Card Breakdown The Gunslinger Card Gun Cards Run Cards Game ...

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Game Play • Sort the Gun Cards and Run Cards into separate decks. Shuffle each deck and deal six cards to each player. Wild Guns is an action-packed game for two or more players. Each player takes on the role of a Gunslinger from the old west competing in the Dodgecity Gun fight contest.

Card Breakdown The game consists of multiple cards; including Gunslinger, Gun and Run cards and three 8-sided dice. You’ll need pen and paper or counters to track Health Points.

The Gunslinger Card Name of Gunslinger: Cody Chase Accuracy Points: 1, 2, 3, 4 (Represented by the numbers in the squares) Crackshot: 4 (Indicated by a box with a glow around it; rolling this number on attacks allows you to make one extra attack roll with one die once per attack roll)

Health: 80 (Represented by the medic symbol) Damage: 15 (Represented by a bullet) Crackshot Damage: 10 (Represented by a bullet hole) Special Ability: Gunslinger in this game have different special abilities. Cody Chase fires with two weapons and make two attack rolls per attack. Flavor text: Interesting text about the Gunslinger.

Gun Cards Gun Cards are the offense cards you play to hit and damage your opponent. Name of Gun Card: Head Shot Die Rolls: Roll 1 die (the more die to roll the easier it is to make the shot) Special Rules or damage modifiers: If any Gun card has special rules they will appear here.

Run Cards Run Cards are the defense cards you play to dodge your opponent’s Gun Cards. Name of Run Card: Crouch Avoids: Lists what attacks that are avoided by playing this card

• Shuffle the deck of 10 Gunslingers and deal four to each player. Without revealing them, place you Gunslingers face down in the order you wish to use them. • Each player reveals their chosen Gunslinger for the first round.

• Each player rolls a die to determine First Shot. The higher roll goes first.

The Shootout Phase I: Each volley is referred to as a Round, in which each player places a Gun Card and a Run Card face down in front of them. The player who won First Shot reveals their Gun Card at the same time the opponent reveals their Run Card. If the Run card does not evade the Gun Card, the attacking player now rolls for accuracy, dealing damage on a hit. If the Run Card evades the attack, no roll is made. In the case of one or more of your Accuracy roll dice land on a Crackshot, roll 1 die, if that die roll is also successful (it does not need to land on Crackshot again) then deal Crackshot damage in addition to your base damage. A player is not permitted multiple Crackshot rolls each Round. Repeat the process for the opposing player, then place the used Run and Gun Cards in the discard pile ending the Combat Phase. All damage resolves at the end of each Combat Phase. Phase II: If after 6 Rounds neither Gunslinger has reached 0 Health, deal each player 3 Run cards and 3 Gun cards, continuing until either one or both of the Gunslingers have reached 0 Health. If after, Phase II neither Gunslinger has reached 0 Health, enter Phase III, Deadeye mode. Note: if a Gunslinger is defeated in the first 9 Combat Phases, do not enter Deadeye mode. The defeated Gunslinger is discarded, and that player’s next Gunslinger is revealed. Discard all Run and Gun cards in your hand, reshuffle and begin a new shootout. A shootout ends whenever a Gunslinger is defeated. The winning Gunslinger remains in play and does not recover his Health points. Deadeye (two player only) Shuffle all the Gun and Run cards. Deal one Run Card and three Gun Cards to each player. Place the Gun Cards face down in any order. The Run Card will be used on all attacks for this phase, do no reveal your Run Card until after all Gun Cards are face down in the order they will be revealed. Reveal your Run Cards, the the winner of First shot reveals the first Gun Card, rolls for Accuracy if the shot can be made, damage is resolved after each player has made an equal number Copyright © 2010 Game design and development by Avery Nubson character illustration by Adam Anderson

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of shots. Alternate revealing Gun Cards until a Gunslinger has reached 0 Health. If neither Gunslinger reaches 0, the winner is determined by which has the most Health. A tie is declared if Health is equal, and both advance to the next Shootout.

Cody’s Gun card was Dance for me. Black Widow plays Twist Right. His attack hits, so he can make his attacks rolls. Both Cody’s attacks hit dealing 10 damage to Black Widow.

