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Consolidated Rulebook 2.

3 includes all the optional rules from Episode 2 & 3

OUTLAWS:
ADVENTURES IN THE OLD WEST
Outlaws is a game of gunfights and adventure set in the Old West of America circa. 1865-1890. Outlaws can be played in two styles: standalone shootouts or adventures. Both styles of play use the same set of rules. Shootouts allow two or more players to recreate standalone gunfights. For example, one player maybe an outlaw gang attempting to rob a bank and the other the lawmen trying to stop them. Linked shootouts can be played using the Rivals expansion and allow players to create their own characters to fight for control of the lawless town of Deadrock. Adventures are linked sets of shootouts built around an ongoing storyline. Adventures have two teams, with players controlling the Outlaws and a single player controlling all the other characters. Characters are represented by the use of two cards placed next to each other; together these two cards are called a Character Card. One of the cards is unique to the character and has their name and attributes and skills printed on it. The other card is generic and shows: items being held, carried and an ammunition track. During play, counters are placed on a Character Card to provide important information, such as which items are being held, how many bullets are loaded in a weapon and if the character has any wounds. Daniel is holding a Colt 45 in his favoured right hand and carries on his back his trusty Winchester Carbine. Carried on his belt and in his pockets are; two reloads for his Colt, one for his Winchester and a knife.

INTRODUCTION

Outlaws includes eight game boards which can be arranged into many configurations. Each square on the boards is approximately 6-8 feet across. The boards represent buildings and their interiors. Objects on the boards are classified as either low or high, these two categories effect movement and what can be seen. Outlaws is played in a series of rounds. In a round each character has an opportunity, called a turn, to perform actions such as moving, shooting or brawling. Each player uses an opaque cup. At the start of a round players place the action counters for characters in play, or due to enter play that turn, into their cup. Next each team totals the number of actions available from all their characters. Count the number of actions available on the characters action tracks (also count actions available to characters entering play this round). The team with the highest total number of actions has the first opportunity to draw an action counter from their cup. If the total number of actions available are equal then the players roll a die to randomly determine who draws the first action counter.

THE GAME BOARD

The first action counter drawn shows the character that has the first opportunity to take actions. When that character has used all their actions then the other team draws an action counter from their cup and takes actions, this process continues until all the counters have been drawn from both cups. Players can continue to draw counters if/when their opponent's cup is empty. Players may pass and not draw a counter, and if both players pass in succession then the round ends.

THE CHARACTERS

THE ROUND

AT THE START OF A ROUND

Character cards have action tracks; these represent the number of actions that a character may perform in their turn. The lowest value uncovered square shows the number of actions a character has available. Daniel has two wounds and only has 1 action available for the turn If a 1 square becomes covered, showing the next square as unconscious, the character becomes unconscious. When the unconscious square becomes covered the character remains unconscious and will die only when the DEAD square is covered.

ACTION TRACKS

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Below is a list of the actions available to characters. With the exception of the Reload action each action must be completed in a single turn. 0 ACTION COST

CHARACTERS PERFORMING ACTIONS

Ditch item - an object in the held box on a character's card may be dropped for no action cost. Place the dropped item under the character's counter on the game map. Hit the Dirt- a character may change from standing to a prone position. Leave Cover - to leave a Take Cover position. Return character to the center of their square, or if in a doorway to a square either side of it. Close Door to indicate a door is closed move a character so they are not touching the door graphic. 1 ACTION COST

Shoot Handgun - allows a character to fire a bullet from a single handgun. 1 handed object: draw, holster pickup, stow or pass - to move a square object counter between the board and the held or carried box of a character's card. An object must follow the sequence below i.e. an object cannot go straight from a board square to carried without first being held: Map Square - Held Carried Daniel Jones has just blown the safe of the Deadrock Bank. He is now standing in the same square as the opened safe and has 4 actions available. In the safe are two bags of money. Daniel uses 1 action to pick up one of the bags (moves bag counter from the map to his held box). He then uses another action to stow the bag into his knapsack (moves from held to carried). He then picks up the other bag in his left hand (moves bag from the map to his left hand held box). He uses his final action to draw his trusty '45 with his favored right hand (move Colt '45 from carried to right hand held box). Allows a character to pass/receive an object to/from an adjacent character.

Both characters expend 1 action; place a Snapshot counter on the nonaction characters action track. The item is moved from the held box of the passing character to the held box of the receiving character. Characters do not need to be in the same stance to pass objects. Objects can also be swopped between hands. Items carried by an unconscious or dead character may be picked up by other characters using this action. Poor Shot - a character may fire a two handed weapon for only one action. Halve all the numbers on the gun die, round up. Draw a maximum of one wound counter. Walk/Turn - a character moves into one of the three squares they are facing and/or turns to change the direction they are facing. The turn may be before/after or instead of moving a square. (Optional rule) If a character moves two diagonals in a single turn then the second diagonal costs 2 actions. This is due to the distortion of allowing diagonal movement on a square grid. Clamber over Object - If a character wishes to pass over a printed low object on the game board then they must pay this additional action cost to do so. Open door To indicate a door is open move the characters counter so that it is touching the door graphic. Get Up - allows a character to change from prone to standing and change facing. Take Cover - allows a character to use a corner of a wall, pile of rocks, stand of cacti or lean around a doorframe or window for cover. Ride - a mounted character may move up to three squares changing facing once for each ride action taken. (Optional rule) Only two squares moved each ride action may be diagonal. Throw Knife - throw a knife at another character, the knife does not have to be held, but the throwing hand must be free to throw. 2 ACTION COST

character may not cross any objects, open doors or climb through windows. Back Off - allows a character to move to any of the three squares directly behind them without having to change facing. Shoot Rifle/Shotgun - allows a character to fire a bullet/cartridge from a two handed gun. A doubledbarreled shotgun may fire both barrels for a single action. Steady Aim (handgun) - this action allows a character to fire a bullet from a single handgun. On the gun die, Miss SA# results are used; use the number after the SA on the die if rolled to resolve the shot. Double Shot (handgun) a character holding two handguns may fire a bullet from each. Walk & Take Cover - A character may combine a Walk and a Take Cover action so they can immediately move to a corner when entering a new square. 2 handed object: draw, hold, pickup, stow or pass* - to move a rectangular object counter (two handed) between the board and the held or carried box of a character's card. An object must follow the sequence below i.e. an object cannot go straight from a board square to carried without first being held. Map Square - Held Carried Daniel Jones leaves the bank and seeing the sheriff and his deputies down the street, he decides to get out his rifle. He drops the money bag for no action cost and holsters his handgun for one action. He then spends two actions to draw his rifle. With only a single action remaining he takes a Poor Shot at the sheriff. A character may place the object in both hands, in which case it can be used as normal. Or the object may be held in one hand, place object vertically, such an object may not be used unless by a special action such as, shooting a long gun with one hand. Action may be used to move an object held in both hands to one hand and vice-versa. Allows a character to pass/receive an object to/from an adjacent character. 3

Crawl* - prone characters crawl 1 square. Can also turn, this can be before or after crawling. The

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Both characters expend 2 actions; place a Snapshot counter on the nonaction characters action track. The item is moved from the held box of the passing character to the held box of the receiving character. Characters do not need to be in the same stance to pass objects. Items carried by an unconscious or dead character may be picked up by other characters using this action. Saddle Up* - allows a character in the same square as a horse to mount it, or if already mounted to dismount into the same square as the horse. 3 ACTION COST

card. Multiple gun reload counters may be used if required. A character cannot fire a gun until it is fully reloaded. Luke has fired the last bullet from his Navy Colt and so the gun counter has been flipped to its empty side. Luke started his turn with 4 actions but has fired once leaving him 3 actions remaining. He spends his remaining 3 actions on reloading his gun; this is shown by placing a reload counter rotated to show a '3' facing towards the top of the character card. He needs to spend one more action to complete reloading his gun.
(Note: Reload counters have two functions in the game - to show how many reloads are carried by a character and to mark actions spent on reloading by a character).

one of the following as their sole action for their turn: Crawl, Saddle up, Draw, hold, pickup or stow a 2 handed object or Pass 2 handed object.

No two friendly characters may end their turn in the same square. One friendly and one enemy character may occupy the same square. In such situations a Brawl takes place. A friendly character may pass through a square occupied by another friendly character but they may not end their turn in the same square. If a character is forced prone whilst moving through a square occupied by another friendly character then move them back to their previous square. A character that is dead or unconscious has no effect on the number of characters that may be in a square. Characters move one square at a time into one of the three squares to their front. If in moving to a new square they pass over a low object, and there is no room in the square to bypass it, they must also take an additional Clamber over Object action. To move diagonally the character must cross a + printed on the board. If the + covers an object then this will affect the characters movement. If the object is low then the character must take an additional Clamber over Object action to move across it. If the object is high the path is blocked. Will can move straight ahead with a walk action. To his left the + covers a low object and so it would cost him a walk and a Clamber over Object action to move in that direction. To his right the + covers a high object so that way is blocked.

