SETUP
Set up the board with terrain feature chits.
Determine how many gunslingers each player will control.
Each player places his gunslingers on squares of his back two rows.
Each Gunslinger starts with a full hand of cards.
Gunslingers share a common deck of action cards.
The deck contains 3 copies of each card in the Card list.
TURN SEQUENCE
gunslingers take turns.
Each turn has 3 phases:
Draw Phase
Move Phase
Shoot Phase
DRAW PHASE
Draw a number of action cards equal to the gunslingers Cool attribute.
Max hand size = Smarts Attribute.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move your gunslinger.
The move card has a number.
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a man to move like a knight in chess.
A man can only use one move card per turn.
Men may not stack.
SHOOT PHASE
Play (discard) an Attack card to have the gunslinger attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
Attacks do one wound (Hit of damage) to the target.
Use Chits or coins to record damage.
A man reduced to 0 Hits (Guts) is killed and removed from the board.
Each hit reduces the value of all attributes by one.
Your opponent may play Defense cards to negate your attack.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
K = as a Knight would move in Chess
Type = Purpose of card
CARD LIST
Card Name: Range Type Notes
Sprint 5 M Only gunslingers with legs attribute 5+
Run 4 M Only gunslingers with legs attribute 4+
Scurry K M Only gunslingers with legs attribute 4+
Hurry 3 M
Break Away 3 M
Strut 2 M
Walk 2 M
Creep 1 M
Cautious Approach 1 M
Dodge - D Negate attack if you moved last turn
Duck - D Negate attack: Only gunslingers w legs attribute 4+
Sun in your Eyes - D Negate attack if you are in a Clear Space
Cover - D Negate attack if you are in a Building Space
Prone - D Negate attack if you did not move last turn
Out of Sight - D Negate attack if you are in a Non-clear Space
Behind Rocks - D Negate attack if you are in a Canyon Space
Wild Shot - D Negate attack if shooter moved this turn
Behind Tree - D Negate attack if you are in a Tree Space
Surrender Terms - D Negate attack by a lawman
Low on Ammo - D Negate attack if opponent attacked already this turn
Loss of Blood - D Negate attack by wounded man
Misfire - D Negate attack of range 2+
Stampede - D Negate attack if you are in a Fence Space
Planned Shot 6 A Only gunslingers with a rifle & eyes attribute 4+
Careful Aim 5 A Rifle only
Sharp shot 5 A Only gunslingers with a rifle & eyes attribute 4+
Line up Target 4 A Only gunslingers with a rifle & eyes attribute 4+
Long Barrel 4 A Rifle only
Brace Rifle 4 A Rifle only
Trick Shot K A Only gunslingers with a rifle & eyes attribute 4+
Dead shot 3 A Only gunslingers with pistols & eyes attribute 4+
Guns Blazing 3 A
Fanfiring 2 A Pistol only
Six Shooter 2 A Pistol only
Two-fisted Shooter 2 A Pistol only
Easy Target 3 A Rifle only
Out in the Open 3 A Only vs target in a clear space
Short Range 2 A
Shoot from the Hip 2 A
Shot in the Back 3 A Only vs surrounded Target
Ricochet K A
Ambush 3 A Only if you are in a building
Quick Draw 2 A Only gunslingers with hands attribute 4+
Cause Avalanche 3 A Only vs Target in Canyon
Rifle butt 1 A Rifle only
Bowie Knife 1 A Cowboys only
Pistol Whipped 1 A Pistols only
Set Fire 1 A Only vs gunslingers in buildings
Saber Cut 1 A Soldiers only
Strangle 1 A Only vs gunslingers with lower Arms attribute
Fisticuffs 1 A Only gunslingers with Arms attribute 4+
Tomahawk 1 A Indians only
Reload - X Draw 3 cards
Cock - X Draw 2 cards
Way Blocked - X Negate a Move Card just played
Difficult Footing - X Negate a Move Card just played
Pinned Down - X Negate a Move Card just played
Note: The Deck has 2 copies of each Move card.
OPTIONAL RULE -- HORSES
Gunslingers on Horses have a legs attribute = 6, and may play 2 Move cards per turn.
Gunslingers on Horses have a eyes attribute modifier of -2.
Discard any card from the gunslingers hand to mount/dismount.
If you are hit flip a coin. If tails your horse is shot out from under you.
OPTIONAL RULE -- SHOTGUNS
Treat Shotguns like Rifles except:
Maximum range = 4
Treat range = 5 cards as range = 3 cards.
OPTIONAL RULE -- RIFLE & PISTOL
Some gunslingers may carry both a rifle and a pistol.
Only one can be used to attack in a turn.
Discard any card from the gunslingers hand to switch weapons.
4 WAY SHOWDOWN
4 players each with one gunslinger.
Gunslingers start in the corner squares.
INTRODUCTION
Poker type game with a Heavy Metal Theme.
DISCLAIMER
“Heavy Metal” is a trademarked, licensed, copyrighted property.
This is merely a fan site.
VICTORY
First player to make 5 melds is the all time winner.
THE DECK
Players share a common deck.
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