The losing Gunslinger is discarded, while the winning Gunslinger advances to the next Shootout at the same health he or she has at the end of Deadeye Phase. In the case of a tie, neither are discarded and both continue with their current health.

Damage is dealt. Cody takes zero damage and Black Widow takes 10 damage.

After the Deadeye Phase a new Shootout begins.

Wild Guns Three or More Player Rules

Example Shootout Cody Chase VS Blackwidow

Wild Guns is great for a party or family game. Give it a shot with a group and see what rivalries form!

Round One Black Widow has First Shot and plays the Left Arm Shot, Cody’s Run card is Barrel Roll Right. Cody “moves” directly into Black Widow’s shot. She rolls a two and seven. Both number are her Accuracy Points. She just need to hit with a two and does 25 damage to Cody. Seven is Black Widow’s Crackshot number and she’ll get to roll one more die for her Crackshot attack. She rolls a six and does an additional ten damage. Cody’s Gun card is the Head Shot. Black Widow’s Run card was Twist Left. Cody’s shot can hit so he can roll. He rolls a five and misses. Since Cody attacks with two weapons he can make another attack roll. He rolls a two and hits. Hitting Black Widow for 20 damage. (Cody’s base damage is 10, because the Head Shot Gun card has a damage modifier, damage is increased.) Deal damage to both Gunslingers. Cody takes 35 damage and Black Widow takes 20 damage. The played cards are now discarded for this Round. Round Two Black Widow goes first and plays Shoulder Shot left. Cody plays Sidestep Left. Her shot misses and no damage is dealt.

The played cards are now discarded for this Round.

• Number of Gunslingers, Run and Gun Cards distributed depend on the number of players: Players

Gunslingers

Gun/Run Cards

4

2

5

3 5 6

7-10

3 2 1 1

6 4 3 2

• Multiplayer does not have the Deadeye Phase. • Turns revealing Gun Cards are taken clockwise from the First Shot winner. The First Shot winner can defer First Shot to another player. • Any Gunslinger in the Shootout can be Attacked. • Gunslingers can not be defaulted as the winner by the most health, all other Gunslingers must be at 0 health. • Whenever players run out of Run and Gun Cards in hand, all Run and Gun Cards are shuffled and appropriately redealed to the players. • Run cards are revealed and stay revealed when the player is attacked, and can be attacked multiple times each Round. Even if you were not attacked that Round, your Run Card is revealed at the end of the Combat Phase and discarded. • In the case of multiple Gunslingers per player, remember damage is not resolved until the end of the Combat Phase, thus your next Gunslinger is not revealed until after the the Combat Phase is over, and may still attack even if Health will be 0 at the end of the Combat Phase. 2 Copyright © 2010 Game design and development by Avery Nubson character illustration by Adam Anderson

• A new Shootout begins when ever a Gunslinger is defeated.

What does this symbol mean on Shelia Chamber’s card and how does it work?

• A player is eliminated when all of their Gunslingers have been defeated.

This symbol stands for “Alternative Attack”. An Alternative attack is a special ability that allows this gunslinger to make this attack instead of a normal attack. To use the Alternative Attack, declare that you’ll use it before any Gun or Run cards are revealed. You still must play a Gun card, however you ignore it if making an Alternative Attack. Shelia Chamber’s alternative attack is a whip attack, counts as a disarming attack - so it has the same effect as the disarm attack, use 2 die and it does 10 damage.

• Playing as a team is an option! You may not attack team members. If one of your team members is shot, you may forfeit your turn to make an attack on the player who damaged your team mate.

FAQS & Glossary How does the Quickdraw/Kneee Drop Run card interact with Gunslinger’s special abilities? Special abilities are ignored when the Quickdraw or Knee Drop Run card attack is made. This includes Gunslingers with multiple weapons. When does the extra attack from the Quickdraw/Knee Drop Run card get made? Before the Gun card attack is made. What happens if I roll my Crackshot number while making a Quickdraw/Knee Drop Run card attack? An extra attack from a Crackshot is played like normal.

What the heck does the special ability “This Gunslinger fires with a two handed weapon” do? This special ability applies when a certain effect has triggered it during the game. Currently, if your Gunslinger is disarmed he or she takes 10 damage instead of 5 and is not disarmed. Gunslinger - The Gunslinger is the character(s) you control during the game.