MORE THAN ONE CHARACTER IN A SQUARE

Best Shot (handgun) - allows a character to fire a bullet from a single handgun. On the gun die, Miss SA and BS # results are used, use the number after the SA or BS on the die if rolled to resolve the shot. Draw an additional wound counter but only apply the number of wounds indicated on the gun counter. Steady Aim (Rifle/Shotgun) allows a character to fire a bullet/cartridge from a rifle/shotgun. On the gun die, Miss SA # results are used; use the number after the SA on the die if rolled to resolve the shot. 4 ACTION COST

HOW CHARACTER'S MOVE

Best Shot (Rifle) - allows a character to fire a single bullet from a rifle. On the gun die, Miss SA and BS # results are used, use the number after the SA or BS on the die if rolled to resolve the shot. Draw an additional wound counter but only apply the number of wounds indicated on the gun counter. VARIABLE ACTION COST

Reload - this action reloads a weapon to its maximum capacity. On the reverse of each gun counter it states the number of actions required to reload it. This is the only action that can be spread over more than one round. If the total cost of the action is not paid in a single turn, then mark the gun with a gun reload counter. Rotate the counter so that the number of actions already expended is facing towards the top of the character 4

Run a character uses all their actions to run. A running character can move up to 2 squares for each action they have available changing facing once for each action spent. Running characters are harder to hit with a Snapshot. Climb through window - If a character wishes to climb through a window they use all their actions to do so. Move the character to the square on the other side of the window. Shooting a rifle or shotgun with one hand - A character may fire a rifle or shotgun which they are holding in one hand. Shooting using a favored hand halves the gun die. Shooting with a non-favored hand quarters the gun die (round down). In both cases do not use any weapon skill. Only one wound counter is drawn. No Snapshot may be taken with the weapon.

USE ALL ACTIONS

*Character's with only one action


available for their entire turn may use

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Below, Will can move straight ahead or to his left for 1 walk action (the + does not cover the water trough so no extra cost is paid). He cannot move to his right as the path is blocked by a high object.

or close it. He decides to leave it open and so his counter is placed so it still touches the door (2). He then turns and moves to the bar Wills counter is moved and when he leaves the square the door is now closed.

Characters have a Field Of Vision (FOV), which is the area in which the character can see and interact. The diagram below shows characters

WHAT CHARACTERS CAN SEE

To open a door or climb through a window the character must be facing the window or door. All doors are considered closed unless opened by a standing character. To open a door the standing character must be facing the door and take an Open Door action. Show that a door is open by moving the character's counter so it is touching the door graphic. Doors remain open until the character that opens it: Is no longer in a square that touches the door. The character becomes prone. The door is closed, this costs no actions; move the characters counter so they are not touching the door graphic. Next turn Will enters the Saloon. Will uses an open door action to open the door Wills counter is moved to touch the door to show it is now open (1). He then enters the saloon using a walk action his counter is moved into the saloon. Will ca ten decide to keep the door open FOV. Walls, windows, doors, and objects on the game board affect what a character can see. To check if a character's FOV is affected trace a straight line from the center of the character's square to the center of the target square. If the line crosses an object it might affect a character's FOV. Characters standing in open doorways, leaning around doors or windows or using a corner, have their FOV traced from anywhere on their counter instead of the center of their square. (OPTIONAL RULE) FOV+ FOV CHECK

DOORS AND WINDOWS

Game boards have a large variety of different objects printed on them; each type of object can have an effect on FOV. Objects are classified as low or high. Low objects can affect FOV involving prone characters, and High objects block all FOV that crosses them. Windows and doors have their own special FOV rules. The wooden walkways outside buildings have no effect on any FOV and are purely aesthetic. HIGH OBJECTS BLOCK WHAT CAN BE SEEN

GAME BOARDS AND FOV

Walls, piles of rocks, cacti and priarie clutter counters block FOV if any part of the objects square is crossed. LOOKING THROUGH WINDOWS AND DOORS

A standing character adjacent to a window can see through it, otherwise only the square directly beyond the window can be seen. Doors work in the same way but can only be seen through if they are open. A prone character in a square immediately beyond a window is only visible to adjacent standing characters.

Characters have an FOV that is expanded to 180 degrees.

The orange zone is the regular FOV and standard rules apply to it. The green zone represents an expanded FOV (FOV+) Characters may fire and attempt Snapshots at targets in their FOV+ but they do so by halving the gun die (round up). Corner, window, and door FOV are unchanged.

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Bill is across the street looking towards the saloon and the barbers. Bill's FOV is shaded in red. He can see one square through the windows of the saloon (he would have to be in a square that touches the window to see further into the building). The door to the saloon and barbers are closed so he cannot see through those. The red and green lines show what he can see between the buildings using a FOV Check. The green lines show the FOV that is not blocked. The red lines show the blocked FOV caused by the walls (high object).

cover benefits from using the corner for all fire coming from within his FOV. To stop using corner cover the character takes a Leave Cover action (0 action cost). The character moves back to the center of their square. Whilst using corner cover a character changes to a prone position they are moved back to the center of their square. A character may use a Walk & Take Cover action to immediately move into a corner cover position. Slicker takes a Walk and Take Cover action. This allows him to move immediately into a looking around a corner position. LOOKING AROUND DOORS

Jim cannot see Bill, as he is not in Bill's FOV so they cannot see each other. When Bill wishes to move or becomes prone, he will move to the square either side of the door. There is no action cost for this.

Characters can use a doorframe to look around a door. Once a door is open a character can take a Take Cover action (1 action cost) to take up a position where they can look along the doorframe. The FOV for a character is shown in the graphic below. LOOKING AROUND CORNERS A standing character can move from a doorframe position to a square either side of the door using a Leave Cover action (0 action cost). The character may decide to leave the door open, shown by the characters counter touching the door, or close it. If a character changes to a prone position they are moved to either square touching the door, the door is then closed. FOV checks for characters looking around a door are taken from any point on the character's counter. However, if the character in the doorframe is targeted by a character to their front, but not in their FOV, then FOV is blocked. Bill spends 1 action to open the door and then another to move into a doorframe position. The red shaded area shows Bill's changed FOV.

Characters in a square facing a window can lean out of it by taking a Take Cover action (1 action cost). To show a character is leaning out of a window move the character so they are astride the window, place the majority of the counter in the square the character started from - this is to ensure it is clear which side of the window the character is on. A character can take a Leave Cover action to return to the center of their square. A prone character is returned to the middle of their square. Bill spends 1 action to lean out of the window. Note how the majority of Bill's counter is in the square above the window this shows that Bill is still in the Saloon. FOV checks for characters leaning out of a window are taken from any point on the character's counter.

LEANING OUT OF WINDOWS

Characters can use corners of a wall, pile of rocks or wood, cacti or prarie clutter for cover. Characters must have the square containing the cover in their FOV and then use a Take Cover action (1 action cost). A character's counter is turned at a 45 angle and moved to touch the corner of their square/cover object. FOV checks for character using corner cover are taken from any point on the character's counter. Bill's action counter has been drawn and Bill's decides to use the corner of the building for cover. He moves from the center of his square to turn and touch the corner of the saloon for 1 action. Bill now traces his FOV from anywhere on his counter within his FOV. Bill will gain considerable 6

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Low objects are all the objects printed on the map apart from walls, rocks, wood piles, cacti, trees and prairie clutter (high objects). Low objects between standing characters have no effect on FOV.

LOW OBJECTS MAY AFFECT WHAT A CHARACTER CAN SEE.

the table than Luke and so he can be seen. Luke cannot see Dale as although he can trace a line to Dale's counter the rules for doorways prevent them seeing each other. As Luke is to the front of Dale but not in Dale's FOV so no FOV exists between the two. CLUTTER COUNTERS There are two types of clutter counters; town and prarie. These counters are placed on the game boards as instructed by a scenario. Town clutter counters represent additional low objects, such as barrels, crates and wagons.

use the numbers following the BS and SA instead of the Miss.

Low objects between a standing and prone character will block LOS if the low object is closer to the prone character.

