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d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

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Page 1: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse
Page 2: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

The d6 Shooters: Dead or Alive - EVENT LIST

Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse Demands)Re-roll any doubles and re-roll if you roll for an Event that you’ve already encountered this game.

1-2: Traitor: One of your Posse turns against you to try to claim the reward. If you have at least 3 Posse, lose 1 Posse and have a Shootout, with two Fight Dice against one Attacker die. Ammo may not be spent to add an extra die.

1-3: Rattlesnakes! Roll one die per Posse member. Add 1 Day for the first 6 rolled. Lose 1 Posse member for additional 6’s rolled.

1-4: Stampede! Roll two dice. If you roll lower than the total number of your Posse, lose 2 Posse.

1-5: Deer Herd. A herd of deer passes by, and you see a lot more down across the valley. You may spend 1 Ammo to gain 2 Food. OR You may spend 2 Ammo to roll a die and get Food equal to the number rolled +2.

1-6: These People Know Something... Until you reach the next Town or Event, you may change one White die to a 3 after the first roll of each turn.

2-3: Shortcut? One of your Posse suggests a shortcut. If you decide to try it, roll a die and subtract 3 from the number rolled. If the total is positive, move ahead that many spaces. If the total is negative, add 1 Day.

2-4: Slow Train Crossing. No further movement (from 1’s or 4’s) can be made on this turn.

2-5: Downhill Ride. Red 1’s count as two moves until you reach the next Town or Event. (Roll a new Event if you have the Compass.)

2-6: Brown’s Hometown. If you stop at the next Town you reach, you will have a Shootout there; two Fight Dice against three Attacker dice. If you do not lose any Posse during the Shootout, gain 1 Info and 1 Gold.

3-4: Posse Demands. Your Posse is demanding more money and food. Lose 2 Gold or 2 Food. OR Lose 1 Gold and 1 Food. OR Lose 2 Posse members. If you cannot fully meet one of those options, lose as much as you can.

3-5: Fishing Hole. Roll a die for each Posse member. Gain 1 Food for each 1-2 rolled.

3-6: Wagon Train. You may buy or sell Food and/or Ammo at a rate of 2 Food or 2 Ammo for 1 Gold.

4-5: Campfire. You may spend 1 Food to stop early for the night and make a campfire to share stories and sing songs with your Posse, which would be good for their morale. If you do that, add an extra die to your Fight Dice pools for all Shootouts you are involved in until you reach the next Town or Event.

4-6: Critters Everywhere. Until you reach the next Town or Event, lock one Red die on 2 at the beginning of each turn.

5-6: Indian Guide. You come across an Indian who knows this area very well. He joins you for part of your journey, but he is never considered to be part of your Posse. Before each turn, take one Red die and lock it, with whatever number you choose. You may not unlock that die this turn. The Indian Guide moves on when you reach the next Town or Event.

1 = Bounty Hunter 2 = Local Ranchers 3&4 = Brown’s Men 5 = Ranger Norris 6 = Army RegimentIf you lose Posse during this You may not spend an Ammo If you do not lose Posse Remove one of your Fight Add one extra Attacker die Shootout, then you are to gain an additional Fight die, during this Shootout, roll a die Dice before this Shootout. before this Shootout. If you captured. To escape, roll dice but if you win this Shootout, and consult the following You may still add dice by do not lose Posse during this equal to your current Posse. gain 1 Food. chart: spending Ammo, as usual. Shootout, gain 1 Posse from For each 6 rolled, lose 1 an Army Deserter who wants Posse. For each 1 rolled, add 1 1-2: “Whew!” No effect. to join you.Day. Disregard Rations days 3-4: “Check their pockets!” while escaping. Gain 1 Gold & 1 Ammo.

5-6: “Talk!” Gain 1 Info.

Attacker Chart for Shootouts Roll a die and consult this chart before each Shootout.

