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Circle the Wagons: Lone Cowboy Collection

Expansion for Circle the Wagons

Circle the Wagons: Lone Cowboy Collection Rulebook

Table of Contents

Table of Contents

  • Rules
    • Setup
    • Gameplay
    • Round 1
    • Round 2
    • Scoring
  • Lone Cowboy Scenarios
    • Boomtown
    • Gold Rush
    • Through the Desert
    • Out-Drink the Competition
    • Water the Herd
    • Cattle Drive
  • Rides Again Scenario Cards
    • The Last Stand
    • Defensible Position
    • Trouble's Comin'

Rules

Setup

Select a scenario card. Find the two goal cards listed on the scenario and place them on the table. Shuffle the remaining cards and cut the deck. Starting with the newly revealed card, make a circle of 8 cards and place the remaining cards in the center. This pile is known as the preference deck.

Gameplay

The game is broken into two rounds of several turns each. The first round lasts until all 8 starting cards are drafted. The remaining cards in the deck are then dealt to form a second circle, and round 2 begins.

The player has the first turn, and drafting starts with the 1st card placed in the circle. The player will draft and place cards as normal; skipped cards are placed into the opponent's draft pile, called their town.

Note: the opponent's town should always have a single card on top for gameplay purposes, but the pile may be viewed at any time by the player. You may make the town a column or pile, as you see fit.

The opponent will draft differently based on which round it is.

Round 1

The opponent will skip up to 2 cards in order to draft a card with an icon that matches (icon and color) an icon on top of the preference deck. If they are able to make a match, both the drafted card and the top card of the deck are placed into their town. Otherwise, place only the drafted card into their town.

Round 2

The opponent will skip up to 1 card in order to match an icon showing in their town. There may also be additional draft rules on the scenario card.

Note: turn order is maintained between rounds 1 and 2; it does not revert back to the player.

Scoring

Player scoring is identical to the 2p game. Opponent scoring is outlined on the scenario card. In addition, identify the 3 most common territories in their town. They score 1 point for each territory in those 3 types. (For example: 5 prairie, 5 snow, 4 forest = 14pts.)

Lone Cowboy Scenarios

Each scenario is a card with a title, the two goal cards named in brackets (to be placed on the table at setup), a 2nd round opponent draft rule, and opponent scoring. Titles are transcribed as printed.

Boomtown

Goal cards: Smalltown Charm, Boom or Bust.

Another wagon train arrivin'? Even money says this town can't handle it. Any takers?

2nd Round Opponent Draft: If tied or fewer territories after Round 1, will skip draft every time.

Opponent Scoring: Mountains count as Mines for Boom or Bust.

Gold Rush

Goal cards: Claim Jumpers, Gold Country.

There ain't no way this stays secret for long. You best be ready to protect yourself.

2nd Round Opponent Draft: Will skip up to 2 for a Gun, but not past a Mountain or Mine.

Opponent Scoring: 2 Points per set of Mountain & Mine. Claim Jumpers scores as normal, but opponent starts with 2 Guns.

Through the Desert

Goal cards: Wagon Train, Badlands.

Fill the canteens and load the revolvers. I don't much care what else you bring.

2nd Round Opponent Draft: Will skip 1 to a card with two or more of Wagon, Gun, or Desert.

Opponent Scoring: 1st six Wagons score as normal. +2 each additional Wagon. 4 points per set of Gun and Desert.

Out-Drink the Competition

Goal cards: Bootleggers, One Too Many.

We sit here round after round, 'til one of us drops an' hits the ground!

2nd Round Opponent Draft: Will skip 1 to a Wagon, or over a card with 2 or more Beers on it.

Opponent Scoring: 2 Points per set of Beer + Wagon. Cannot lose points from One Too Many.

Water the Herd

Goal cards: The Herd, Cool Water.

The trail is long and dusty, but in the cool water all hardships are forgotten.

2nd Round Opponent Draft: Will skip 1 to a card with two or more of Wagon, Cow, Water.

Opponent Scoring: 3 points per Wagon. 2 points per Cow.

Cattle Drive

Goal cards: Happy Cows, Prarie Life.

Don't nap too long while the herd is grazing. There's work yet to do!

2nd Round Opponent Draft: Will skip 1 to any Cow or Prairie.

Opponent Scoring: Do not divide by 2 for Prarie Life. Ignore Snow for Happy Cows.

Rides Again Scenario Cards

Three scenario cards from the second Tesera upload. Titles and goal cards are transcribed as printed.

The Last Stand

Goal cards: Fortified, Rifles Ready.

Now listen, it's not all bad. I'd imagine that whether we survive or not, someone'll write a song about us.

2nd Round Opponent Draft: Will skip to a card with 2 or more Guns/Forts, but will skip at most 1 Gun/Fort.

Opponent Scoring: Score 7/14/21 points for 4/6/8 Forts, and 2 points per Gun.

Defensible Position

Goal cards: Undiscovered, The Clearing.

I'd reckon nobody'd sneak up on us here. 'Specially if we clear out that there forest to the west for lumber.

2nd Round Opponent Draft: Will skip to a Fort, or over a Forest.

Opponent Scoring: Score Undiscovered 2x, or 3x if opponent has 8 or more cards. Does not lose points for Forests.

Trouble's Comin'

Goal cards: Circle the Wagons, Target Practice.

It don't make much difference if all you ever shot was bottles. You hunker down and shoot if you want to make it through this!

2nd Round Opponent Draft: Will skip up to two cards that do not have a Gun or Beer on it.

Opponent Scoring: Score 4 points for each Gun and Beer pair, and 5 points for every 4 Wagons.