If a target is within two squares then the chance of hitting using a Shoot Handgun, Rifle or Shotgun action is much improved. On some of the faces of a gun die there is a number in a circle. Use this number to resolve a shot if the distance to the target is equal or less than the circled number. Do not use weapon skill if using a circled number. HOW TO SHOOT

CLOSE RANGE SHOOTING

There is no FOV between Bill and Jim as Jim is prone and closer to the table (low object) than Bill. FIELD OF VIEW EXAMPLE

Characters may move into a town clutter counter square at the cost of one additional action. This will provides 360 low cover for the character. Prairie clutter counters are high objects and cannot be entered. Gun counters are double-sided, one side shows a loaded weapon and the other an unloaded weapon. Handguns are show on square counters (1 handed) and rifles and shotgun s on rectang ular counter s (2 handed) SHOOTING

Shooting uses this procedure: 1. Check target can be seen by undertaking a FOV check. 2. Count the number of squares to the target, diagonals can be counted. Don't count the firers square but do count the target square. (Optional Rule: diagonal squares are counted as 2 squares each) 3. Roll the weapons gun die and add or subtract the firer's skill with that weapon type and any gun die modifiers the gun has. If the gun die is to be halved do so after applying all modifiers (round up). 4. If the final number is equal or greater than the distance to the target then the shot is on target. 5. Reduce the ammo track for the weapon by 1. Luke, with a handgun skill of 2, is armed with a Smith & Wesson No.2 and is taking a shoot handgun action at Dale who is 6 squares away. As Luke is using a handgun the player rolls the white gun die. A four is rolled, Luke adds his handgun skill of 2, and subtracts the S&W No.2 gun die modifier of -1 for a total of 5. This is less than the number of squares to Dale and so the shot has missed. 7

GUNS

Samuel - Samuel is using the corner of the Undertakers for cover. He can see Luke. All the other characters are outside of his FOV. Luke - Luke is looking through the window of the Undertakers, because he is adjacent to the window he can look into the building. He cannot see Thomas as Thomas is prone and Luke's FOV crosses a table. As Thomas is prone and closer to the table than Luke he is out of sight. Looking across to Billy, Luke's FOV Check just catches the corner of the table. Billy is prone but not closer to

Shooting in Outlaws uses gun die. There are three gun die: a white die for handguns, a red die for rifles, and a black die for shotguns. Each face of a gun die has a number or the word Miss. The numbers represent the range the gun will hit at, the higher the greater range. On some faces after a Miss are SA and/or BS. SA stands for Steady Aim and BS is for Best Shot. If a character uses a Steady Aim or Best Shot action then

Outlaws: Adventures in the Old West 2nd Edition (2.3)

ENHANCED WEAPON SKILL (OPTIONAL) This rule limits which characters may use Steady Aim and Best Shot actions. Although an optional rule it use is highly recommended. Characters with 0 (or less) skill in a weapon may not take a Steady Aim or Best Shot action. These characters may only take standard Shoot actions. Handgun armed characters may use a Steady Aim if they have a skill of at least 1, and a Best Shot if they have a skill of 2+. Long Gun armed characters may use a Steady Aim if they have a skill of at least 4, and a Best Shot if they have a skill of 6+. Handgun Skill Long gun Skill 0 or less 2 or 4 6+ Actions available Shoot only Shoot & Steady Aim Shoot, Steady Aim and Best Shot

Standing friendly or neutral characters block fire through their square. Prone characters do not block fire between standing characters.

CHARACTERS IN THE WAY OF YOUR SHOT

Prone characters block fire between a standing and prone character if they are closer to the prone character than the standing character. If only one enemy is blocking a target, the shot can be taken. If the shot is on target then randomly determine if the target character is hit or the intervening character using a die roll. If a shotguns initial shot is on target then roll to hit both characters. RESOLVING SHOTS ON TARGET

Some larger caliber guns and shotguns cause greater shock when they hit. A gun with an * before the numbers in the bottom right hand corner of the gun counter increases the number of actions lost from a wound counter by 1. This applies to the red side of the counter only. A Colt 45 has an * so when it places a wound counter the number of actions the receiving character loses is increased by 1, whilst the counter is on its red side. AIMING

LARGER CALIBER GUNS

1 2+

In the bottom right of a gun counter are two numbers divided by a slash. When a shot is on target the shooting player draws a number of wound counters indicated by the number on the right of the slash. The number of counters drawn may be modified, for example a Best Shot allows an extra wound to be drawn, Aiming (see below) can also increase the number drawn and a Poor Shot limits the maximum counters drawn to 1. A Smith & Wesson No.2 has in its bottom right corner 1/1. This means when it hits a target 1 wound counter is drawn and 1 counter is used. If the firer uses a Steady Aim action and hits, they draw an additional wound counter.

This rule allows greater aiming of shots. After rolling the gun die if the modified total (after adding any skill) is twice or greater than the distance to the target an additional wound counter may be drawn still only apply the number of wounds indicated by the weapon. SHOTGUNS

If using the optional additional wound effects rule (page 9) use the weapon skill of the character at the point the shot is taken. SHOOTING WITH THE NONFAVORED HAND

Shotguns fire a cartridge of pellets rather than a single bullet and are very effective at short range, but lose effectiveness rapidly as the range increases. Shotguns cause a variable number of hits: Range 1 Square *2/3 Range 2 Squares - *2/2 Range 3-5 Squares - *1/2 Range 6+ Squares *1/1 Jonas fires his shotgun at Billy who is two squares away. If Jonas' shot is on target then he would draw two wound counters and apply both. Shotguns roll to hit everyone in the target square, even if they are only partially in it or using any of its corners for cover. Carrying on the above example, if another character was leaning into the target square, such as around a door or out of a window, then Jonas would roll to hit them as well. Fully loaded double barreled shotguns may fire both barrels for a single Shoot Shotgun action. Roll for each barrel separately. Shotguns act as if large caliber guns.

Character cards show a character's favored hand. If a character fires a handgun with their non-favored hand, halve the gun die (round up) and do not use weapon skill. KEEPING TRACK OF BULLETS FOR GUNS IN BOTH HANDS

From these counters the player selects the number of wound counters to be applied indicated by the number to the left of the slash. These are the wound counters that are used to resolve the shot on target. A Best Shot action using the Smith & Wesson No.2 above would draw 2 wound counters. The player would select which counter to apply.

A character with two guns should use the ammo counter marked 2nd to track the bullets in the gun held in their non-favored hand. If a character is ambidextrous a note should be made of which ammo counter is tracking which weapon. 8

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Wound counters have a red and a white side. The red side of the counter is used first. The counters indicate which part of the target's body is hit. Each counter also has a number which indicates how many actions the character loses due to the wound. A wound counter is placed, red side up, on the character's action track to show the number of actions the character loses due to the wound. The counter may also show additional effects, such as the character must fall prone. In addition if the gun that caused the wound is marked with a * the actions lost are increased by 1, whilst the counter is on its red side.

WOUND COUNTERS

the completion of the character's next full turn. Then the counter is flipped to its white side and replaced with a health counter as normal. If a character becomes unconscious or dead, flip their characters counter is to its prone side. After Bill has finished all his actions on his turn his red wound counter is flipped over to its white side. The white side shows the effect of the wound is reduced, now having only a -1 action penalty. The wound counter is replaced by a health counter on the action track. A few rounds later Bill is hit again this time by a Belly Wound. The wound counter has a -2 and so is placed on the track leaving Bill with only a single action available. The counter also states 'FALL', so Bill must flip to his prone side (there is no additional effect if he was already prone). At the end of Bill's next turn his red Belly Wound counter is flipped to its white side. The white side has -3. Belly wounds are bad and so Bill's action track is reduced to zero. Bill is unconscious. If not already, Bill is flipped to his prone side.

Some wound counters have additional conditions; an explanation of these is presented below: Fall the characters counter is flipped to its prone side. The condition has no effect if the character was already prone. No Run the character may not undertake a run action for the remainder of the game. No stand the character may not change from a prone stance for the remainder of the game. Drop Held anything held in the arm/hand indicated or held in both hands is dropped. Place the item under the characters counter. Cant use Arm indicated arm/hand cannot be used. Objects held are dropped and no object can be placed in the hand box on the character card for the remainder of the game. SPECIAL WOUND COUNTERS

WOUND COUNTER CONDITIONS

Bill has received a Chest Hit. The -2 on the counter indicates the number of actions he loses. The counter is placed on the 3 action space to show two actions have been lost. When a character with a red wound counter has completed their turn, flip the wound counter over to its white side. The white side may have a different value than the red side. The wound effect may be reduced to show the character has recovered a little after the initial shock or the effect might worsen. After you flip the wound counter to the white side, replace it with a health counter. If there are additional conditions, such as cant use arm, select a health counter with that text, and rotate to display the correct status. Return the wound counter to the pool. If a character receives a wound in their turn as the result of a Snapshot, the counter is placed on its red side and remains in effect until

If the first wound counter drawn is a Jam counter the gun becomes jammed. Mark the affected weapon with a reload counter with a 4 facing to the top to indicate the actions needed to unjam the weapon. OPTIONAL WOUND COUNTERS There are four optional Wound Counters that can be added to the existing Wound counter mix. They introduce a new type of wound. Bleeds are signle sided wound counters that cause loss of actions. Thery are not replaced by a Health Counter and remain on a characters action track until removed. A character may use all their available actions for a turn to staunch the bleeding and remove a bleed wound. ADDITIONAL WOUND EFFECTS (OPTIONAL)

In addition to the above effects the modifiers on the wound counters also reduce a character's skills. In the example above Bill has a Chest Hit (-1) and a Belly Wound (-3) so he would subtract four (-4) from each of his skills. He would therefore fire a handgun with a -3 modifier and a 9

Outlaws: Adventures in the Old West 2nd Edition (2.3)

shotgun with a -1 modifier to the gun die. UNCONSCIOUS AND DEAD Any character that is: permanently unconscious* Or a wound counter is placed in the DEAD action square.