Page 3: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

The d6 Shooters: Dead or AliveDesigned by Eric Herman, © 2009

BACKGROUND The d6 Shooters... wanted dead or alive?? How could this have happened? It seems like a blur now, but this is your story... You and your posse were quietly passing through the town of Crowe on your way to a new assignment when you learned about the corruption among the law enforcement there. You just couldn’t leave it alone when you witnessed the corrupt Sheriff Brown shoot his own deputy in cold blood when the deputy had threatened to expose Brown’s dirty politics. The Sheriff is running for mayor of Capital City and has been campaigning widely across the state over the past year, making all kinds of shady deals along the way. When you confronted him after he shot the deputy, you barely dodged the bullet meant for your own head before shooting Brown in the leg. Unfortunately, he was able to call for help before you could subdue him, and with his word carrying so much weight in the town, he was easily able to convince everyone that you had shot him and his deputy. So now there’s a big reward for the d6 Shooters, and your mug is on Wanted posters all over the state. The mayoral election is in 30 days, and Brown is a shoo-in to win. If that happens, his corruption will know no bounds and you’ll have no chance of being exonerated and an excellent chance of being captured and hanged. So now you’re on your way to Capital City, trying to build a case against Brown while staying out of sight the best you can. But Brown will surely be sending men after you, and there will probably be vigilantes and bounty hunters coming after you as well. It doesn’t help that this heat wave just won’t quit, so the traveling will be slow and difficult across the desert. One good thing is that you managed to secure an ally... Eric “Slow Hand” Marley is a private investigator who was conducting an investigation on Sheriff Brown. He caught up with you as you were riding out of town and believed your side of the story about the shootings. He’s coming along with your posse to help gather information and buy provisions and supplies while you and the others try to keep out of the public eye. He’s worked before with some of the law enforcement in Capital City and will make sure any evidence against Sheriff Brown gets into the right hands. But it won’t be easy, by any means, and the first decision you’ll have to make is which way to go. The more direct route to Capital City through Bixby would normally be a lot faster, but it is also a much busier route and you will have a harder time maneuvering that way without being seen. So you may want to take the route to the east, passing through the towns of Fountain and Logan. That will probably be safer, and you should have an easier time finding supplies along the way. But then again, it might end up taking too long to go all that way around, and if you don’t get to the authorities in Capital City before the election... well, you don’t want to think about that right now. It’s time to ride on, one way or the other...

OBJECTIVE Make it to Capital City within 30 days with enough evidence to convince the authorities there to drop the charges against you and arrest Sheriff Brown.

REQUIREMENTS The playsheet. A pen or pencil. 3 red and 5 white six-sided dice (substitute colors as needed) for the main gameplay. A few extra dice might be helpful to have as well. A printout of the Event List/Attacker Chart (optional).

Page 4: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

GAMEPLAY Each turn, roll the three Red dice and five White dice. You get three rolls and can lock/unlock as many dice as you want each time, but any 5's or 6's rolled on any of the Red dice on the first roll are immediately locked, and can't be unlocked!

All dice are locked after three rolls, and are then resolved in numerical order (1's first). Each die can only be used for one purpose each turn, and dice that cannot be used (e.g. 3's less than a full set of three) are wasted.

When all dice have been resolved, mark off one Day.

DICE ACTIONS

Move: Move one space for each 1. You must always use the full movement of 1’s that are locked. If you reach an Event or Town, resolve the Event or visit the Town first, then resolve all additional dice (including additional movement).

Find Food: Gain 1 Food for every two 2’s.

Gather Information/Support: Gain one Info or one Posse for every three 3's.

Seek Shelter, Hide, Fight and/or Backroads You may split up any available 4’s among the following choices: Seek Shelter = Remove one 5 die for every 4 used to Seek Shelter. Hide = Remove up to two 6’s for each 4 used to Hide. Add 1 Day whenever a Hide action is used. Fight! = each 4 used to Fight allows one die to be rolled for a Shootout (see Shootout!) Backroads = Move one space for every two 4’s used for Backroads. Unlike 1’s, which must always be used for their full movement amount, 4’s not used for Seek Shelter, Hide or Fight may either be ignored or used for Backroads.

One 5 = -1 white die next turn; Two 5’s = -1 Posse; Three or more 5’s = -2 Posse.

If any 4's are used to Fight, then all 6's are used for a Shootout (see Shootout!). Otherwise, re-roll each 6 and lose one Posse for each 3+ rolled.

Piecing Together the Evidence Two times in the game, you must put together the Info you’ve gathered into a credible and convincing piece of evidence against Sheriff Brown that you will be able to present to the authorities in Capital City (if you make it there). To be successful in Piecing Together the Evidence, you must lock a 1, 2, 3 and 4 (which cannot be used for any other purposes on that turn) and spend 4 Info. This is resolved last in turn sequence, so you could possibly gain a 4th Info on the same turn that you are Piecing Together the Evidence.

