrow and you are the single player with the most arrows (not tied for the
Deal 1 Damage to 1 most): then you don't lose any life points from the attack!
player 2 spaces away
How to Win:
Sheriff: Eliminate Outlaws and Renegades. Must survive to win.
Beer: Heal any 1 player
(including yourself) for 1 life. Deputy: The Sheriff must survive at any cost. Eliminate Outlaws and
(not past start health) Renegades. Does not have to survive to win.
Gatling: 3 fires gatling gun
Renegade: Eliminate all other players. The Sheriff must be the last to die.
(1 damage to every other player) Must survive to win.
and you lose all your Arrows.
Duel: Give to any other player who rolls again. Outlaw: The Sheriff must die at any cost. If the Sheriff dies and a single
Renegade is not the last player remaining alive then the Outlaws win.
The first player failing to roll a Duel symbol Does not have to survive to win.
loses 1 Life and draws 1 Duel Wound Token. By Tyinsar