Jonny, standing behind the bar, points his trusty Winchester towards Samuel and Dale. Samuel is in the same square as a piano but Jonny's FOV check does not cross it so it has no effect. The table in front of Samuel is closer to Samuel than it is to Jonny and so Samuel can use it as cover, discarding any leg, belly or wounds he might receive. Jonny's FOV check to Dale does not pass through any printed objects on the way to Dale's square, however there are chairs and tables in Dale's own square so he can use those as cover again discarding any leg, belly or wounds he may receive. DOORS, WINDOWS & CORNERS AS COVER Jonny and Dale are trading shots. Dale is right handed and armed with a single handgun and so is gaining cover from the window. Because he is using a handgun he discards any leg, belly, and left (non-firing) arm and shoulder hits. Jonny has a rifle and is using the doorframe for cover. He can discard any leg, belly, and wounds. As his rifle uses both hands he cannot discard any arm wounds. BEING PRONE

has their action counter removed from the game. If their action counter has not yet been drawn, remove it when drawn and draw another. *Permanently reduced means that the character cannot again regain consciousness during the game. When a character becomes unconscious or dead they drop any items held in their hand boxes. If a wound counter is placed on a DEAD action square, that character is marked with a dead counter and takes no further part in the game. An unconscious character may be killed by a character in the same square firing a gun at them or taking a single action with a knife (still roll the gun die in case of a Jam result). Alternatively a character may be killed using the Brawl rules. Characters can use tables, doors, windows, corners of buildings, rocks, cacti, clutter, or being prone to gain as much cover as possible. (See example on page 16). USING LOW OBJECTS FOR COVER

When a character is prone they offer a smaller target to all but adjacent characters. When drawing wound counters a prone target discards any counters marked: A character adjacent to a prone character applies all wound counters, unless the FOV crosses a low object, including one in the targets own square. In such cases both characters can discard all leg and belly wounds. KEEPIN YOUR HEAD DOWN (OPTIONAL RULE) This rule adds an element of suppression to Outlaws. If wound counters were drawn but could not be applied due to cover or prone, the shot may still cause the target character to keep their head down, flinch, or hesitate, this reaction reduces the number of actions they have available. If no drawn Wound Counters can be applied due to the target being prone or in cover place a Snapshot counter on the targets action track reducing their actions by one. Only one counter is placed regardless of the number of Wound Counters drawn). The Snapshot counter acts as a regular Snapshot counter. No counters may be placed on a characters Unconscious square of their track, the counters are just discarded.

USING COVER

A character in a square that touches a window or an open door gains cover if a FOV check passes through that window or door. Characters using corners, looking around doors or leaning out of windows gain cover form shots that originate from within their FOV. The cover benefits that the characters gain depend on if they are using one or both hands to fire a weapon. If using a single handgun then all Leg, Belly, and hits to their Arm/Shoulder that is not holding the gun are discarded. If a character is firing two handguns, a rifle or shotgun then they discard only Leg, Belly and wound counters.

Low objects on the game map can be used for cover. If the FOV check between two characters crosses a low object and the object is closer to the target character than the firing character then that object will provide cover. Objects in a characters own square can provide cover if a FOV crosses it. When resolving wounds against a character using low cover objects all Leg, Belly, and marked wounds are discarded the shot is either blocked or is a near miss.

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Outlaws: Adventures in the Old West 2nd Edition (2.3)

Bill shoots at Jesse with a Colt 41 scoring a hit. Bill draws a chest wound with a symbol. As Jesses is in cover the symbol means it cant be applied, however using this rule Jesse has a -1 Snapshot counter placed on his action track. The shot may have missed but it was close enough for Jesse to flinch! A Snapshot enables a character to shoot, or drop prone, in another characters turn. A Snapshot uses a characters future actions, the more a character Snapshots the fewer actions they will have when it is their turn. The actions used in a Snapshot are deducted from a characters next turn. The loss of these future actions are shown by placing Snapshot counters on a characters action track. A Snapshot can be attempted in the following situations: In response to another character entering FOV, this includes: By moving Opening of a door Leaning out of a window Using a corner for cover. OR In response to being targetted and/or shot at, this includes: After being shot at, regardless of whether it hit or not. If enemy is using 3 or more actions to shoot and target character is armed with a handgun. A Snapshot may not be taken in response to another Snapshot. A successful Snapshot allows a character to take a shoot action at the character who triggered the Snapshot or take a Hit the Dirt action. Characters must state which action they are attempting before rolling the die for the Snapshot attempt.

Bill sees Luke, who is holding a Colt 41, exiting the saloon and raises his rifle and takes a Steady Aim action. A Steady aim action with a rifle costs 3 actions and so Luke can attempt to take a Snapshot before Bill takes his shot. If successful Luke could drop prone or take a shot with his Colt. To attempt a Snapshot a character rolls a regular six-sided die. To shoot, a character armed with a handgun needs to roll equal or less than their number of actions availble on their action track. If armed with a rifle or shotgun then the number rolled must be less than the number of actions available. To take a Hit the Dirt action a character needs to roll equal or less than their available actions.
Handgun or Hit the Dirt equal or less than the number of actions available Rifle/Shotgun less than the number of actions available

Bill misses Jim with his shot and cannot take another as he can only attempt a Snapshot when a character first moves into his FOV or after he is shot at. Bill could not attempt another Snapshot later in the turn as he would need to roll less than 1 (he is armed with a rifle). When Bill's action counter is next drawn from the cup he will only have a single action available. At the end of his turn the Snapshot counter will be removed. The effects of wound counters received from Snapshots are applied immediately to the character. Any reduction in the number of actions the target has available is also applied immediately. Jim has walks across the street only to be noticed by Ben and hit by a Snapshot action. Jim started his turn with 4 actions and had used 2 before he was hit. Jim loses an action due to picking up a leg graze. This is deducted from the number of actions he has remaining, leaving him with only a single action left this turn. RUNNING AND SNAPSHOT

SNAPSHOT

Die roll needed

A Snapshot counter is placed on the action track to show the number of actions used. A Shoot handgun costs one action, a rifle or shotgun two. There is no action cost to Hit the Dirt. Snapshot counters remain on a character's action track until the end of their next turn. It is Jim's turn and he has just moved in sight of Bill. Bill calls a Snapshot action stating he is taking a shot. Bill has already received a Chest Hit and has only 3 actions available. Bill is currently holding a rifle and so he needs to roll less than 3 on a regular die to be able to take a Snapshot. Bill rolls and gets a 2 so can take the Snapshot. Bill fires at Jim with his rifle. Bill places a Snapshot counter on his action track (a rifle takes two actions to fire so the track is reduced by 2).

A running character is harder to hit with a Snapshot. Halve all gun die (round up) when firing at a running character. CLOSE UP SNAPSHOT (OPTIONAL) This optional rule expands the situations where a Snapshot may be taken. When an enemy character moves within two squares of a character they make take a Close Up Snapshot action. Only one Close Up Snapshot action is allowed each round. A Close Up Snapshot action does not require an approaching enemy to be within FOV but if a high object separates the characters then no Close Up Snapshot may be attempted. 11

Outlaws: Adventures in the Old West 2nd Edition (2.3)

If the approaching enemy character is in their FOV, a successful Snapshot will allow either a Shoot or Hit the Dirt action to be taken. If the approaching enemy character is outside their FOV, a successful Snapshot will only allow a character to take a Hit the Dirt action .