What if I draw the Quickdraw, Knee Drop, Chicken or Play Dead Run cards during the Deadeye phase? Consider yourself lucky! (or unlucky depending on what you’ve drawn.) However, only one Quickdraw or Knee Drop Run attack can be made.

Shootout - The shootout is defined as the part of the game when two or more players are playing Run and Gun cards. The Shootout begins when the Run and Guns cards are dealt and ends when a Gunslinger is defeated. In this case all remaining player will finish their turns. At the end of each shootout reshuffle the Run and Gun cards and deal them out to the remaining players. In a two player game the shootout consists of 10 Rounds, divided into three phases.

How do Gun card Damage Modifiers interact? When making an attack from a Gun card that modifies damage, such as Dance for Me, Head shot, Groin Shot or Disarming shots, the damage on the Gun card overrides the damage printed on the Gunslinger card.

Round - An individual Round is when all players place down and reveal their Run & Gun cards and make attacks. Phase - A phase consists on multiple Rounds. The game is divided into three main phases, Phase I, Phase II and Deadeye.

What happens when I roll a Crackshot with a Gun card with Damage Modifiers? You can make your Crackshot roll, on a hit your Gunslinger’s Crackshot damage is added to the damage modifier.

Normal Attack - A Normal Attack is the act of rolling the die to cause damage to your opponent. This is done after the Run and Gun cards are revealed.

What happens if I use a Gunslinger with two weapons with a Gun card with Damage Modifiers? You make both attacks like normal, except use the Damage printed on the Gun card.

Alternate Attack -An attack certain Gunslingers can make instead of a Normal Attack. The Gun card is still played, however the Gun card is ignored. The Alternative Attack must be declared at the beginning of the round, before any cards are revealed.

What if a Gunslinger with two weapons makes a Crackshot roll? That Gunslinger will only be able to make a single attack.

Special Attack -An attack made without revealing the Gun card, the dice are still rolled.

What if I’m forced to make an illegal attack, like Groin Shot against a female Gunslinger? You’ll still need to play that Gun card, however, you can not make the attack.

Accuracy Points - When making an attack, your Gunslinger will deal damage if the accuracy point is rolled on the 8-sided die. 3 Copyright © 2010 Game design and development by Avery Nubson character illustration by Adam Anderson

Run card avoidance chart An “X” indicates what Run card avoids what Gun card. Example; Crouch avoids a Head Shot. Chest Shot

Head Shot

Crouch

X

X

Play Dead

X

X

Gut Shot

Groin Shot

X

X

Jump

Dance for Me

X

Side Step Left

X

Side Step Right

X

Disarm Left

Disarm Right

X

X

Left Arm

Right Arm

X

X

X

X

X X X

Twist Left

X

X

Twist Right

X

X

Barrel Roll Left

X

X

X

X

Barrel Roll Right

X

X

X

X

Duck and Cover*

X

X

Knee Drop*

X

X

X X

X X

Left Knee

Right Knee

X

X

X

X

X

X

X

X

X X

X X

X X

X X

Chicken Quickdraw X

X

X

X

X

X

* Available only in the Wild Guns: Rogues, Renegades and Outlaws expansion!

Card List Gun Cards: Dance for Me x 2 Groin Shot x 2 Head Shot x 2 Chest Shot x 2 Gut Shot x 2 Disarm Left x 1 Disarm Right x 1 Left Arm x 2 Right Arm x 2 Left Knee Shot x 2 Right Knee Shot x 2

Run Cards: Quickdraw x 2 Twist Left x 2 Twist Right x 2 Play Dead x 2 Side Step Left x 2 Side Step Right x 2 Crouch x 2 Jump x 2 Chicken x 2 Barrel Roll Left x 1 Barrel Roll Right x 1 Run

Gunslingers: Cody Chase Buckshot Blackwidow Thundercloud Aces “High” Bennet Bully “Bullseye” Bennet Sheriff Billy Riley Jacques “The Slinger” Sheila Chambers Virginia “The Vixen”

4 Copyright © 2010 Game design and development by Avery Nubson character illustration by Adam Anderson