SHOOTOUT! The procedure for a Shootout is as follows (subject to change based on the specific Attacker effect): 1: Roll a die and consult the Attacker Chart (see below) to find out who is attacking and what effect they will have. 2: You may spend * Ammo to add * dice to your Fight Dice. 3: Re-roll all of the 6's for the Attacker and separately re-roll your Fight Dice. 4: High score wins (re-roll ties). Remove one die from the losing side and continue until one side has no dice left. If the Attacker wins, lose one Posse for each remaining Attacker die. 5:

ATTACKER CHART 1:

Extreme Heat! (immediately locks if rolled on a Red die on the first roll)

Attacked! (immediately locks if rolled on a Red die on the first roll)

If you have any Ammo left after a Shootout, lose 1 Ammo.

Bounty Hunter There are a number of bounty hunters who have heard about the reward for your capture and are now coming after you. If you lose Posse during this Shootout, then you are captured. To escape, roll dice equal to your current Posse. Lose 1 Posse for each 6 and add 1 Day for each 1. Ignore any Rations days reached for Days added while escaping. 2: Local Ranchers There are many local ranchers and small-time vigilantes around the state that have heard about your “crime” and want to be the ones to collect the reward and the fame for your capture or death. Many of these attacks will be unexpected, so you may not spend an Ammo to gain an additional Fight die, but if you win the Shootout, you will be able to scrounge some food from their ranches (gain 1 Food). 3&4: Brown’s Men Sheriff Brown will surely be sending some of his men after you. Thankfully, they’re only average shots, and you might be able to get some useful information from them. If you do not lose Posse during this Shootout, roll a die and consult the following chart: 1-2: “Whew!” No effect. 3-4: “Check their pockets!” Gain 1 Gold & 1 Ammo. 5-6: “Talk!” Gain 1 Info. 5: Ranger Norris Sheriff Brown has asked his old friend, Charles Norris, a Texas Ranger, to pursue you. Remove one of your Fight Dice before this Shootout. You may still add dice with Ammo.

Page 5: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

6: Army Regiment Sheriff Brown has called in help from an army regiment stationed in the state. Add one extra Attacker die before this Shootout. If you do not lose any Posse during this Shootout, gain 1 Posse from a deserter who wants to join you.

You may buy as many Items as you wish and can afford, or none if you choose.

ITEMS THAT ARE ALWAYS AVAILABLE TO BUY 1 Info for 2 Gold, 2 Info for 4 Gold

YOUR POSSE The number of your Posse represents the number of people in your Party, as well as their general morale and strength. You beginwith 12 Posse and can never have more than 12 in your Posse. If your total Posse is ever reduced to 0, you lose the game. In regards to the Background, Eric “Slow Hand” Marley is counted as one of your Posse and he takes care of much of your Info and supply gathering. If your Posse is ever reduced to one, he is considered to be the remaining member and can still win the game for you... The d6 Shooters may exist no more, but Marley can exonerate your name and secure your legend.

DAYS Each turn is considered to be one Day. Some turns may end up costing more Days due to Events or other situations. Mark off the number of Days as you go. If you do not reach Capital City within 30 Days, the game is over and you lose. If a "Hide" action or an Event adds a Day, mark that off immediately. If that reaches a "Rations" day, Food must be payed immediately before continuing. Mark another Day off as usual at the end of the turn.

FOOD Food represents your total source of sustenance, including water. You begin the game with 8 Food. At the end of every 5th Day you must hand out Rations and provide one Food to each person in your Posse. If you don't have enough Food to feed everyone, you spend what you have and lose as many people as were not fed. If you have no Food at all remaining when Rations need to be handed out, you lose the game. You cannot carry more than 12 Food at a time.

AMMO Your Ammo rating represents both the physical ammunition you have available and also your general fighting strength and ability. Ammo may be spent at the start of a Shootout to add dice to your Fight Dice (one per Ammo spent). After every Shootout, reduce your Ammo rating by one. Your Ammo rating may go as high as 6.

EVENTS Events are triggered whenever you reach certain spaces on the map. When an Event is reached, roll two dice and compare the numbers rolled to the Event List, choosing the corresponding Event to resolve (e.g. for a roll of 4 and 1, use “Stampede!”, which is labeled 1-4). If you have additional movement dice available when an Event space is reached, pause movement at the Event space and continue moving and resolving the other dice after the Event is resolved, unless the Event restricts further movement or actions.