**Only the character with Initiative may perform this action. Character must be standing.. Head Punch Roll the Brawl die. If Head is rolled the punch is successful. Place two BLOW counters on the enemys action track. If the enemy has a Brawl object, rifle or shotgun only place one BLOW. Body Blow Roll the Brawl die. If Body is rolled the blow is successful. Place one BLOW counter on the enemys action track. Wrestle Both players roll a regular 6 sided die. Add any Brawl skill and subtract any actions lost due to wounds. If the character taking the wrestle action rolls a number greater than their opponent then they can choose to either: Knock their opponent to the ground and place one BLOW counter on their action track Or Knock an object out of their opponents hands. The object is placed in an adjacent square by the character taking the action. Brawl objects are removed from the game board. Pick up Object - A character can pick up an object in their square. A character in a square that has any objects printed in it (e.g. chair, table, logs, wooden planks) may pick them up as a Brawl object. A character must have both hands free to pick up a printed object. Place a two-handed Brawl object in the held box on their Character Card. Strike with object A character holding a Brawl object, rifle, or shotgun may attempt to strike their opponent with it. Roll the Brawl die. Place a BLOW on the opponents action track for every FISTS rolled. Subtract 1 FIST from the die if the defending player also has a Brawl object, rifle, or shotgun. Rolling a MISS causes a Brawl object to break and it is removed from the game. A character holding a rifle or shotgun drops it and it spills out into an adjacent square chosen by the striking character.

Stab A character holding a knife may attack with it. Roll the Brawl die. Any knife symbol rolled causes a wound counter to be drawn. If the opposing character has a knife, Brawl object, rifle, or shotgun, then two knives must be rolled to cause a wound. Leave the fight A character may attempt to leave the Brawl square. The opponent rolls the Brawl die and turns any FISTS rolled into BLOW counters and places them on the characters action track. The character can then spend any actions remaining on movement. Stand up A prone character may stand up. A character may draw a knife or drop an object at any time; it does not count towards their actions available. BLOWS

When a character moves into the same square as an enemy character a Brawl begins. While a character is in a Brawl they may only perform Brawl actions. Every time an action counter for a character in a Brawl is drawn, both characters Brawl. A Brawl continues until one of the characters is unconscious, dead, or leaves the Brawl. To Brawl both characters roll a single regular die to determine who has the Initiative. Add to the die any Brawl skill and any of the following modifiers: -1 if prone. +1 if holding a rifle, shotgun, or brawl object. Subtract the number of actions lost due to wounds or BLOWS. The character with the highest total has the Initiative. If the totals are tied, the character with the highest Brawl skill gains the Initiative, if still tied roll a die to determine who has the Initiative. BRAWL ACTIONS

BRAWLING

Most successful Brawl actions cause BLOW counters to be placed on an enemys action track. If a character with BLOW counters receives a wound counter temporarily remove the BLOW counters, place the wound counter, and then place the BLOW counters back on the action track. ENDING A BRAWL

When a character becomes unconscious the Brawl ends. BLOW counters are not placed on the DEAD space but multiple BLOW counters may be placed on the unconscious square of the action track. When one character is unconscious they have lost the Brawl. The character who has won the Brawl has the following options: Undertake any other regular action including leaving the square. Continue to take Brawl actions adding more BLOWs to the defeated characters action track. If 6 or more BLOW counters are placed on the unconscious square of a character they are killed mark them with a dead counter (if insufficient BLOW counters are available use a regular six

The character with the Initiative can decide to act first or second. Both characters take an action. Resolve each Brawl action individually before resolving the next. The characters choose one of the following actions: Head Punch* Body Blow Wrestle* Pick up object Strike with object* Stab* Stand up Leave the fight** * May not take if prone.

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Outlaws: Adventures in the Old West 2nd Edition (2.3)

sided die to track the additional BLOWs). RECOVERING FROM BLOWS

One BLOW counter is removed from a character's action track at the end of every turn they are not in a Brawl. In time unconscious characters will regain consciousness and be able to take actions again. If a character regains consciousness while an enemy character is in their square a Brawl immediately begins. If a character regains consciousness and two characters are brawling in their square they must crawl to an adjacent square. I DIDN'T SEE THEM COMING

Jonnys action counter is drawn first. Both players roll for Initiative. Dale has a BLOW counter and so gets -1, he rolls 4-1=3. Jonny adds his Brawl skill of 1 and rifle bonus of 1 to his roll of 1+2=3. The numbers are equal but as Jonny has the higher Brawl skill he gains the Initiative and decides to act first. Jonny strikes again with his rifle butt, using a strike with object action, and rolls 2 FISTS; these are converted into BLOWS and placed on Dales action track. Dale now has 3 BLOW counters one more and he will be unconscious! Dale then takes his action. Dale drops his handgun (it is placed in the square under the character counters) and picks up a stool using a Pick up Object action (as there are printed objects in the square he can do this). A two-handed brawl object is placed in his held box maybe he can fend off some of the rifle butt blows with it. Next Dales action counter is drawn and both characters roll for the Initiative Jonny still has +2 but due to the BLOW counters Dale has -3, at least he has the stool to defend himself with this time. Jonny wins the Initiative and decides to strike with his rifle again; a strike with object action is taken. This time he rolls a miss and the rifle is dropped and moved to an adjacent square (chosen by Dale). Dale swings with his stool, using a strike with object action, and strikes Jonny for one BLOW. Next turn Jonnys action counter is drawn. Both characters roll for the Initiative, this time Jonny has no modifiers due to the BLOW he picked up and the loss of his rifle. By a narrow margin Dale wins the Initiative and seeing how he might not again he attempts to leave the square, using a leave the fight action. Jonny rolls the Brawl die and gets a FIST. Another Blow counter is placed on Dales action track making him unconscious and he falls prone to the floor. Jonny can now either continue the Brawl and keep attacking Dale, who now cannot reply, or use any of his three actions to take a regular non-brawl action.

If a handgun or rifle is fired into a Brawl, roll a die to randomly determine which of the characters is hit. A Shotgun hits both characters. A knife it does not have to be held to be thrown, but the throwing hand must be free. Resolve a throw by rolling the Brawl die and doubling the number of knives rolled. If the distance to the target is equal or less than that total number of knives, the target is hit. A character throwing with their nonfavored hand does not double the knife symbols. If the knife hits draw and apply a single wound counter.
Knife Throwing Distance Favored hand = knife x2 Distance Non-favored hand = knife x1

FIRING INTO A BRAWL

KNIFE THROWING

A character moving into another characters square from outside that characters FOV gains an advantage. The character entering the square may take a Brawl action without the other character taking a Brawl action in reply. A character gains this advantage only once on the turn they enter the square. After this free attack, turn the defending character to face the attacker. Brawling example Jonny and Dale are un-wounded and have four actions each. Jonny has a Brawl skill of 1 and is carrying a rifle. Dale has 0 Brawl skill and is carrying a handgun.

If a knife misses the target then place the knife in the square just beyond the target. If the square beyond is a wall place the knife in the target's square instead. A Shootout or Adventure may begin with a Showdown or occasionally it may occur during a scenario. When two or more characters without their guns drawn are in each others FOV a Showdown may be called by any of the characters. Only characters with loaded handguns can take part in a Showdown. Showdowns do not follow the usual sequence of play and are standalone events. If one occurs during a scenario, immediately end the round, and empty all cups of action counters. In a Showdown characters bid on who will shoot with the worst modifier to their gun die. The higher the bid, the more difficult the shot. Use the following procedure to resolve a Showdown: 1. All the characters involved in the showdown place their action counters in the same cup. 2. A counter is drawn from the cup, that character starts the bidding. Bidding starts at 0. The next 13

SHOWDOWNS

While Dale is watching out the window Jonny creeps up on him and enters his square from outside Dales FOV. A Brawl starts. Jonny can attack Dale once without Dale responding. Jonny takes a strike with object action at Dale using his rifle butt. Jonny rolls a single FIST and places a BLOW counter on Dales action track. Dale then turns and faces Jonny Next turn

Outlaws: Adventures in the Old West 2nd Edition (2.3)

counter is drawn and that character either 'calls the bid' or raises it by -1. This continues, raising by -1 each time until a bid is called. This could take several refills of the cup. A character cannot call their own bid or that of a friendly character. 3. When a bid is called the character whose bid was called takes a Showdown shoot action using their bid as a gun die modifier (eg.-2). A Showdown shoot action uses all the numbers on the die, including the BS and SA numbers. Any character involved in the Showdown may be targeted, even if they are currently out of the Showdown. Gun skill is used. If the character misses with their shot they are out of the Showdown. If a character receives a wound they are out of the Showdown. 4. After each shot is resolved start again from Step One. Continue the process until there is only one side's characters left in the Showdown. The last characters remaining in the Showdown can take a Showdown shoot action with no modifiers targeting any character in their FOV. 5. The regular sequence of play then begins. Luke and Jonny are facing Samuel and Dale in a Showdown. Hands are hovering over their holsters each waiting for the other to make a move.

