181 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 7.0
  • Designer: Amidon37
  • Rating:
  • Rating Score: 8.22 out of 10 [37 ratings]
  • Difficulty: Intermediate
  • Created Date: 29th Feb 2012
  • Release Date: 15th Nov 2011
  • Games Played: 7,198

Design Information
Territories 30
Continents 28
Advanced Features View Only Borders
One-way Borders
Attack Only Borders
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 3,3,3,3,3,3,3
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Total
Fog Override Enabled
Open Games 0
 
Cards
Wyatt
Virgil
Morgan
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Bat Masterson Default Default
2 "Wild Bill" Hickock Default Default
3 Pat Garrett Default Default
4 Jesse James Default Default
5 Johnny Ringo Default Default
6 Butch Cassidy Default Default
7 John Wesley Hardin Default Default
8 Billy the Kid Default Default

Board Description

A Western Showdown!

Changes from Original are in red.

At the beginning of the game you start with:

  • Gunslinger - This is your capital. Lose it and lose the game. Capture the other player's and win. (You do not have to capture your oponents barrel to win.)
  • Gun - See below for what you can do with your gun. You can empty your gun's units, and you automatically reown it at the beginning of your next turn. One additional unit is placed in your gun every turn.
  • WARNING! YOUR GUN IS A VERY SMALL TERRITORY!

  • Barrel - Each round you own your barrel 8 units are placed into your gunslinger. You can shoot out the other players barrel, but you cannot capture it, or recapture your own when you lose it.
  • Lantern - Your lantern gives you vision to the other players gunslinger, his gun, and his barrel. It also gives vision to the hawk, the skull, the armadillo, the snake, and all cacti. You can shoot out the other players lantern, but you cannot capture it. You cannot recapture your lantern after you lose it. You can always see the other players lantern.
  • Your gun can shoot at the following:

  • The other gunslinger. Reduce him to zero and win the game.
  • The other player's lantern. Reduce it to zero and take away his vision.
  • The other player's barrel. Reduce it to zero and take away one of his bonuses.
  • The other player's canteen. If he loses this he will lose 5 units each of his turns from his gunslinger.
  • Each small cactus, the armadillo and the snake. Owning each of these gives a 2 unit bonus that you can place anywhere.
  • The hawk and the skull. Owning each of these gives a 4 unit bonus that you can place anywhere.
  • Each big cactus. Owning each of these gives a 8 unit bonus that you can place anywhere.
  • Your bullets. The first three are worth +1 each. The next two are +2 each. The last +3. These units are automatically placed in your gun. Each bullet has a unit maximum of 1 - so you can attack with 3's and not worry about wasting units. Your bullets cannot be attacked or seen by your opponent.
  • A few other things:

    There is no fortifying in this game.

    You won't get a card if you just shoot out a barrel or a lantern or a canteen.

    You can hold unlimited cards. Each set is worth 3 units.

    Player 2 starts out with a few more units

    Other changes

    Each gun and gunslinger starts with more units.

    PS

    The Wild image is Doc Holiday. The others are the Earp brothers.

    Special thanks to Affordablecards for extensive playtesting on this scenario.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowedUnlimited
    Number of fortifies allowed0
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeTotal
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values3,3,3,3,3,3,3,3,3,3,3
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn2
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 24
    Continents 20
    Advanced Features View Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth 3,3,3,3,3,3,3
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Total
    Fog Override Enabled
    Open Games 0
     
    Cards
    Wyatt
    Virgil
    Morgan
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Bat Masterson Default Default
    2 "Wild Bill" Hickock Default Default
    3 Pat Garrett Default Default
    4 Jesse James Default Default
    5 Johnny Ringo Default Default
    6 Butch Cassidy Default Default
    7 John Wesley Hardin Default Default
    8 Billy the Kid Default Default

    Board Description

    A Western Showdown!

    At the beginning of the game you start with:

  • Gunslinger - This is your capital. Lose it and lose the game. Capture the other player's and win. (But you can't lose you gunslinger for good unless you have lost your barrel also, or win unless you have shot out his barrel.)
  • Gun - See below for what you can do with your gun. You can empty your gun's units, and you automatically reown it at the beginning of your next turn. One additional unit is placed in your gun every turn.
  • WARNING! YOUR GUN IS A VERY SMALL TERRITORY!

  • Barrel - Each round you own your barrel 4 units are placed into your gunslinger. If your gunslinger is reduced to zero, you will get him back at the beginning of your turn if you still own your barrel. You can shoot out the other players barrel, and must do so to win, but you cannot capture it, or recapture your own when you lose it.
  • Lantern - Your lantern gives you vision to the other players gunslinger, his gun, and his barrel. It also gives vision to the hawk, the skull and the two cacti. You can shoot out the other players lantern, but you cannot capture it, or recapture your own when you lose it. You can always see the other players lantern.
  • Your gun can shoot at the following:

  • The other gunslinger. Reduce him to zero, after you have taken away his barrel, and win the game.
  • The other player's lantern. Reduce it to zero and take away his vision.
  • The other player's barrel. Reduce it to zero and take away one of his bonuses and make it so you can kill his gunslinger.
  • The hawk and the skull. Owning each of these gives a 4 unit bonus that you can place anywhere.
  • Each cactus. Owning each of these gives a 8 unit bonus that you can place anywhere.
  • Your bullets. The first two are worth +1 each. The second two are +2 each. The last two are +3 each. These units are automatically placed in your gun. Each bullet has a unit maximum of 1 - so you can attack with 3's and not worry about wasting units. Your bullets cannot be attacked or seen by your opponent.
  • A few other things:

    There is no fortifying in this game.

    You won't get a card if you just shoot out a barrel or a lantern.

    You can hold unlimited cards. Each set is worth 3 units.

    Player 2 starts out with a few more units

    PS

    The Wild image is Doc Holiday. The others are the Earp brothers.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowedUnlimited
    Number of fortifies allowed0
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeTotal
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values3,3,3,3,3,3,3,3,3,3,3
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone