Dead Man's Hand
Dead Man's Hand Rulebook
Table of Contents
Table of Contents
- What Do You Need?
- Cards
- Playing the Game
- Shooting
- Interruptions
- Nerve Tests
- Hand-to-Hand Fighting
- The Cards
- Common Cards
- Gang Specific Cards
- Jokers
- The Gang
- The Law
- Outlaws
- Cowboys
- Desperados
- The Scenes
- The Good, the Lead and the Ugly
- The Quick and the Lead
- For a Few Models More
- A Fistful of Models
- Epilogue
- Markers
What Do You Need?
- Gangs of 6-10 models on 25mm round bases
- A couple of d20's and a d10 (d20 - a 20 sided dice, d10 - a 10 sided dice)
- A deck of "Dead Man's Hand" cards
- Markers for "under fire" (about a dozen), movement (about a dozen) and out of ammo (4 will do)
- Tape measure
- Model terrain and buildings
A Note on Terrain
Dead Man's Hand is about shooting it out in Old West settings, most notably dusty frontier outposts. As a result there is no provision for complex terrain rules or differing items of scenery. All you need is some buildings and secondary terrain items such as water troughs, fences and maybe a few cactus plants. We have purposely tried to keep a lot of things very, very simple so that players may concentrate on the real engine of the game – initiative, the cards and shootin'!
"There's nothing that looks better than a town laid out in front of you, each building offers a host of potential firing positions as well as cover to help your gang move around the town. Try not to look at the buildings just at ground level; balconies, roofs, and verandas are all good ways to get around. Just be careful though when moving from building to building or scurrying across roof tops, you never know what might be waiting for you round the corner..."
Pre-Measuring
Players may make a single measurement prior to a model's activation. Players may not make multiple measurements or measure from a point other than the point at which a model starts its activation.
Cards
The cards are dual-purpose and work in two ways. First, they are used as special cards to affect the game (referred to as your "hand") while it's being played. Second, they are used to determine initiative. Just keep in mind that the two are separate.
Each player has a themed deck to use throughout the game, consisting of the red or black common number cards (2's to10's) of a deck of cards, including a joker. In addition, the player has the Jack, Queen, King and Ace of his gang type (e.g. Hearts for Lawmen, Spades for Outlaws, etc). So, for example, the Cowboy gang player will have all the red 2's to 10's, plus the red joker, plus the diamond face cards and ace of diamonds; a total of 23 cards. There may be occasions where the Scene will indicate a different number of cards to be used.
The Hand
At the start of the game each player shuffles his deck and deals himself a number of cards face down (this number varies according to the scene being played). This is referred to as the player's "hand". The players are then allowed to look at the hand they have been dealt.
Written upon each card is a special rule that may be implemented during the game; more about these later.
The cards are also used to determine the initiative order of each model at the start of each turn. This is described in the section titled Initiative Cards.
The deck is kept off to the side of the table. It will be in constant use throughout the game.
The cards in a player's "hand" (the cards that were dealt at the very start of the game) may be used during the turn to enact special abilities, affect enemy models' actions or enhance your own.
As many cards can be played each turn as the player wishes. At the end of any turn that a player uses a card they may pick up a new card from the deck. They may only pick one new card up per turn, and may not pick a new card up in a turn that they do not use any cards. If he plays no cards in a turn, a player may discard one in order to draw a different one.
A card played from a player's hand is cancelled out ("trumped") if the opposing player plays a card of the same value. For example, if your opponent plays a "Stumble" card (a 5) on one of your models, you may "trump" it by playing a 5 from your own hand. Playing "trump" cards counts as using cards as described in the previous paragraph. Once a card has been played, unless the effect remains in play for the turn or longer, then it is placed on the discard pile. This is simply the place where all used cards are kept until they are back in play.
"It's easy to see the obvious advantage in playing your cards to hamper an opponent, keep that sucker down. Sometimes though it may make more sense to keep a card back to try to thwart your opponent and ensure that your own plans are not brought down around your ears.
Knowing when to play a card and when to hold one back is the difference between a good player and a dead one....."
It will be useful to establish a convenient place to keep your deck and a discard pile. These may be marked out rectangles on your gaming table, the tops of buildings, a specially constructed scenic area, or just a spot to your left or right hand side.
Initiative Cards
There are no opposing turns in Dead Man's Hand. Each model is activated and acts independently of others. It may happen that most or all of the models on one side act before those on the other, but it is most likely that players will get a good mix of initiative cards that ensure that bullets are flying both ways all the time.
At the start of every turn each player turns the top card from their deck face up. The owner chooses which model receives this card and then a further one is dealt face down to each model. After all the cards have been placed on the table by both sides then they are turned over.
These cards determine the order in which individual models act during the turn. Aces are treated as the highest card, jokers the lowest. Once a model is activated, his initiative card is removed and placed on the discard pile.
Note that the first player to place his first card will have the priority for initiative if models have the same value card. If both players place their first card at the same time, each draws a card and the highest has the priority when initiative cards are tied for the turn.
Whichever player has the lowest card (ace is high, 2 – not the joker - is low for this) out of all those placed for initiative may make a switch, swapping one of his models' cards for one of their other model's card.
"Getting the initiative in a fight can be all important. The difference between taking control of the situation and rushing in though is very small indeed.
Make sure that in your eagerness to take control you don't lead yourself into trouble....."
Example
So, Dave plays the Lawmen and Wayne is the Desperados. Dave takes all the red 2's to 10's, red joker, heart face cards and ace of hearts. Wayne takes the black 2's to 10's, black joker, club face cards and ace of clubs. The extra cards (ace of spades and diamonds, spade face cards, diamond face cards) are put away back in their box.
At the start of the game, each player deals out 5 cards for his "hand".
At the start of the turn each player simultaneously draws a card from his own remaining deck (now 18 cards). This is allocated to one of the player's own models. If it's a good card, the player will probably give it to a model that he wants to act quickly, if a poor card maybe it gets allocated to a model that isn't so urgently required.
Then each player deals a card from his own remaining deck to each of his remaining models.
These cards then determine the order in which all the models activate. Once a model is activated, put his card in your discard pile to show that his turn is over.
The Discard Pile
Whenever cards are used (for initiative, special cards, etc.) they are put face up onto a discard pile. If a player does not have enough to give all of his models an initiative card at the beginning of the turn, the discard pile is shuffled and recycled to form a new deck.
Playing the Game
Each of the scenes (scenarios) in this book tell you how big the gangs are, how terrain is set out and where the models are set-up before the action begins.
Actions
Starting with the model with the highest playing card and working down, each model takes its turn. Before the model takes any actions, the player must declare all the actions that the model is going to perform; for example, Crazy Joe is going to move 10cm into the street, aim and then fire at the filthy lawman, Ben. This stops players "changing their mind" following the opponent playing a card from their "hand". If a player starts to move a model, or perform any other action before nominating all actions, they can be openly called a "dirty varmint" and they forfeit the rest of the actions for that particular model.
The model's turn consists of up to 3 actions. Possible actions are listed in the table below and detailed thereafter. Any combination of actions may be performed per turn. For example a model could move three times, or could move once and fire twice, or could recover twice and move once, or any other combination of the actions. There are a few exceptions to this but they are explained later.
Action Summary
| Action | Summary |
|---|---|
| Move | Move up to 10cm, mount/dismount a horse, enter Hand to Hand Fighting |
| Aim* | +1 to hit per aim |
| Shoot | Take a single shot |
| Reload/Change Weapon | Reload, unjam or switch guns |
| Recover | Remove an Under Fire Marker |
*only affects single following shot
Once a model's turn is spent, surrender his initiative card to the discard pile to signal this. If he moved, place one move marker per move action taken.
At the end of the turn place all used cards in the discard pile.
Once your deck is exhausted, shuffle the discard pile.
Moving
A move action allows the model to move up to 10cm. A model may not move to within 2cm of an enemy model; if it does, it must halt immediately. Any further move actions that were declared are lost, although any other declared actions may be taken, except if the model declared a move into hand-to-hand fighting. For example, a model that began its turn 10cm from a target would move once to get 2cm from the target, and then use a second move action to move into contact and fight.
If a model moves to a position 2cm or less from a piece of linear terrain, such as a wall, it may leap or roll dramatically over it for free. There is no penalty for using stairs or ladders, jumping over fences or climbing up to 8cm vertically per move action.
For simplicity's sake models cannot end their movement part way up a ladder or climbing. If they cannot make it all the way to the top with one move action they must either use an additional move, or if this isn't possible, they must end their move at the bottom of the ladder or terrain feature and wait until next turn to try to climb up. Tall ladders may be split into multiple ones for this purpose. Gaps in between buildings of no more than 6cm may be jumped in the same manner. A move action may also be used to mount or dismount a horse.
Aim
Aiming a shot makes it easier to hit a target. A model which chooses to "Aim" receives a +1 to hit bonus for the following shot only. If a model Aims with one action, then fires two shots it receives +1 to hit for the first shot but no Aim bonus for the second shot. With rifles (but not repeaters), a model may choose to "Aim" for two actions in which case it receives +2 to hit. Shotguns may NOT aim.
Shoot
This one is as straightforward as they come; the model chooses to shoot and goes all guns blazing. The Weapons table gives more details on how many shots may be fired per turn, what ranges are for weapon types, etc.
Reload, Unjam or Change Weapon
A model given this action may fully reload a weapon which is out of ammunition or unjam a jammed one, etc. A model may also change weapon from one type to another if they are dangerous enough to carry more than one gun!
Recover
A model given a Recover action may remove one "Under Fire" marker for each recover action they use. So a model given two Recover actions removes two "Under Fire" markers, three Recover actions removes three "Under Fire" markers.
End of the Turn
Once every model has taken its actions, remove all of the move markers and draw a fresh card for your hand if you used one this turn. If one side needs to take a Big Nerve test, take it now. If either players' deck has or will run out of cards, pick up the discard pile and shuffle the deck. Then, when both players are ready, draw the initial initiative card to start the next turn.
Shooting
Shooting is worked out on a single D20 per shot. Consult the list of modifiers and then roll the dice. A "natural 1" means that you're out of ammo and no further shots may be attempted no matter how many "Shoot" actions have been declared.
There may appear to be a lot of modifiers but you will get used to them very quickly. Different weapons have different ranges as shown in the weapons' table. All modifiers are cumulative.
Shooter is:
- Taking two move actions: -1*
- Point Blank range: +2 for pistol
- Close range: 0
- Long range: -1
- Aimed shot: +1**
- Second shot: -1
- Third shot: -2
- Firing from a mount: -1
- Under Fire: -1 per marker
*remember you have to declare the model's actions, so if he decided to fire then move twice then that would be at a -1 for shooter taking two move actions. **only applies to the first shot taken, rifles may benefit from up to 2 Aim actions.
Target is:
- Moving: -1 per move action
- Behind substantial cover: -1
- A Boss: -1*
- Mounted: +1
- Obscured: -1**
*firing at Bosses suffers -1 to hit, the only exception to this is if the firer is another Boss. **obscured is any target where a clear line of sight cannot be drawn to the entire base of the model due to intervening models.
Weapons Table
| Weapon | Max Shots | Point Blank | Close | Long | Notes |
|---|---|---|---|---|---|
| Pistol | 3 | 0-10 | 11-20 | 21-30 | +2 at Point Blank |
| Rifle | 1 | N/A | 0-50 | 51+ | May Aim twice |
| Repeater | 2 | N/A | 0-40 | 41+ | |
| Shotgun | 2 | 0-10 | 11-20 | N/A | +4 to hit at Point Blank, may not Aim; Out of Ammo if 2 shots taken in one turn |
| Shotgun - Both Barrels | 1 | 0-10 | N/A | N/A | +6 to hit at Point Blank and Out of Ammo, may not Aim or Quick Shoot |
Shooting Result
- Natural 1: out of ammo
- 2-10: miss
- 11-14: under fire marker
- 15-18: under fire marker and nerve test
- 19+: out of action
An out of ammo result means that the shooter may not shoot again this turn – any remaining declared shooting actions are wasted – and must reload in his following turn before further shooting takes place. Place an out of ammo counter next to the model.
With an "under fire" result, place a marker next to the target.
An "under fire marker and nerve test" result places a marker next to the target who must take an immediate nerve test. If this is failed, place a further marker.
Out of action means the model is killed or too badly hurt to continue. Remove the model from the game.
Shooting at Closest Target
If shooting at close or point blank range a model must always shoot at the closest target.
This restriction may be ignored if the shooter first passes a nerve test.
Line of Sight
The LOS of a model is determined by its base size. If a shooter's LOS to a target passes through another model's base (friend or foe), then the -1 to hit penalty for an obscured target applies.
Under Fire Markers
Under fire markers represent flesh wounds, near misses or just the psychological pressure of the situation. Under fire markers may be removed each turn by using recover actions – each recover action spent removes a single marker.
Most models are out of action once they accumulate 4 under fire markers; bosses aren't down until they have 5, but amateurs are out of action once they have 3.
In the example below the lawman on the left's LOS is obscured by his buddy and he suffers the -1 to hit.
Cover
There are two types of cover: substantial and poor. Substantial includes buildings, window openings, large rocks, ditches, etc. Poor includes plants, water troughs, fences, etc. When in doubt, count the cover as poor.
As can be seen in the shooting modifiers table, only targets behind substantial cover inflict a -1 penalty to hit on the shooter. Substantial cover must obscure 50% of a standing model's size to count.
It's best to quickly clarify which terrain pieces count as smaller items before the game begins.
Shooting from Higher Ground
When a model is firing from higher ground, such as a building, which is at least 6cm higher than the target, the target does not benefit from any linear substantial cover, such as walls.
Falling
If a model on a roof or high piece of terrain or mounted on a horse is hit with an "under fire marker and nerve test" result, and fails the nerve test, he falls. Roll a d10 to see if he falls forward or back, perhaps by saying on a 1-5 he slumps forward and rolls off, and on a 6-10 he's blasted backwards.
If a model is shot at while jumping a gap and suffers any sort of hit, he falls.
Make a d20 roll on the shooting table and apply the result. Roll twice if the fall is from a point more than 20cm high, such as a third-storey roof.
Interruptions
Duck Back
If a model has not yet been activated and an opponent declares it will shoot at him, it may duck back moving up to 10cm toward cover and/or away from the shooter. Only one duck back may be declared against a single opposing model; if the opponent is shooting at two of your models, only one is allowed to duck back.
Even if this move gets him totally out of sight, the shooter is entitled to a single shot; it is assumed that they manage to get the shot away before their target gets completely out of sight. The figure "Ducking Back" counts as moving once so a -1 to hit penalty will apply. If he gets to substantial cover, a further -1 penalty will apply, but the range is determined to be the point at which the model was before moving.
This counts as the model's activation for the turn, and is referred to as "burning your activation". Remove the model's initiative card and return it to the discard pile.
Quick Shot
If a model has not yet been activated it may burn its activation to quick shoot against a model that is activated. There are some rules to govern quick shooting:
- Only one quick shot may be taken per enemy activation.
- A quick shot may be taken even when the opposing model is not firing at the quick shooter.
- If the target is shooting, the quick shooter fires first if the target is at long range.
- If the quick shooter is at close or point blank range, shooting is rolled for simultaneously.
- If the target is moving, the quick shot is taken at any point the quick shooter chooses.
To hit modifiers are applied to the quick shot (see shooting modifiers) for range, target moving, etc, as normal. Modifiers for the total declared movement of the target are applied, so if the target declares 3 moves, the quick shooter applies the normal -3 to hit for target moving (in addition to other modifiers). Of course, the quick shooter may actually shoot at the start of the target's move, but the modifiers may be because of the speed that the target moves at.
Due to different range bands for different weapons, there may be cases when close range for one model (e.g. up to 20cm for a pistol) is different to that of another (e.g. up to 50cm for a rifle).
Nerve Tests
Nerve tests are most commonly taken when hit by enemy shooting. A d10 is rolled and compared against the model's Nerve characteristic. A result equal to or above the score is successful, but a natural '1' always fails. If a model successfully passes a nerve test there is no effect. If it fails, it takes an under fire marker. The following modifiers apply to the roll:
- Under fire: -1 per under fire marker on the model
- Friendly models within 15cm: +1 (maximum of +1)
Big Nerve Test
For the purposes of most games, the following rules are used to determine when your gang of gunslingers has had enough. However, many scenes have their own rules for when the game ends or when Big Nerve tests are required.
If more than half your men are out of action at the start of a turn, you must take a Big Nerve test based on the Nerve of your boss, or model in your gang with the highest nerve if the boss is out of action. For each additional model out of action beyond this a -1 penalty is applied to the roll.
Fail and you get out of Dodge. Pass and you carry on.
If the number of Under Fire markers on your models is double or more than the number of men you have still in the game, then the test is automatically failed.
In the example above the outlaws are in a world of trouble, they're outnumbered and all shot up. As there are only two outlaws left and they have 5 Under Fire markers on them they automatically fail the Big Nerve Test. If there were three or less markers on them then they would take a Big Nerve Test based on the standing model with the highest nerve value. Remember that for each guy above the 50% mark that is down the test is at an additional -1 penalty. In the example above if the Outlaws had begun the game with 6 models and were now down to 2 they would have to take the test at -1.
Hand-to-Hand Fighting
Models may take move actions to move into base to base contact with an opponent. As a move action may not be used to move within 2cm of an enemy, it is most often the case that a model will declare one move action to get 2cm away, and a further one to move into hand-to-hand fighting. An obvious exception is when the model starts his activation within 2cm of an enemy. Models may not declare three move actions to get into base contact for hand-to-hand fighting. To fight, both players roll a d10 and add the modifiers below:
- +1 for each of under fire marker the other model has
- +1 on or coming from higher ground (includes jumping down from a higher point)
- +1 model has initiated hand to hand this turn
Compare the result of the Hand-to-hand scores. The losing model takes 1 under fire marker for each point of difference. If it's a draw, they fight again next turn.
There may never be more than one model from either side in a single hand-to-hand combat; a third party may not join the fight. Fighters may not be shot at and they continue to battle it out independent of the action around them.
In further turns they still receive initiative cards, with the highest earning a +1 bonus to the d10 hand-to-hand fightin' roll off. Only one roll off is made per turn, taken at the time of the highest initiative card of the combatants. If the fight is finished (i.e. one fighter loses and is out of action), the survivor may take two remaining actions at the appropriate time (i.e. according to his initiative card). Any under fire markers that were accumulated before the fight remain in place.
Breaking Off
The model with the highest initiative card can choose to either continue the combat (with the +1 bonus) or break off from combat. To Break Off the model must declare two move actions, one to break free the other to move a standard 10cm move from its opponent. It may use the final action in any way as normal.
Models may never normally shoot into Hand-to-hand combats. There are some exceptions – see Desperados - to this rule which will be covered in the relevant section.
The Cards
There are two types of decks of cards that you will use in Dead Man's Hand, each scene will make clear which type of deck is to be used. In all cases the decks will be made of a combination of gang specific cards and common number cards. Gang specific cards are the Jack, Queen, King and Ace cards for the particular gang that the player is using, e.g. the Jack, Queen, King and Ace of Hearts are the Lawmen gang specific cards. The common cards are the cards between 2 and 10 of any suit, all these cards are the same depending on number, not suit. A black or red joker is added to the deck dependant on whether the gang are good guys or bad guys. These are then used to create the decks, these are Half and Full Decks and both are described below.
Half Decks
This deck is made up from the gang specific cards plus one suit of common number cards. It is easiest to use the same suit of common number cards as the gang specific cards. So an Outlaw player using a half deck will use the Outlaw Gang specific cards (the Jack, Queen, King and Ace of Spades) and the common number cards 2 through 10, also of Spades. Don't forget the Joker! This type of deck tends to be used in smaller games.
Full Decks
This deck is made up from the gang specific cards plus TWO sets of common number cards. It is easiest to use suits of the same colour to avoid confusion. So a Cowboy player using a full deck will use the Cowboy gang specific cards (the Jack, Queen, King and Ace of Diamonds) and the common number cards 2 through 10 of both Diamonds and Hearts. Again, a single joker of the appropriate colour is added.
Two of the Same Gang
There may be occasions where the two opposing gangs are the same or, more often, use the same colour cards, for example Cowboys (Diamonds) versus Lawmen (Hearts). In these cases one side should use the black cards and the other the red. It doesn't really matter which suits are used as the cards themselves are all identical, using different colours simply means that the game is a lot clearer once initiative cards are on the table.
Common Cards
"When you first look through the cards that fate has dealt you you can imagine how they can be used to support your plans and to foil your opponent. Sometimes though it isn't the most obvious choice that has the greatest effect. It is well worth holding cards back to ensure that your own plans aren't brought to a dramatic end by your opponent playing cards."
2 – "For a few bullets more"
Play on an opposing model after it declares it will fire. Following the first shot rolled for, the weapon jams, misfires or is out of ammo. The model receives an out of ammo marker and further shots this turn are lost.
3 – "Dust in your eye"
Play on an opposing model after it declares its actions for the turn. Any bonus for aiming is lost.
4 – "Sodden by whiskey"
Play after all initiative cards have been dealt and revealed. You may swap one of the opposing models' initiative card for another opposing model's initiative card.
5 – "Stumble"
Play on an opposing model after it performs a move action. Its turn ends after this move action; it loses any further actions.
6 – "You can't kill what you can't catch"
Play on one of your own models when it is activated as long as it declares at least one move action. Following the model's actions, it may immediately take a bonus move action.
7 – "The Quick and the Dead"
Play on an opposing model when the opposing player declares it will duck back. The duck back is cancelled but the model does not burn its activation.
8 – "Spotted Horse cannot be killed by a bullet"
Play on your own model when it is about to be shot. All out of action results become under fire and nerve test. Stays in play until the end of the turn.
9 – "Yellow Belly"
Play on an enemy model if it suffers an under fire and nerve test result from shooting; the nerve test is automatically failed.
10 – "Dead eye shot"
Play on one of your own model's when you declare its actions for the turn. Any shots ignore the to hit penalties for substantial cover and the opposing model's move actions.
Gang Specific Cards
Lawmen (Hearts) – These are the guys who bring order to Dead Man's Hand. The cards reflect the fact that they have right on their side. They involve interfering with opposition players in a less direct way than some of the other gangs, hindering and obstructing rather than outright killing.
J – "Run! Tell all the other curs the law is comin'!"
Play on an opposing model within 20cm after it declares its actions for the turn. The opposing model must instead take an immediate duck back, losing all of its actions for this turn.
Q – "Long arm of the law"
Play on an opposing model within 20cm after it declares its actions for the turn. It receives an under fire marker before it takes any actions. This may result in the model going out of action.
K – "If God did not want them sheared, He would not have made them sheep."
Play on an opposing model after it declares its actions for the turn and it is in or about to enter a building. An upstanding citizen shoots at the dastardly felon invading his property. Take a single shooting action against the opposing model with no modifiers. Following this the opposing model shoots the upstanding citizen; this uses up its remaining actions if it has any.
A – "Hang 'em High"
Play before the opposing player activates any models. No opposing models may use any recover actions this turn.
Cowboys (Diamonds) – These guys are tough, resourceful and, at times, not all that they seem to be. Whether they're in town to blow some cash or following up on a range feud, these boys always mean business.
J – "You boys better move away."
Play on an opposing model that has already been activated this turn as long as it has no under fire markers. Move the opposing model 10cm as if it were your own. This move may not be made to contact another model or fall off a roof or other piece of terrain.
Q – "If they move, kill 'em!"
Play on one of your own models when you declare its actions for the turn. One wall or obstacle that would block line of sight to an enemy model may be ignored as long as the target is within 20cm. Shooting may be resolved as if the opponent is obstructed.
K – "True Grit"
Play on one of your own models when it is activated; a recover action clears all under fire markers on the model.
A – "The gunfight is in the head, not the hands."
Play on one of your own models so long as it is in a building or cover. When an opposing model is activated & declares that it is taking at least one shooting action against the model the card is played on, the interrupting model may take three actions before the opposing model shoots, but at least one must be a move action.
Outlaws (Spades) – Revenge, self-preservation and a ruthless ability to kill are the themes with this gang. The Outlaws are always looking for an angle, an edge, something to give them an advantage.
J – "Dying shot"
Play as soon as one of your own models is put out of action by enemy shooting. The model immediately takes a single shot with no modifiers whatsoever against the opposing model that put it out of action as long as it is in range.
Q – "Hostage"
One of your models uses one action to grab a bystander to use as a shield. Whilst holding the hostage the model cannot use an aim action, take more than one move action or reload/unjam a jam. Opposing models must pass a nerve test to declare a shoot action against the model and do so at -2 to hit. If hit the model loses the hostage.
K – "You should have killed me when you had the chance"
Play when one of your models is put out of action by enemy shooting. The model may take up to two immediate move actions, this burns its turn if it has not had it yet. Following the move, and as long as it gets into cover or out of sight of any opposing model, the model is left with three under fire markers. If it cannot get into cover or out of sight of any opposing model, it is removed from play as normal.
A – "With a gun in his hand, nothing stands in his way."
Play on one of your own models when it is activated. All shots (except from shotguns) fired this turn count as if they were aimed and ignore any negative modifiers for cover or for the target moving.
Desperados (Clubs) – There's always more to the Desperados than is first evident, nothing is as simple as it seems and anything can lead to trouble, and that trouble usually means somebody is going to die. Most folks just want to make their fortune or just a livin', grow old and retire with grandchildren on their knee. But the Desperados...they just live for the moment, as if each day was their last.
J – "Stand it like a man... and give some back."
Play at any time. All nerve tests are taken with no negative modifiers. Stays in play until a member of the player's gang fails a nerve test.
Q – "The Shootist"
Play on one of your own models when it is activated. All shots against a single opponent count as aimed and ignore the modifiers for the target moving.
K – "We started together, we'll end it together."
Play at any time during the turn. All of your models may ignore the negative to hit modifiers for having under fire markers this turn.
A – "I've always been lucky when it comes to killin' folks."
Play on one of your own models when it is taking at least two shooting actions. If the final shot is a hit, then up to 3 further shots can be taken at the same target or another target within 10cm if the first is out of action as long as further "hits" are rolled. Each of these additional shots is at a further -1 to hit.
Jokers
The two Joker cards work in a similar way to the Common Cards in Dead Man's Hand. They are not connected to any gang in any particular way, there is a Black Joker and a Red Joker. Whether the gang is good guys or bad guys determines which type of Joker the gang gets: Red Joker for the good guys, Black Joker for the bad guys. If both gangs are of the same type, or are both bad guys or good guys, then allocate the Jokers randomly by either drawing a card or rolling a die to decide who will play which role. Or use the following hierarchy of badness: Desperados, Outlaws, Cowboys, Lawmen.
Black Joker – "We deal in lead, friend."
Play before any models are activated. All shots, on both sides, get a bonus +1 modifier on to hit scores this turn.
Red Joker – "Get three coffins ready."
Play before any models are activated. You must swap three of your models' initiative cards with three of the opposing player's models. You may only swap less than three initiative cards if there are less than three models on either side.
The Gang
"I've seen many a gunfighter bite the ground over the years, and only the craziest loon or the most dangerous stranger gets into a ruckus in this town.
Every man needs other men to ride the river with, whither that's a posse of lawmen, or them that's intent on makin' mischief."
Raising a gang for Dead Man's Hand is quick and easy, with full strength groups ranging from 7 to 10 men. Full scale games (or scenes) are normally played at 21 Rep (Reputation) per side, although the scenes may vary the strength of the opposing gangs. Smaller scale scenes require fewer models as indicated in the briefing.
There are four categories of models - bosses, gunhands, dudes and amateurs – although they have titles befitting their places in the various gangs. Most have a variety of options for weaponry but, except for Cowboys, one rule must be stuck to:
At least half of the gang must be armed with a pistol as their sole ranged weapon.
Each gang must select certain models and is restricted in the number of models of a certain type that it may take. These restrictions are often overridden by stipulations described in "the cast" section of a scene.
Each gang also has specific rules/abilities that may be used each turn or once per game as detailed in the roster. These abilities may only be used in scenes that include a Boss (from either side, or both) in the cast.
Model Profiles
Weapons: the weapons that the model is allowed. At least half of the models in the gang must be armed solely with pistols unless otherwise noted.
Hits: the number of Under Fire markers it takes for the model to be out of action.
Nerve: tests are on a d10 and a value of 2+ for bosses, 3+ for gunhands, 4+ for dudes, and 6+ for amateurs is normal. The values in some gangs vary.
Shoot: values range from -1 to +2. The part of the profile is another modifier to the "to hit" score.
Hand to Hand: 0 is normal, 1 is very good, 2 is exceptional. This number is added to hand-to-hand fightin' resolution.
Rep: simply the reputation (or points value) that the model costs. Different scenes may stipulate different reputation values available to each gang.
The Law
"Now sometimes a man may find himself on the run, and then may come a time when he finds himself upholdin' the law. Most lawmen are good folk, just seekin' to build a good life for themselves and their community. Others are mostly interested in what's good for themselves alone and how the badge can get it for them. And then there's those that is just plain scared. But mostly lawmen can be relied on to uphold the values of justice in troubled times."
The roster for Lawmen is detailed below and at least half of the gang must be armed with a pistol as their sole ranged weapon. Lawmen special rules are also detailed below. "I Am The Law" is used all of the time. "And Justice For All" may be used once per turn. These abilities only apply in scenes that include the Sheriff in the cast.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| 1 Sheriff | Pistol | 5 | 2+ | +1 | 0 | 6 |
| 0-1 Marshal | Pistol | 4 | 3+ | +2 | 0 | 5 |
| 2+ Deputies | Pistol, rifle or repeater; up to 2 may have shotguns | 4 | 4+ | 0 | 0 | 2 |
| 0-4 Upstanding Citizens | Pistol, up to half may have shotguns | 3 | 6+ | -1 | -1 | 1 |
I Am The Law
Any Lawman model in line of sight of the Sheriff, even if obscured by other models, receives a +1 bonus to their nerve tests. This is in addition to the modifier for having friendly models within 15cm.
And Justice For All
The player may remove a single under fire marker at the end of each turn.
Outlaws
"I've seen all types of no good varmints in this town, some of them on the dodge from the law and others puttin' themselves up as businessmen and pillars of the community but all the while hustlin' and bulldozin' honest, hard-workin' folk. One thing these outlaws have in common is that they're mean, calculating and ruthless; they'll no sooner stab a man in the back as look him in the eye."
The roster for Outlaws is detailed below and at least half of the gang must be armed with a pistol as their sole ranged weapon. Outlaw special rules are detailed below; one of these abilities may be used per game turn in scenes that include the Boss in the cast. "Above Snakes" and "Cheatin'" may not be used in the same turn; only one is permitted to be played in a single turn.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| 1 Boss | Pistol or repeater | 5 | 2+ | +1 | +1 | 6 |
| 0-1 Gunslinger | pistol | 4 | 3+ | +2 | 0 | 5 |
| 2+ Dudes | pistol or repeater; up to 2 may have shotguns | 4 | 4+ | 0 | 0 | 2 |
| 0-2 Varmints | pistol | 3 | 6+ | -1 | -1 | 1 |
Above Snakes
Once per turn a model in the outlaw gang may choose to duck back as normal, but after the duck back must take a nerve test. If passed this does not "burn the activation" but counts as a single action taken. Place a move marker to indicate this. If the duck back is nullified by the use of the 7 card, the ability is wasted for the turn. Taunts of "lily-liveredness" may need to be endured...
Cheatin'
Once per game, after all the initiative cards have been revealed, with a smile on his face the Outlaw player may declare that they're Cheatin'. They can swap one of the cards in their hand for one of their initiative cards on the table. The new card in the hand can either be played straight away or held for use later in the game.
Cowboys
"Whether they're passing through droving cattle or set up in nearby farmsteads, the Cowboys are tough, crafty and won't back down from a fight. Sometimes the buckaroos run into town lookin' to get all roostered up and participate in a bit of whoremongerin'. Usually they're hard-workin', straight-shootin' folk, but I've seem more than my fair share of cattle-rustlers and brigands."
The roster for Cowboys is detailed below and they do not have to have half of the gang armed with a pistol as their sole ranged weapon. Cowboy special rules are detailed below; one of these abilities may be used per game turn in scenes that include the Range Boss in the cast. "See How the Cat Jumps" and "Tough as Old Boots" may not be used in the same turn; only one is permitted to be played in a single turn.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| 1 Range Boss | pistol, rifle or repeater | 5 | 2+ | +1 | +1 | 6 |
| 0-1 "Man with No Name" | pistol, rifle or repeater | 4 | 3+ | +2 | 0 | 5 |
| 2+ Cowboys | pistol, rifle or repeater; up to 1 may have a shotgun | 4 | 4+ | 0 | 0 | 2 |
| 0-2 Greenhorns | Pistol; up to half may have rifles | 3 | 6+ | 0 | 0 | 1 |
See How the Cat Jumps
Following the playing and revealing of all initiative cards, the player may play a second, face down initiative card to a model of his choice within 20cm of his boss. The owning player may look at the card without revealing it to his opponent. It may be used to replace the original initiative card placed.
Tough as Old Boots
Once per turn, if a model is facing a nerve test that will put him out of action, the cowboy player may declare he is "tough as old boots". The test has no modifiers applied to it and will be passed on a roll of 3 or greater.
Desperados
"There's plenty of crazy, good for nothin' lowlifes and ruffians that do all their business at the end of a hand cannon. Most of 'em's are destined for a permanent stay at the bone orchard, specially if the law has somethin' to say about the matter. Some gangs of Desperados terrorise whole communities of good, God-fearing folk, fully heeled and raisin' hell all liquored up with neck oil. These fellas are just plain dangerous and love nuthin' more than pulling out the shootin' irons for a row. Mark my words, they ain't afraid of dyin'."
The roster for Desperados is detailed below and at least half of the gang must be armed with a pistol as their sole ranged weapon. Desperado special rules are detailed below; one of these abilities may be used per game turn in scenes that include the Boss in the cast. "Life Ain't Worth Spit" is used all of the time. "A Hog Killin' Time" and "Crazy as a Loon" may not be used in the same turn; only one is permitted to be played in a single turn.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| 1 Boss | Pistol | 5 | 2+ | +1 | +1 | 6 |
| 0-1 Killer | Two Pistols | 4 | 3+ | +2 | 0 | 5 |
| 2+ Bandits | pistol, rifle or repeater; up to 1 may have a shotgun | 4 | 3+ | 0 | 0 | 2 |
| 0-4 Low Lifes | Pistol; up to half may have rifles | 3 | 5+ | -1 | -1 | 1 |
Life Ain't Worth Spit
Desperados may shoot into hand to hand fights. To shoot into hand to hand, simply declare actions and roll the dice as normal. Randomise which model is hit with each successful shot by drawing a card from the deck. An even card (2, 4, 6, 8, or 10) indicates a friendly model is hit, any other card indicates an opposing model is hit. Desperados also ignore the nerve test required when the Outlaw "Hostage" card is played.
A Hog Killin' Time
May be used once per turn at the end of a pistol-armed model's actions, as long as the model is not benefitting from substantial cover. The player may declare that the model is taking a further shoot action. Apply all of the necessary modifiers to the shot (if it is a fourth shot then no additional modifier applies), resolve the action and then place an under fire marker on the shooter.
Crazy as a Loon
Once per game, as a desperate measure, the player may activate this ability. It is declared at the start of a turn, before any models are activated. The ability ignores the need for his models to take nerve tests for the whole turn. Use a marker to denote nerve tests that have been "dodged" in this manner. At the end of the turn, all of these "dodged" tests count as failed and hit markers are applied. Naturally, this may result in a lot of folks dropping dead at the end of the turn.
The Scenes
Scenarios (Scenes) are playable as stand alone games or as a series over an evening of gaming. Each scene sets out "The Cast" (point values of opposing gangs), "The Story So Far" (consequences of earlier games if played as a series), "The Set" (how terrain is laid out), "Directions" (deployment and special scene rules), "Action!" (what happens at the start of the game), and "The End" (victory conditions).
If played as a series of games, the terrain should be set out and, in most cases, remains in place over several scenes. The opening scenes of a series are often quick and relatively indecisive; the victory conditions for these early games are achieved in short order. The stakes rise in the following scene before rising to a climax in the final game. Each scene has consequences that lead in to the following scene, providing one side with a bonus for performing to script in earlier scenes and punishing the side that fluffed its lines.
Players can pick and choose scenes from the series presented in the book, for example using scene 1 from "The Good, the Lead & the Ugly", then scene 2 from "The Quick and the Lead" and, finally, scene 3 from "The Good, the Lead & the Ugly".
If played as one-off games, "The Story So Far" (consequences of earlier games if played as a series) is ignored. "The Set" is usually defined in the first scene of the series. There are four storylines (listed below) in this book and further ones will be published at www.greatescapegames.co.uk and in future volumes.
The Good, the Lead and the Ugly
- Opening Scene – The Stranger
- Second Scene – This Town Ain't Big Enough
- Final Scene – We Will Be Waitin'...
The Quick and the Lead
- Opening Scene – The Duel
- Second Scene – There Will Be Blood
- Final Scene – Gunfight
For a Few Models More
- Opening Scene – Hang 'Em High
- Second Scene – Get Me Out!
- Final Scene - Fast Train to Justice
A Fistful of Models
- Opening Scene – Ambush
- Second Scene – Heist
- Final Scene - Showdown
Good Guys and Bad Guys
Some scenes refer to one side as the good guys and one side as the bad guys. Usually, Desperados and Outlaws are the bad guys, and Lawmen and Cowboys are the good guys. If both players' gangs are good guys or both are bad guys, draw a card or roll a die to decide who will play which role. Or use the following hierarchy of badness: Desperados, Outlaws, Cowboys, Lawmen.
Arranging the Set (Placing Terrain)
Players may choose any mutually agreeable manner for arranging the gaming area but the following guidelines are provided for inexperienced directors.
The set is 3' x 3' (90 x 90cm) or 4' x 3' (120 x 90cm).
This terrain set up is usually used for all of the games in a series of scenes.
There should be at least half as many terrain pieces as the Reputation value of each gang, based on the size of gangs in any of the third scenes in a series.
There should be no more terrain pieces as the Reputation value of each gang.
At least half of all terrain pieces should be substantial. In Dead Man's Hand substantial terrain includes features such as a two storey building, church, livery stable, train station or other equally imposing pieces of terrain.
Terrain pieces that are large (about 4 times the size of a small building) count as two pieces of scenery.
Each 45cm (18") of walls counts as one piece of scenery.
Four pieces of scatter terrain (wells, barrels, cactus plants, water troughs, etc.) count as one piece of scenery.
Main thoroughfares (or tracks) are from 20 to 30cm wide.
Side roads (or tracks) are 10 to 20 cm wide.
Buildings are placed along the main thoroughfare, with no side of the road having more than a single building greater in number than the other (large buildings count as 2).
Buildings must be placed no further than 10cm from another building except to take a side road into account. Buildings should be placed so that they touch a road.
Drunk and Complacent
Listing with an alcohol fuelled stupor or an opium induced state of relaxed contemplation, drunk and complacent models are not ready for action. They may only take two actions per turn instead of the normal three until one member of their gang is put out of action, at which point they sober up real quick! Drunk and complacent models whose initiative cards are of the same value as opposing models always take their actions following the enemy.
Surprised
Perhaps as a result of an ambush, surprised models are totally unprepared for fightin'. In the first turn of the game, surprised models take their actions after all others have completed theirs. They may not make any interruptions in this first turn.
Running Out of Cards
In most scenes, when a player runs out of cards he reshuffles the deck and continues the game. Some scenes, however, specify that the game ends when one player runs out of cards.
Horses
Horses are not commonly used in Dead Man's Hand, but players may wish to use them. Having a mounted and foot version of the model will be essential as mounted models may need to dismount during the game, or may be shot from their horse.
There are references to horses throughout the rules (e.g. shooting modifiers) and any extra rules are included here. Mounted models act in the same way as dismounted ones for the purposes of initiative and actions. The differences are:
- A move action allows the model to move up to 20cm.
- Mounted models may not enter buildings unless indicated at the start of the game. An obvious example of a building they may enter is a livery stable.
- Mounted models may not climb.
- Mounted models that have moved at least once may enter hand to hand fighting when 5cm or less from a target, as opposed to 2cm for foot models, as the rider may leap dramatically from his horse!
- Riders may fall from the horse if they suffer an "under fire marker and nerve test" result from enemy shooting in the same manner as if on a building top.
The Good, the Lead and the Ugly
Opening Scene: The Stranger
The Cast
The bad guys have three normal dudes with 2 Reputation each, the good guys have a single gunhand with 5 Reputation.
The Story So Far
A stranger wanders into town and some of the local hoodlums decide to see how far they can push him.
The Set
Mark the centre of the table with a coin or a suitable terrain feature, such as a well. Except for buildings, no substantial cover may be within 20cm of this point.
One player (the one with the finest hat, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from.
A road runs from one player's table edge to the opposite. Set up the gaming area according to the section entitled Arranging the Set.
Only two pieces of substantial cover (that are not buildings) may be placed in the main thoroughfare, none may be placed in side roads.
Directions
The bad guys are placed first, all in open ground within 5cm of each other.
The good guy is placed facing them, in open ground, at least 15cm but no more than 25cm away.
The bad guys are all drunk and complacent until one of their number is put out of action.
The good guy does not reshuffle his deck when he runs out of cards, once out of cards the game is over, see The End for more details.
Action!
Each side uses a half deck of 14 cards.
Shuffle your cards, cut the deck and deal out your hand.
Baddies get one card, goodies two.
The stranger is dealt two initiative cards per turn as long as he is outnumbered. Either card can be used at the player's choice but only one card may be used; the other must be discarded.
In the first turn the stranger is not dealt initiative cards – he is treated as if he had an ace.
The End
The scene ends when any one of four things happens:
- the stranger is out of action
- the bad guys are all out of action
- the bad guys fail a Big Nerve test
- the stranger's deck runs out of cards
If the stranger runs out of cards before the bad guys are all out of action or have failed a Big Nerve test, then he loses the game.
Second Scene: This Town Ain't Big Enough
The Cast
In one-off games both sides are equally matched; we recommend 21 Reputation per side. If played as a continuing story, and if the "stranger" was put out of action in the opening scene, then the good guys may not use him (they still have 21 Rep). The bad guys are the ambushers.
The Story So Far
After the incident with the stranger, one side wants to settle the score and plots to deliver murder in the streets. If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand.
The Set
Same as Opening Scene.
Directions
The good guys are divided into four groups as evenly as possible. Three of the groups are placed in open ground at least 40cm apart. The final group is placed in a building enjoying breakfast or whiskey, at least 20cm from any of the other groups.
The boss of the bad guys is placed in an unoccupied building contemplating the outcome of his evil scheme. The rest of the bad guys are divided into three groups as evenly as possible. They are placed anywhere on the gaming area but may not be placed within 15cm of an occupied building.
Action!
Each side uses a full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
In the first turn, place initiative cards as normal, but the good guys only place 3 cards on models of the owning player's choice. All other good guys count as surprised in the first turn.
The boss of the bad guys only comes into play in the turn following a bad guy being put out of action; he's relying on his henchmen completing the job successfully on their own. Until he is active, the bad guy boss may not take any actions nor may he be targeted by the good guys.
The End
The scene ends when the good guys have three men out of action or the bad guys have two men out of action.
Final Scene: We Will Be Waitin'...
The Cast
The bad guys have a full gang with 21 Reputation. The good guys have 13 Reputation with a further 8 Reputation starting the game off the set (i.e. off the table). The good guys must have a boss, a gunhand and a normal dude starting the game on the set.
The Story So Far
With only a few of the good guys in town, the bad guys set up a posse to kill 'em. Fully aware of the coming showdown, the good guys set up at one end of town. If played as a continuing story, whichever side won scene 2 gets to draw an extra card for their hand.
The Set
Same as Opening Scene.
Directions
The bad guys are placed first, split into two groups of two or more models each.
The largest group is placed all in open ground within 5cm of each other and all within 10cm of the table centre. The smaller group is placed within 5cm of each other away from the main road, behind buildings or in a side street, and within 10cm of the opposite end of town from the good guys.
The two best good guys (i.e. with the highest Rep) are placed facing the larger group, in open ground, at least 20cm but no more than 30cm away. Other good guys are not placed until turn 2. One good model is on the table but is hidden, see Action! for details.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
In the first turn, initiative cards for the bad guys in the big group are placed as normal but the good guys do not place initiative cards; all theirs count as aces for the first turn as the disparity in numbers has instilled a sense of overconfidence in the bad guys!
The small group of bad guys does not act in turn 1, receiving initiative cards in the normal manner from turn 2.
From turn 2 initiative cards are dealt to all groups on the table normally, but the good guy may deal one extra initiative card to the single hidden model not yet placed. At the start of the turn this model is placed anywhere at least 20cm from an enemy and acts normally (place him wisely!).
The good guys may also activate all the remaining models (i.e. the ones that did not start the game) at the end of a turn by discarding one of their special cards (jack, queen, king, ace, joker) from their hand at the end of a turn. This card may be trumped as usual by the opponent. Once played, the remainder of the good guys are placed at the opposite end of town to where the good guys started and act as normal in following turns.
If these reinforcements haven't been deployed by the end of turn 3, they are placed automatically and join the fight from the following turn.
The End
The scene ends when one side is wiped out or fails a Big Nerve test.
The Quick and the Lead
Opening Scene: The Duel
The Cast
Each side has one model; this may not be the boss or a gunhand. Randomly determine which pistol-armed model will take part in the duel, or just choose if all of your remaining models have the same profile.
The Story So Far
Two men disagree over poker, a woman or pride, or perhaps situations are manipulated for other means, and the spilling of blood is inevitable. High noon and the two men stare at each other from 20 paces apart, hands hovering over their holsters...
The Set
This scene works in a different way to the other scenes. The two opposing models stand off opposite each other in a shootout. Terrain may be placed around the models for scenic effect but is not going to have any effect as both of the models will be stationary through out the shoot out.
Directions
The models are placed in open ground 20cm apart.
Action!
The game runs with a bit of blackjack. The objective is to hold your nerve and score 21 with the total value of your cards, or the closest possible to 21. Aces count as 1 or 11.
Add the extra face and ace cards to your deck so that you have 26 cards. Remove the joker. Shuffle your cards, cut the deck and deal yourself a row of 6 cards face down. Players may look at their first card and attempt to look deep into the eyes of their opponent and stare them down.
Each player deals a card face up on the first card in the row. The good guy first chooses to stand (draw no further cards) or hit (pick the top card from their deck). The bad guy does likewise until both have decided to hold. These extra cards are dealt face up so both players can see them.
Players may only stand if the total of their cards is 12 or higher. Scores are not revealed until both players declare that they will stand. If the total of the cards reaches over 21, the player must immediately declare he is bust.
If one player scores higher than the other his model shoots first with a to hit modifier equal to the difference in the two players' blackjack score. So, if player A scored 14 and player B scored 20, player B shoots first with a bonus +6 modifier to his score. Normal modifiers (e.g. -1 per hit marker) are disregarded. If both players have the same total, both shoot at the same time.
If one player busts and the other does not, the winning model fires and gets a bonus +4 modifier to hit. So, if player A scored 14 and player B busts, player A shoots with a bonus +4 modifier to his score. The busting model does not get to shoot. A score of 21 from two cards is blackjack and the model gets an additional +2 to hit. Take care not to get excited and reveal your blackjack until your opponent stands or goes bust.
Continue playing on the next card in the row until at least one model is out of action. Out of ammo/jam results on the shooting result chart are just treated as a miss and there is no need to reload.
The End
The scene ends when one of the fighters is out of action or when the players' run of six cards is played through. If the latter happens players should consider retiring the relevant models as they are clearly not cut out for fightin'. Whichever model has the most hit markers against it yields. If the number of hit markers on each model is the same, the result is a draw.
Second Scene: There Will Be Blood
The Cast
In one-off games both sides are equally matched; we recommend 15 Reputation per side. If played as a continuing story, the model that was put out of action in scene 1 (if either were) does not get to participate. His gang gets 13 Reputation, the opposing gang gets 15 Reputation. Bosses may not be used.
The Story So Far
Building tension, scores to settle, fierce rivalry, poker, whiskey and women! There's bound to be trouble.
The Set
Mark the centre of the table with a coin or a suitable terrain feature, such as a well. Except for buildings, no substantial cover may be within 20cm of this point.
One player (the one with the finest hat, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from.
A road runs from one player's table edge to the opposite. Set up the gaming area according to the section entitled Arranging the Set.
Only two pieces of substantial cover (that are not buildings) may be placed in the main thoroughfare, none may be placed in side roads.
Directions
The player with the highest gang value starts placing his men first. If equal, dice or draw for it with the highest placing first.
One man per side, a normal dude armed with a pistol, is taken aside and will be placed last as the duellist. The others are divided into 4 groups of up to two men each.
Each player places one group at a time.
Groups are placed within any building.
The duellists are placed in the open within 15cm of the centre of the table.
Duellists may not start the game within 20cm of each other.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get four cards for their hand.
For the first turn, only the two duellists get an initiative card.
The duellists may take only a single shoot action in this first turn.
The End
The scene ends when one side has two men out of action.
Final Scene: Gunfight
The Cast
Both sides are equally matched. We recommend 21 Reputation per side.
The Story So Far
It's been building up to a showdown and now there's gonna be a reckoning. If played as a continuing story, whichever side won scene 2 gets to draw an extra card for their hand.
The Set
Same as the Second Scene.
Directions
The player with the most models places the excess number, plus one, on the gaming area first (e.g. if player A has 8 and the player B has 6, player A places three models down).
If both have the same number of models, draw a card or roll a die; highest places one first.
Both players are permitted to take a shot of whiskey before beginning to place their models.
Models are then placed one at a time.
Models placed on the gaming area may be no closer than 15cm to any table edge and no further than 45cm from their own table edge.
At least half of the gang members are deployed in the open, no closer than 5cm to friendly models.
Gang members must be placed within 10cm of another friendly model.
One gang member from each side may start the scene on high ground and/or cover and may be more than 10cm away from comrades.
Opposing models may not be placed within 30cm of each other.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
The End
The scene ends when one side is wiped out or fails a Big Nerve test.
If both sides are wiped out or fail their test at the same time, the result is a draw (and probably a disaster at the box office).
For a Few Models More
Opening Scene: Hang 'Em High
The Cast
Each side has three normal dudes with 2 Reputation each.
The Story So Far
Condemned to hang, a member of the bad guys' gang awaits his death, or his rescue.
The Set
Mark the centre of the table with the gallows. Except for buildings, no substantial cover may be within 20cm of this point.
One player (the one with the finest hat, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from.
A road runs from one player's table edge to the opposite. Set up the gaming area according to the section entitled Arranging the Set.
Only two pieces of substantial cover (that are not buildings) may be placed in the main thoroughfare, none may be placed in side roads.
Directions
The good guys are placed first, all in open ground within 5cm of the gallows.
A suitable prisoner model is placed on the gallows awaiting his fate.
The bad guys are then placed, all of them further than 20cm away from any of the good guys.
The good guys are all surprised in the first turn.
The prisoner may not move until he is contacted by a friendly model; he then he moves with that model. If his escort is gunned down, he will take two actions per turn to move to the nearest edge of the gaming area.
The prisoner cannot be shot at. To recapture the prisoner a good guy model must move in to contact with him. Whilst contacted by a good guy the prisoner must move with the good guy.
The bad guys do not reshuffle their deck when they run out of cards, once out of cards the game is over. See "The End" for more details.
Action!
Each side uses a full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Each side gets two cards each.
The End
The scene ends when any one of four things happen:
- all of the good guys are out of action
- two of the bad guys are out of action
- the bad guys' deck runs out of cards
- the bad guys exit the gaming area with the prisoner
Second Scene: Get Me Out!
The Cast
The good guys start the game with a gunhand and two dudes. The bad guys have 4 dudes.
The Story So Far
Whilst the Sheriff has been lured away from the town, one deputy is holed up inside the jail protecting his charge. With the law light-handed, the bad guys tie up the deputy after a scuffle and break their comrade out of jail. But the commotion has attracted the attention of the last lawmen in town.
If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand.
The Set
Same as Opening Scene. Note remove the gallows and a jail should be placed approximately in the centre of town.
Directions
The bad guys are all placed within 10cm of the jail entrance, as though they have just exited the building. One member of the gang is wounded and may only move if he has a comrade in base contact. He may act normally except that he may only take up to two move actions per turn.
The good guys must place one of their models within 30cm of any opposing model, but more than 20cm away. He may be on higher ground. The other good guys are placed more than 30cm away from opposing models.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get two cards for their hand.
Neither side ever have to take a Big Nerve tests.
The End
The scene ends when either side has three men out of action or the bad guys get off a board edge nominated by the good guys.
Final Scene: Fast Train to Justice
The Cast
Both sides are equally matched. We recommend 21 Reputation per side.
The Story So Far
If played as a continuing story, whichever side won scene 2 gets to draw an extra card for their hand. The good guys have to get their prize witness to a safe location; this could be, for example, to the stage coach, the railway station or to the jail house. The bad guys must kill the witness before he reaches his goal.
The Set
The three potential target buildings are placed at the bad guys' end of the table: one directly in the middle of the table edge, the other two on opposing ends of the sides up to 20cm in from the table end. There should be at least two other buildings (or areas of substantial cover) in the bad guys' deployment area. The main street runs up the middle of the table to the centre target building, there is a top road running along the width of the bad guys' edge of the table in front of the target buildings.
Directions
The bad guys place their models first in the marked (red) deployment area, there are no limitations on how many models are placed where.
The good guys must be placed in three groups of as equal as possible models (i.e. if you have 7 figures that is two groups of 2 and a group of 3). One group must be placed in the centre of the deployment area within 15cm of the edge. The other two groups must be placed within 15cm of the table edge and no closer than 40cm to any other group. This area is marked in blue on the map.
One of the good guy figures must be secretly noted as the witness. For all intents and purposes this model will operate as a standard lawman and is armed as such. At this time the good guys must also secretly note which target building they are attempting to get the witness to. If the bad guys get a model within 15cm of any good guy figure then it must be revealed whether that figure is the witness or not.
Action!
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
The End
The scene ends if the bad guys manage to kill the witness or if the witness reaches and enters the target building, and there are no enemy models within the building, or if either side fails a Big Nerve test or is wiped out. Both sides ignore their first Big Nerve test.
A Fistful of Models
Opening Scene: Ambush
The Cast
The good guys have three normal dudes and the bad guys have two.
The Story So Far
A plan is brewing in Dead Man's Hand and murder is in the air.
The Set
Mark the centre of the table with a coin or a suitable terrain feature, such as a well. Except for buildings, no substantial cover may be within 20cm of this point.
One player (the one with the finest hat, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from.
A road runs from one player's table edge to the opposite. Set up the gaming area according to the section entitled Arranging the Set.
Only one pieces of substantial cover (that are not buildings) may be placed in the main thoroughfare, none may be placed in side roads.
Directions
The good guys are placed first, one in open ground within 10cm of the centre of the town. The other two are placed in buildings further than 30cm from their comrade.
The bad guys are then placed. One is placed no closer than 15cm to the good guy in the open. The other bad guy is placed more than 30cm away from the good guy in the open and more than 10cm from any in buildings. Neither bad guy may be placed in or on buildings.
The bad guys, determined to make an escape, are not allowed to enter any building.
The bad guys do not reshuffle their deck when they run out of cards. Once out of cards the game is over, see "The End" for more details.
The good guy in the centre of town is surprised in the first turn.
Action!
Each side uses a half deck of 14 cards.
Shuffle your cards, cut the deck and deal out your hand.
Each side gets two cards each.
The End
The scene ends when any one of three things happen:
- two of the good guys, including the one in the open at the start of the game, are out of action
- the bad guys' deck runs out of cards
- one of the bad guys is out of action
Result 1 means a win for the baddies, results 2 and 3 a win for the good guys.
Second Scene: Heist
The Cast
Both sides are equally matched; we recommend 21 Reputation per side. The bad guys are the robbers.
The Story So Far
Business is booming and the local bank's reputation for security makes it a prime location to deposit money and gold, but there are always ambitious minds ready to exploit any weaknesses... If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand.
The Set
Same as Opening Scene. The bank must be placed in the centre of town.
Directions
The bad guys have just hit the local bank and are making their escape with the loot. They are split into three groups. One group of 2 models is stationed outside in the street, within 20cm of the bank's front entrance. A single model may be placed on any rooftop within 60cm of the bank's front entrance. The rest are in the bank, ready to exit with the booty. Their objective is to exit the gaming area by either end of the main street. These exit points are 30cm wide corridors centred on the gaming table edges which the main street runs to and from.
The good guys are divided into four groups as evenly as possible. Three of the groups are placed in open ground at least 40cm apart from each other, and further than 30cm from the bank entrance. One group is placed in a building enjoying breakfast or whiskey, further than 20cm from any of the opposing groups.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
The bad guys in the bank must exit it in their first turn and may not re-enter. Each carries a bag of loot. A model carrying loot may take three actions a turn but only one or two of them may be move actions. Also, a reload action takes two actions as the model has to drop his loot to reload his weapon.
In the first turn, place initiative cards as normal, but the good guys only place 3 cards on models of the owning player's choice. All other good guys count as surprised in the first turn.
The End
The scene ends when the good guys have three men out of action or the bad guys have three men out of action, or if the bad guys get away with at least half of the loot.
Final Scene: Showdown
The Cast
Both sides are equally matched. We recommend 21 Reputation per side.
The Story So Far
Chaos threatens to run out of control unless a few brave men stand up to the law breakers. If played as a continuing story, whichever side won scene 2 gets to draw an extra card for their hand.
The Set
Same as Opening Scene.
Directions
The player with the most models places the excess number, plus one, on the gaming area first (e.g. if player A has 8 and the player B has 6, player A places three models down).
If both have the same number of fighters, draw a card or roll a die; highest places one first.
Models are then placed one at a time. All must be in the open, on ground level, and facing off against the opposing gang.
Gang members must be placed within 10cm of another friendly model.
One gang member from each side may start the scene on high ground and/or cover and may be more than 10cm away from comrades.
Opposing models may not be placed within 30cm of each other.
Action!
Each side uses their full deck of 23 cards.
Shuffle your cards, cut the deck and deal out your hand.
Both sides get five cards for their hand.
The End
The scene ends when one side is wiped out or fails a Big Nerve test.
If both sides are wiped out or fail their test at the same time, the result is a draw.
Epilogue
Using the storylines in Dead Man's Hand is a way to provide a structure and narrative to your games. Developing scenes and even introducing personalities creates your own "director's cut" in Dead Man's Hand. This ranges from simply tweaking the presented scenes, to producing a "remake" of storylines, and finally to writing new and original and playing through your new "screenplays" with your gaming group. The DMH rules and scenes are used as the basis for this creative process.
History and fiction (and in the Old West they often blend and merge) are the inspiration for exploring new storylines and scenes and give us rich context and plenty of space in which to harvest ideas. Dead Man's Hand makes use of the iconic frontier town of the Old West of Hollywood and the spaghetti western. Legends can be written, but we are not constrained against scenes which recreate the great characters of the history books and the silver screen (or both). The rules, cards and the attributes of the models are easily enhanced, added to or taken from to create recreations of any type of character from the lowly bank clerk to the ruthless bad guy to the mysterious gunslinger who can take on everyone single-handedly. And we are not constrained in the use of setting. The action will naturally migrate from the frontier town to the more developed settlements, the open country and the challenging terrain of the gold rush.
Markers
The marker sheet provides tokens for: footprints (single, for move markers, and double, for models that have taken two move actions), dollar signs (for loot markers), bullet impacts of increasing severity (for under fire markers, including a marker for a model with multiple hits), and cartridges (for out of ammo markers). These markers may be photocopied, cut out and stuck to card or 20mm square bases.