they are on the same side) so raises it to -3. With all the action counters drawn they go back into the cup. First out this time is Dale's counter. Dale calls Jonny's bid of -3. Jonny draws his gun and targets Samuel. Jonny gets lucky, rolls an 8 and hits Samuel even with the -3 modifier. Jonny draws a wound counter and gives Samuel a Belly Hit. Samuel is out of the Showdown and as Jonny caused a wound he is still in. Because a shot has been fired all the action counters are placed back in the cup and the bidding starts again. Luke is drawn first and opens the bidding with 0. Next out is Jonny who raises to -1. Last out is Dale who calls Jonny's bid. Jonny fires again at -1 but this time misses - he is out of the Showdown. Again the cup is refilled and the bidding is started again. Luke is drawn first and starts the bidding at 0. Next out is Dale who raises his bid to -1. The action counters are put back in the cup and drawn again. Dale is drawn; he can't call his own bid and so raises it to -2. Luke is drawn and calls Dale's bid. Dale fires at Luke with a -2 and hits him causing a wound. Luke is out of the Showdown. With only Dale left in the Showdown he gets a Showdown shoot action at any character within his FOV. Characters on horseback can travel more quickly but shooting accurately from horseback is difficult. Characters mount and dismount horses using the saddle up action. Place a characters counter centrally on a horse counter to show they are in the saddle. Horses block FOV that is traced through their square, although any character in the same square as a horse can always be targeted. Each square may contain one horse. Shooting from horseback is difficult, only shoot actions may be taken. Shoot handgun actions are at double their action cost. Shoot rifle/shotgun

uses all a characters actions for a turn. When a mounted character fires a gun use the graphic below to determine what gun die modifiers are used.

When shooting forward (green area) the character halves the Gun Die and then adds any Gun or Riding Skill. Shooting to the side (red area) halve the Gun Die and add only Riding Skill. To shoot behind (brown area) halve the Gun Die. If a character is forced to fall, drop prone or their horse is shot, they fall from their horse. Place them in a prone position in the same square as the horse; roll the Brawl die and convert any FISTs rolled into BLOWs and place on the fallen characters action track. A character on horseback may not enter a square with another character or horse. MOUNTED CHARACTERS IN THE WAY OF YOUR SHOT JUMPING LOW OBJECTS

HORSES

Horses and mounted characters block all fire traced through their square.

The four character's action counters are placed in the same cup. The first counter drawn is Samuel so he starts the bidding at 0. Next out is Dale's counter, Dale cannot call Samuel's bid as he is on his side. Dale raised the bid to -1. Luke is drawn next, he could call Dale's bid but at -1 his shot would still be pretty good so Luke raises it to -2. Last out is Jonny. Jonny can't call Luke's bid (because 14

Mounted horses can jump over low objects at the cost of one of their 3 squares movement.

A horse in the same square as a standing character with a free hand will follow and remain in the same square as the character unless the

LEADING HORSES

Outlaws: Adventures in the Old West 2nd Edition (2.3)

character states they are not leading the horse or they become prone. A mounted character, with a free hand, may lead a horse in a square to their side or rear. The horse will follow the character until the character states they are not leading it anymore, or they use both hands for another activity. A horse that is being led will not move away from gunfire. SHOOTING AT HORSES

Jonny takes a shot at Luke. Jonny is more than 3 squares from any of the horses and so they are unaffected. Luke returns the shot. Both horses are within 3 squares of Luke. Sandy, the light bay horse, is in a square that touches a horse rail and so is considered tied to it and so does not respond to the shot. Goldie, the dark bay, immediately moves three squares away from Luke.

Any shot that draws a wound counter will kill a horse. Any gun fired into a square with a horse and a character may hit either the horse or the character. Roll a regular die, an even result hits the character and an odd result hits the horse. HORSES DO NOT LIKE GUNFIRE

An unmounted horse in a square that touches a horse rail or in the same square as a character with a free hand is considered held or tied and will not move on its own. Other horses will attempt to move away from gunfire. Gunfire within 3 squares of a horse (including diagonally) will make them move 3 squares away from the source of the shot. The horse will attempt to move in the opposite direction from the gunfire as far as that is possible. If when moving a horse reaches a low or high object, roll a die to randomly determine if the horse turns to the left or right.

COVER EXAMPLE

Outlaws: Adventures in the Old West 2nd Edition (2.3)

15

The Native Americans portrayed in Outlaws are from a fictitious Plains Indian tribe called the Tuwa. Former Tuwa territory includes the town of Deadrock (the setting used in the original Outlaws game) and conflict with the town is at the heart of many of the shootouts. The six Tuwa characters included in this expansion are warriors and each has a Brave special skill. The Brave special skill confers some, or all, of the following benefits to a character: Throw Tomahawk triple the number of knives thrown on the Brawl die to determine range. Throw Lance allows a character to throw a lance from horseback. Quick Saddle-up may use Saddle-up action for 0 action cost. Bow skill may use a bow Horsemanship - may fire a bow from horseback using a Shoot or Steady Arrow action. The skill a character has using the above actions are listed on their unique character card. Note: Tuwa is a Hopi word meaning. Earth. The Tuwa are loosely based on the Comanche. TIPIS

THE TUWA

determine who is hit by a roll of a further die. Characters inside a tipi may not shoot at characters outside. Tipis may not be used for corner cover. Tipis can be set on fire by any character spending four actions adjacent to one. Place a Fire marker on the tipi. At the end of the following turn flip the fire counter over to its Burning side. Any characters still in the tipi are killed. Smoke from the burning tipi continues to block all FOV checks traced through the tipis squares. No character may enter a burning tipi. TREES

the same impact as large caliber guns. Bow use the aiming rules. There are three actions available to a character armed with a bow. A bow uses the rifle Gun Die is to resolve bow shots. A template for making a bow die is available and may be used instead of the rifle Gun Die. When shooting a bow from a prone position halve the number rolled on the gun die (round up). Bow counters are single-sided as they are not loaded like a firearm. Use a characters ammo track to record the number of arrows available. Drawing a Jam wound counter equates to a bow string breaking, the weapon is then useless and is removed from the game. A Bow may not take a Poor Shot or give +1 in a Brawl. Horse will not move away from a Bow shot. 2 ACTION COST 3 ACTION COST 4 ACTION COST

On the Tipi encampment game board there is a depiction of a tree. Cover for a character standing in a trees square; Shot originates from within their FOV, they gain corner. Shot originates from outside their FOV, they gain no cover. Prone characters are out of sight from any fire originating from their FOV. Trees do not block FOV in any other situations. GROUPS OF TUWA

Shoot Arrow - shoot a single arrow.

Steady Arrow - shoot a single arrow. On the rifle Gun Die, Miss SA# results are used if rolled.

Tipis are wooden structures covered in buffalo hides. They offer little protection from bullets or arrows. Tipis may be entered by means of the opening depicted for each tipi on the game board. There is no additional movement cost for entering a tipi. A character occupying the square at the opening of the tipi may see into or out of the tipi depending on their facing. A character inside a tipi may not see, or be seen, by characters outside the tipi. Characters can shoot blindly into a tipi even though FOV is blocked. To shoot blindly roll a regular six sided die along with the Gun Die, if the regular die is a 1 then the shot hits a character inside. If more than one character is inside the tipi, randomly 16

This is a variation on the optional Groups of Townsfolk rule. Groups of Tuwa represent non-combatant Tuwa. Groups of Tuwa use the same rules as Groups of Townsfolk. Tuwa characters may not fire through a square occupied by Groups of Tuwa. Non-Tuwa characters may fire at and through Groups of Tuwa counters as in the Groups of townsfolk rules. Groups of Tuwa will enter tipis if directed to do so by a die roll. WEAPONS

Best Arrow - shoot a sinlge arrow. On the rifle Gun Die, Miss SA# and BS# results are used if rolled. Halve the BS# number if rolled. Draw an additional wound counter but only apply the number of wounds indicated by the bow counter. TUWA LANCE

A bow is a two handed weapon which can only be used by a character with Bow skill. Due to the use of a large arrowhead, bows have

Three unique weapons are available to the Tuwa: Bow, Tuwa War Lance, Tomahawk. The Tuwa also favour the Henry rifle. BOW

A Tuwa War Lance is 6 foot long and is most often used from horseback and thrown at close range. To throw a lance from horseback the character must have the Throw lance skill. Any character may throw a lance whilst on foot. A lance can also be used in a brawl. 1 ACTION COST

Throw Lance - throw a held lance at another character within three squares. Roll the Brawl die. A Body hit causes 1 wound, and a Head

Outlaws: Adventures in the Old West 2nd Edition (2.3)

causes 2 wounds. Once thrown, even if the target is missed, remove the lance from play (it is assumed to become unusable) In a Brawl a lance gives a +1 to a characters Initiative roll. Use a Strike with Object action to attack using a Lance, causing a wound with every fist rolled. If a miss is rolled the lance breaks and is removed from play. TOMAHAWK The tomahawk is a versatile axe that was sometimes used in a fight. A held tomahawk may be thrown using the same rules as a knife. A tomahawk in a Brawl uses the same rules as a knife, but may be used by a prone character. 1 ACTION COST

This optional rule accounts for groups of townsfolk on the game board and their actions.