MOVEMENT You must always move the exact amount of spaces indicated by the number of 1 dice you have locked at the end of your rolls.If you reach an Event or Town, resolve the Event or visit the Town first, then resolve any remaining dice, including movement dice.. Backroads travel using two 4’s is a specific action choice and may be ignored if desired. Movement from 1’s and from 4’s used for Backroads is considered separate, so movement stops after 1’s and after 4’s, which may be relevant for Resource Spaces (see below). A space that has been moved into once cannot be moved into again. You can move any direction on the map, provided that the same space is not moved into more than once (e.g. if you take the train from Bixby to Sawyer, you could head north from Sawyer and then turn south towards Logan).

TRAIN There is a train that runs between the towns of Bixby and Sawyer. A train ride cost 1 Gold for up to 5 of your Posse members. If you wish to take the train but don’t have enough Gold to cover all of your Posse, additional Posse are left behind and lost. If you decide to ride the train once you reach one of those towns, disregard all other dice for that turn and end that Day immediately. It takes one full Day/turn to get from one town to the other via the train. For that turn, all 1’s count as 3’s and all 5’s count as 6’s.

RESOURCE SPACES There are some spaces on the map that will provide a bonus or a loss to your resources if the space is landed on exactly (not merely passed over). These only take effect for the turn when you land on a space; if you remain in the same space for another turn, there is no further effect. If you land on one of the resource spaces, gain or lose one resource as indicated: -P+ = -/+ Posse -F+ = -/+ Food -G+ = -/+ Gold -A+ = -/+ Ammo D+ = + Day I+ = + Info X = Roll one less white die on the following turn.

TOWNS At each Town, you can buy Items.

Page 6: d6 Shooters - Dead or Alive - Eric Herman · The d6 Shooters: Dead or Alive - EVENT LIST Roll two dice and choose the corresponding Event. (e.g. A roll of 4 and 3 would be 3-4: Posse

2 Food or 2 Ammo for 1 Gold 5 Food or 5 Ammo for 2 Gold 1 Posse for 1 Gold (up to three)

Food may also be sold in Towns for the rate of 3 Food for 1 Gold or 5 Food for 2 Gold.

SPECIAL ITEMS Roll a die to see what Special Item (cost in Gold) is available. (One per Town. You may only have one per type. You may reroll if you already have the Item that was rolled.)

1 = Compass (2) One Red 1 counts as two 1’s. 2 = Hunter (3) Counts as a Posse member; One Red 2 counts as two 2’s. 3 = Lucky Charm (2) Once per turn you may change any one die by one pip. 4 = Binoculars (2) May reroll one Red 5 or 6 rolled on the first roll. 5 = Medicine/Bandages (2) Prevent all Posse loss from a single source, then discard. 6 = Better Guns (*) Add one pip to * number of Fight Dice during Shootouts (* = the Gold you spent, up to 3) Any additional pips that are unused are wasted. (e.g. You bought 3 Gold worth of Better Guns, but are only using two Fight Dice during a Shootout... Each of the two dice gain one pip, but the third pip is wasted.)

END OF THE GAME If at any time your Posse is reduced to 0, or it is a Rations Day and you have no Food remaining, or you cannot fulfill the needsof a particular Event as stated, the game is over and you lose. The game is also over after the 30th Day, whether you’ve made it to Capital City or not. You must reach Capital City on the 30th Day or sooner and have two completed pieces of evidence in order to win the game. Once Capital City has been reached, any other dice are disregarded for that turn and the game is over.

SCORING (only applies if you reach Capital City and have three pieces of evidence) Additional Info = 2 points each Each Day you arrived early = 2 points Each remaining Posse member = 3 points Each Gold you have = 3 points Each Food you have = 1 point Every 2 Ammo you have = 1 point

OPTIONAL CHANGES

No Unique Attackers You can disregard the Attacker Chart if you choose and just have each Shootout function the same way.

Easier Game For an easier game, start with a few more Posse, Food and/or Gold and/or only require one piece of evidence.

More Difficult Game For a more difficult game, begin with a few less Posse, Food, Ammo and/or Gold.

Game designed by Eric Herman Endres © 2009-2010 Many thanks to several folks at BGG and F:AT for valuable input.