A Fistful of Meeples: A Few Meeples More
A Fistful of Meeples: A Few Meeples More Rulebook
Table of Contents
Table of Contents
Setup
Bosses
- Remove 1 Builder, 1 Miner, 1 Robber and 1 Deputy from the game.
- Randomly place the Sheriff, Robber Baron, Freemason and Gold Tycoon on the four central Buildings, but make sure the Sheriff and the Robber Baron are on opposite sides of the street.
- Fill the Buildings with random meeples until each has 3 meeples (counting the large ones).
- Set aside the Sheriff's Badge and the Loot Bag.
- Place the Reward Poster next to the game board.
Drifters
- Remove 2 Builders from the game.
- Add 2 Drifters to the meeple supply and fill the Buildings by the normal rules (adding 3 random meeples to each of the 12 Buildings).
Skip the Dog
- Place Skip the Dog next to the entrance of the starting Building of the first player.
Ghostly Madame
- Remove the Madame from the game.
- Place the Ghostly Madame in the Saloon. (Leave the original Madame in the game box.)
Facades
- Make a common supply of 4 Facades.
Important
Each of the four large meeples is in every respect equal to its smaller counterpart. In addition, they have a number of advantages. For example, the Sheriff acts as a Deputy (he can send Robbers to Jail, and has the same shooting skill and reward in a Showdown). But also, when you use him, you receive the Sheriff's Badge, which has permanent effects.
Orange Drifter meeples count as "wild". However, when you resolve an effect, they count as any colour of your choice, meaning they lose their special characteristics when they are not being used.
Sheriff's Badge (Token)
- The front side of the token shows its effect; the back side shows 5 Points.
- If you use the Sheriff (the large blue meeple), take the Sheriff's Badge.
- While you hold this Badge, each time you send a Robber to Jail, you may instead draw two pieces, and take all pieces from the Reward Poster (including when you caught the Robber with a Deputy).
- The Badge stays with you until another player takes it.
- If the Sheriff is shot in a Showdown, the winner of the Showdown takes the Badge and keeps it face down (the side showing 5 Points). In addition, they draw 4 pieces as usual for killing a Deputy.
Loot Bag and Reward Poster (Token and Tile)
- If you use the Robber Baron (the large red meeple), take the Loot Bag.
- While you hold the Loot Bag, each time a Robber robs a Miner, draw 3 pieces, keep 2 of them, and place the third piece on the Reward Poster. The Loot Bag stays with you until another player takes it.
- If the Robber Baron is shot in a Showdown, the winner of the Showdown takes all pieces from the Reward Poster in addition to the three pieces normally taken for killing a Robber.
- The Loot Bag has no other effects after the Robber Baron has been killed.
- The Reward Poster is never taken by any player and is not itself worth Points.
Independents (2 Wild Meeples)
- There are 2 orange cowboy meeples. When you resolve an Independent meeple, you must declare what colour it is (for example, you may declare it a Builder, Miner, Robber or Deputy).
- When a Showdown is resolved, you must declare the colour of the meeple, and its shooting skill and reward are calculated from the colour you chose.
- Once an Independent's effect has been resolved, it is considered to have no colour from that point on (that is, you cannot rob or arrest an Independent).
- When two Independents resolve a Showdown, they have equal value (chosen by the active player).
Gold Tycoon
- You draw one extra piece each time the Gold Tycoon enters your Building.
- You draw one extra piece each time you rob the Gold Tycoon.
Freemason
- You draw one fewer piece when you build with the Freemason.
Ghostly Madame
- The Ghostly Madame is a translucent meeple in the form of the Madame.
- When you resolve the Ghostly Madame, her effect must be resolved last.
- When she enters a Building, she frightens all meeples inside it. Immediately take all meeples from that Building and resolve their effects according to the normal rules.
- Check whether you can buy a Gold Bar only after resolving the effects of all meeples (that is, at the very end of your turn).
Skip the Dog
- The dog meeple is taken and placed like the other meeple types (at the entrance to a Building). However, Skip does not enter the Building. He remains lying at the entrance and does not allow other meeples to enter that Building.
- When resolving, you may place Skip directly opposite the entrance to a Building. You may then continue placing your other meeples in any direction, onto any unoccupied Building entrances.
Facades (Scoring Signs for the End of the Game)
- Each Facade tile lies in the common supply face up only (its back is blank).
- You may use a Builder to place a Facade on one of your already upgraded Buildings (that is, you may upgrade it a second time).
- The build cost remains the same (shown at the top of the Building).
- 4 Points for each dynamite piece in the middle of the street.
- Your remaining Gold pieces are worth an extra 2 Points each (but have no effect on Gold Bars).
- Your remaining Stone pieces are worth an extra 3 Points each.
- Gain Points equal to the total value of all meeples in the Graveyard (based on the reward scale; for example, for a Deputy you get 4 Points).
- Important: Independents in the Graveyard do not score Points.