GROUPS OF TOWNSFOLK (OPTIONAL)

OPTIONAL RULES

counter cannot move directly away from a shot due to a wall or other blocked square the player whose character did not fire the shot can decided where they move, they cannot move closer to the source of the shot. TARGETTING GROUPS OF TOWNSFOLK

A scenario may indicate starting locations for groups of townsfolk. Groups of townsfolk move and act randomly. At the start of each round add a townsfolk action counter to the cup of the side with the fewest actions. If both sides have the same number of action, randomly decide which cup the counter goes in. When a townsfolk action counter is drawn from a cup the groups of townsfolk will randomly move, fire or disperse. If a groups of townsfolk counter cannot move as directed, due to the path being blocked by a wall or low object then they do nothing. They move through doors. For each groups of townsfolk counter roll a die (or alternatively create a townsfolk die using the supplied template): 1 2 3 4 5 6 Shoot! Move Forward One Square. Move Left One Square Move Right One Square Move Backward One Square Disperse (remove counter)

Throw Tomahawk - throw a held tomahawk. Resolve as if a thrown knife unless the throwing character has the Brave skill (in which case the number of knife symbols on the die are tripled). Draw and apply one wound counter if target is hit. HENRY RIFLE

Player controlled Townsfolk characters may not fire through a square occupied by groups of townsfolk. Outlaws may fire through groups of townsfolk square but they do so by halving the Gun Die and rolling an additional six sided die. If the additional die rolled is an even number then resolve the shot as normal. If the die rolled is odd then the groups of townsfolk counter has been hit - immediately remove the counter. An Outlaw character may deliberately target a group of townsfolk counter; any hit causes it to immediately disperse. Outlaw characters may not move through a square occupied by a group of townsfolk. A player controlled Townsfolk character may move through a group of townsfolk square at an additional cost of 1 action. A character may not end their turn in such a square and must return to their previous square if they have insufficient actions to leave.

The Henry rifle was a low velocity gun that used small caliber ammunition. It was made famous (or infamous) by its widespread use by the Sioux and Cheyenne at Little big Horn in 1876.

If a Shoot is rolled, then the group of townsfolk will take a pot-shot at the closest Outlaw character in view (groups of townsfolk counters have a 3600 FOV). Roll the handgun die using no modifiers and if a hit is scored draw a single wound counter. If no Outlaws are in view then the group of townsfolk does nothing. GROUPS OF TOWNSFOLK & GUNFIRE

Diversion & Decoys add an element of concealed movement to Outlaws. Diversion counters make the exact location of an out of sight character uncertain. Use of the Diversion rule does add an additional degree of complexity to the game, and so is recommended for smaller scenarios, and works particularly well with the Rivals expansion. THE COUNTERS The Diversion & Decoys uses two a set of light blue and light red Diversion Counters, each counter is double-sided and labeled with a letter and number, i.e. D1 and D2. Each 17

DIVERSIONS & DECOYS

When a gun is fired within 3 squares of a group of townsfolk they move one square directly away from the source of the shot. The groups of townsfolk will move through doors, but may not move through windows. They will not enter a character's square. If a group of townsfolk

Outlaws: Adventures in the Old West 2nd Edition (2.3)

Diversion Counter has a corrsponding double sided ? Counter:

At the start of a sceanrio decide which side will use the red and which the blue counters. A character out of the FOV of all enemy characters, who spends a turn inactive, generates a Diversion & decoy counters. At the end of the characters inactive turn Diversion & Decoy counters are generated. Replace the characters counter with two Diversion & Decoy counters that share the same letter, i.e two blue D# counters. The Diversion & Decoy counters assume the same stance at the counter they replace. A player takes two ? Counters that match the colour and letter of the Diversion & Decoy counter, selects one and places it face-down on the characters card. The chosen counter indicates which of the two Diversion & Decoy counters represents the actual character. Luke is in danger of being surrounded and so has climbed through a window into the barber shop.

DIVERSION

At the start of his next turn he is out of FOV of all enemy characters and so decides to spend a turn inactive to generate Diversion & Decoy counters. At the end of his turn his characters counter is replaced by two Diversion & Decoy counters Blue D1 & D2.These are placed in the same stance as Luke was in. The player controlling Luke then takes both the Blue D1 and D2 ? Counters. One of these counters is chosen and placed face-down on Lukes character card this counter indicated which of the two Diversion & Decoy counters actually represents Luke. During Lukes next turn both Diversion & Decoy counters are moved as if they were both real characters D1 Diversion & Decoy counter moves to the front door, opens it and looks around the door, down the street. D2 Diversion Counter moves to the back door, opens it and looks out around the back of the building. Characters approaching the Barbers are now not sure where Luke is! MOVING DIVERSION COUNTERS

gun, both Diversion & Decoy counters must expend the same number of non-movement actions. When both Diversion counters have completed their turn the player reveals what the action was and records it on the Character Card. Bill has Diversion & Decoy counters on the game board and he wishes to draw a handgun. The first of Bills Diversion & Decoy counters is moved and the player states that one action is being spent on a nonmovement action. The second of Bills Diversion & Decoy counters is moved and the player states that that counter is also spending one action on a non-movement action. When the second counter has completed its turn the player states that the nonmovement action was Bill drawing his handgun. The player moves the handgun counter on Bills Character Card to the held box. DIVERSION & DECOY COUNTERS IN THE FOV OF AN ENEMY

When a Diversion & Decoy counter is in the FOV of an enemy character it is removed.

A player moves each Diversion & Decoy counter separately as if they were both real character counters. Diversion & Decoy counters continue to be moved each turn when the generating characters action counter is drawn until one of the counters is in the FOV of an enemy character or enemy Diversion & Decoy counter. Diversion & Decoy counters can undertake any movement action. If a Diversion & Decoy counter opens a door only that counter can move through, unless the player reveals it is the real character. When a character who is using Diversion & Decoy counters takes a nonmovement action, such as drawing or reloading a

If the removed Diversion & Decoy counter represented the actual character then it is replaced with the characters counter. The remaining Diversion & Decoy counter, which is now known to be a decoy is also removed. The newly placed character counter can then be shot at or a Snapshot action taken against them. If the removed counter did not represent the actual character then place the removed Diversion & Decoy counter on top of the other characters Diversion & Decoy counter. The character can then change the ? Counter to ensure that it is not clear which Diversion & Decoy counter is the real character. Mark knows that Jesse is closing in on him but it not sure which side of the building he is approaching from. Mark takes his chances and moves to the corner of the Bank and looks around the corner. He can now see

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optional Rules 2nd Edition (2.3)

& Decoy counter and that must be then revealed. If the removed counter did not represent an actual character then place the removed Diversion & Decoy counter on top of the other characters Diversion & Decoy counter. The character can then change the ? Counter to ensure that it is not clear which Diversion & Decoy counter is the real character. OTHER OPTIONS

the D2 counter. D1 is also out of sight as it is prone behind a table. Should David check out what is behind the door to his left or the room to his front? Cautiously he turns and opens the door to his left leaving him only a single action remaining. As soon as the door is open the D2 is revealed! Clays player flips the ?Counter on Clays Character Card to show it is D1. D2 is a decoy! The D2 counter is then removed and placed on top of the D1 counter and Clays player shuffles the ?Counters and places one back on top of his Character Card. With only a single action remaining and now aware that Clay must be the other counter, David dives into the the small room. He turns and keeps the door open.

At any point in a round a player may remove a characters Diversion & Decoy counter and place the characters counter in its actual square. At any point in a round a player may reveal their ? Counter and move the Diversion & Decoy counter that is not representing the actual character onto their other Diversion counter and change ? Counter. Extended Example Clay is hiding in the undertakers. He has used the Diversion & Decoy counter rule and has moved his two counters into cover in the buildings interior. On Clays Character Card is a ?Counter indicating which of the two diversion counters is really him.

Jesses D1 Diversion & Decoy counter. If D1 is really Jesse then Mark has made a good call and the D1 counter would be replaced with Jesses real counter (D2 would also be removed as is now known to be a decoy). Mark could then fire at Jesse who would have no cover! If D1 is not the real Jesse then the counter would be removed and placed on top of the D2 counter. Jesses then could change his ? Counter so Mark would not know which Diversion & Decoy counter was really him. Lets hope Mark has enough actions remaining to turn around and get to some cover before Jesse makes the corner! DIVERSION COUNTERS IN FOV OF ANOTHER DIVERSION COUNTER

Next Clay gets to act. D2 is moved first. D2 stands and moves to the tables and coffins in the corner, turns and lays prone. D1 does nothing.

When a Diversion & Decoy counter is in the FOV of an enemy Diversion & Decoy counter one counter will be revealed. Roll a die to randomly determine which counter is revealed. Remove the revealed Diversion & Decoy counter. If the counter represented an actual character then place the characters counter in the square. The newly placed character can now see the enemys Diversion David approaches the building cautiously not sure where Clay could be hiding. He opens the door for one action and steps inside for another. The door to his left is closed (D2 is not touching it) and so he cannot see Outlaws: Adventures in the Old West 2nd Edition (2.3) 19

Clay is hiding he just wants to get at him! David removes both his Diversion Counters and replaces the E2 counter with his real character counter (remember this can be done at any time). David then moves into the main room and standing behind the table raises his shotgun. He says, I know where you are hiding Clay stand up with your hands raised

Presented here is a system to control the non-player characters in a shootout. The system introduces unpredictability in the way noncontrolled characters move and act. All the rules and instructions needed to use this system are on the solo playaid. Characters not being played by a player are called auto characters. Action counters for all characters are placed in the same action cup. The solo system uses solo dice, or alternatively the table on the solo playaid can be used. The rolling of a single solo die and one regular die are all that are needed to determine an auto characters action for a turn. Although the system is no substitute for a human opponent, it does provide uncertainty and enhances solo play considerably. PLAYAID

SOLO PLAY

At the start of Davids next turn he decides to use Diversion counters and so spends the turn inactive to generate them. Next turn he sends one of his Diversion counters into the room and up to where D1 is lying prone. When adjacent the counters can see each other. A die is rolled to determine which counter is revealed. Clays counter is selected and is then revealed it is a decoy. It is placed on top of D2.

Despite Clays best efforts he has been found whether he stands up with all guns blazing or gives himself up is up to the player?

DRUNK (OPTIONAL)
A Shootout might state that one or more characters are drunk. Place a Drunk counter on the characters card. Any action undertaken by a Drunk character costs an additional 1 action. Use All Actions actions can are used normally. When a Drunk character runs after each action spent roll a regular die, on a 1 they fall prone. Bob is sitting in the Saloon in Deadrock, he has been drinking all day and is now drunk. Jesse walks into the bar with his gun drawn. Bob clumsily turns around for a cost of 2 actions and fumbles to draw his handgun, also for two actions. After using all his actions to turn and draw he does not have enough remaining to shoot! Drunk characters make less effective use of some cover. The benefits of being prone remain the same but for every other type of cover, wound counters with a symbol are not discarded. A Drunk character attempts Snapshots with a +1 modifier to their die roll.

When an auto characters action counter is drawn determine which solo die will determine their actions see the definitions on the solo playaid. Roll the appropriate solo die or column on the table. Robert is player controlled and all the others are auto characters. Lee uses the light green die as he can see Robert and is in cover. Scott uses the medium green die as he can see Robert and being prone does not count as being in cover. Tom also uses the medium green die as he could turn to see Robert and he has no cover. Jonas cannot see Robert and so rolls the dark green die.

The above may appear a little counter-intuative that a dummy would reveal a dummy but it represents an event such as Clay making a noise as he moved to the corner, maybe he knocked a tool over, David must of heard it for he now knows where he Clay really is! David does not have to reveal his dummy but as he now knows where 20

optional Rules 2nd Edition (2.3)

Undertake each instruction on the table/die in order. The top instruction will identify a target enemy character to which the auto character will react. The rest of the instructions are explained on the solo playaid. Following on from the previous example Lee rolls the light green auto die. The die face reads: Closest Shoot Move *Prone 1-3 Closest tells you that the target will be the closest enemy that Lee can see using a 360 FOV. In this case it is Robert. Shoot tells you that Lee will take a standard Shoot action at Robert Move tells you that if Lee has any actions remaining he will then move. The roll of the standard six sided die determines if this movement is towards or away from Robert. *Prone 1-3 tells you that at the end of the turn Lee will drop prone on an additional roll of 1-3. The * indicates that Lee will only drop prone if still in the FOV of an enemy character. If any instruction cannot be followed the character moves on to the next instruction listed on the dice. If a situation occurs in play that is not covered in these rules then the character will ignore the instruction and take a Wait instruction. MOVEMENT ACTIONS EXPLANATION

Move - When an auto character is required to move, the roll of an additional regular die will determine if this movement is towards or away from the target enemy: Even - towards Odd - away

Auto characters will attempt a Snapshot at player controlled characters that move into their FOV or after they have been shot at. The table on the solo playaid indicates when this attempt will be made and the characters Snapshot action. Jonas, an auto character, is armed with a handgun (Skill 1). Dale, a player controlled character, moves into Jonas FOV. Dale is five squares away, which is just within Jonas Snapshot response range. Jonas fails his snapshot roll and Dale shoots at him, hitting him in the leg, and forcing him to hit the dirt. Jonas then has the opportunity for another Snapshot attempt, if successful he can roll on the Auto character shot at response table. He rolls a five and shoots back. OUT OF AMMO

SNAPSHOTS

Scott has an Advance Move action and Robert is his target. He has four actions available. First he stands up for one action. Then he moves adjacent to the door. He opens the door and spends his last action moving into the building

An auto character that has all their weapons out of ammo does not roll the auto die. Follow the instructions on the solo playaid. BRAWLING

Brawling is explained on the solo playaid. SCENARIO BALANCE

Advance - When an auto character is required to advance, the roll of an additional regular die will determine if this movement is a run or walk action: 1-2 Run 3-6 Walk

In this example Lee has an Advance Move action. He has four actions available. He moves forward and then stops as he could see Robert in the next square. As Lee has enough actions left he takes cover from the corner looking towards Robert.

Most regular Shootouts and Adventures can be played using these solo rules. To make a scenario more challenging add an extra random auto character for every three existing auto characters. Number of auto character in scenario 1-3 4-6 7+ Number of extra random auto characters to add 1 2 3

Outlaws: Adventures in the Old West 2nd Edition (2.3)

21

EXAMPLE OF SOLITARE PLAY

cannot see Robert or Lee and so

*Prone 1-2 as Jonas is not in the FOV of Lee he doesnt have to roll for going prone (this is because of the *). Next up is Tom. Assuming that Jonas missed Lee with his shot Tom can still see Lee. As Tom is in cover he rolls the light green die and a regular six-sided die. Tom is armed with a rifle and has four actions available. Closest Long Gun Lee is armed with a handgun so the closest category is used instead this targets Lee. Shoot+ - Tom can take a Best Shot with his rifle at Lee (as Lee can see Tom and is armed with a handgun and Lee is taking four actions to fire Tom can attempt a Snapshot in response). Prone 1-2 The regular six sided die is thrown and a two is rolled Tom drops prone behind the building after taking his shot. Last out of the cup is Scott. Scott

rolls on the dark green die. Scott is armed with a handgun and has four actions available. Suspected Long Gun Robert is armed with a shotgun and so is the target character. Advance the regular die roll is a one so Scott uses Run actions to advance towards Robert. Scott reaches the end of the corridor and then stops as running uses all a characters actions. *Prone 1-2 as Scott is not in the FOV of any enemies he doesnt have to roll for going prone

In the following example Lee and Robert are player controlled and the others are auto characters. Lee and Roberts action counters have already been pulled and only auto characters action counters remain in the cup. The next counter out of the cup is Jonas. Jonas has four actions available. Jonas cannot see any enemies and so rolls the dark green auto die. The roll is shown below and the regular die roll is a three. Suspected - Lee is seven Walk actions away and Robert is six so Robert is Jonas target. Advance as the regular die was a three, Jonas uses Walk actions to move towards Robert. Jonas only moves one square forward before he has to stop as in the next square he could see Lee. As Jonas has three actions remaining he takes up a cover position on the corner of the building. Shoot+ - Jonas has a handgun and so takes a Steady Aim at Lee as this is the best shot he can take.

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