Deadlands: Doomtown Range Wars
Deadlands: Doomtown Range Wars Rulebook
Table of Contents
Table of Contents
- Introduction
- Getting Started
- Setting Up
- Playing the Game
- Other Rules
- Appendix One: Definitions
- Appendix Two: Dude Traits
- Appendix Three: Terrain Traits
- Appendix Four: Terrain Types
- Appendix Five: Other Scenarios
- Reference: Range Wars Turn Order
- Reference: Outfit Icons and Borders
- Transcription Notes
Introduction
Object of the Game
The object of the game depends on what scenario you're playing. We include a fistful of scenarios at the end of these rules, and encourage you to make up your own.
To get you started, we're going to explain the main "Doomtown" scenario, which is suitable for two to four players. Once you've got the basics down, you'll probably want to check out the other scenarios at the end of these rules.
Getting Started
To start playing Range Wars, you'll need a gang of Dudes, several Deeds, and an opponent to play against. You've got enough Dudes and Deeds in this here box to play, but your opponents should have their own boxes.
You'll also need a ruler with inches marked on it, as well as a playing surface. A table with a tablecloth works best, since it keeps the Dudes from slipping as you move them.
Components
There are two main components in Range Wars: Dudes and Deeds. These represent the people you control and the places you're fighting over during the game. Some Dudes and Deeds are Unique: that is, you can only have one of them in your gang. Dudes and Deeds that are Unique are labeled "Unique" in their text.
Dudes
As the boss of an Outfit, you got to have folks in town carrying out your bidding. These are your Dudes. Let's take a look at a sample Dude:
Example: Dude (the sample Dude is a Prospector, Worker, who receives +1 BR when defending)
- Ghost rock cost: This is how much ghost rock it costs you to recruit the Dude into play. The icon here tells you what color and suit the Dude is (we'll cover color and suit later).
- Influence: The higher a Dude's Influence, the easier it can take over Buildings.
- Pace: You move Dudes by flipping them end-over-end. Pace is how many times you may flip a Dude when moving it.
- Brawlin': This is how good the Dude is at hand-to-hand fighting.
- Vigor: The tougher a Dude, the higher its Vigor. If a Dude's Vigor drops below 1, the Dude is aced (that is, killed and removed from play). The icon here tells you what Outfit the Dude belongs to.
- Text: This tells you the Dude's name, Special Abilities, and other text effects. Bold-faced words like Two-Fisted or Flying are traits.
- Shootin': If a Dude has a gun and bullet icon, we call that Dude a shooter. A Dude's Shootin' is equal to its number of bullet icons; the more bullets a Dude has, the higher its Shootin', and the better a shot it is. The shooter's range depends on the gun icon: a pistol has a range of 6", and a rifle has a range of 12". The color of the bullet icons tell how much damage each shot does: a regular bullet does one point of damage, while a silver bullet does two. If a Dude has a Joker icon next to its bullets, that Dude has the Lucky Shot trait. (For details on shootin', see the "Shootin'" section.)
Deeds
Deeds are locations in and around town. There are two types of Deeds: Terrain and Buildings. Each Deed is two-sided. One side is a Terrain, while the other is a Building.
-
Terrain – A Terrain can be anything from a hill to a railroad track, and can have any number of effects on play. Terrain mostly affects movement and line of sight (we'll get into that in a bit). A Terrain's traits and effects are printed in its text, same as on a Dude.
-
Building – A Building does more than just break up the scenery. Let's take a look at a sample Building:
- Victory Points: Victory Points are how you win the game. If you have enough Victory Points during the Victory Phase, you win the game. You get a Building's Victory Points if you control it during the Victory Phase.
- Production: If you control a Building during the Economy Phase, you get its Production in ghost rock to spend during that phase. Ghost rock doesn't accumulate from one round to the next, so if you don't spend a Building's Production during Economy, you can't save it for later.
- Text: Like Dudes and Terrains, a Building has a name, some traits, and other text effects.
-
Special Deeds – There are two special Deeds that come with this game. One of these is your Home, which is associated with your Outfit and where your Dudes come into play. Your Home is a Building. The other special Deed is the Town Well. The Town Well is a Terrain. (We'll get into using your Home and the Town Well during "Setting Up.")
Everything Else
-
Cards – You've got 13 Cards, from Ace to King. (Ace is always low in Range Wars.) These are called your Hand and are used to determine which Dude gets to act first. You can also play Cards from your Hand to cast Spells and pull off other special effects.
-
Spells – Some Dudes (Hucksters, Shaman, and Blessed) can cast Spells. To have a Dude cast a Spell, you must have that Spell in your gang.
-
Jokers – There are no dice in Range Wars, but fate still has a hand in the game. Whenever you're told to "toss Jokers," grab that number of Jokers, shake them up (maybe in a cup if you've got one), and let them fall randomly onto the table. (Jokers also make dandy tokens, and can be placed on Dudes to remind you of temporary modifiers and the like.)
-
Bullets – There are two types of bullets: regular (brass) and silver (which do more damage). Bullets have a bullet icon on one side (two bullet icons if they're silver) and your Outfit symbol on the other. When it comes to shootin' and brawlin' you toss bullets like Jokers. Bullets are placed, bullet-side up, on Dudes to show that they've been hit. You also place bullets, Outfit-side up, on Deeds you control to show that you control them.
Setting Up
Range Wars can be played with any number of scenarios, each of which can have its own set-up. The set-up described here is for the main scenario, "Doomtown."
Set-up is done in five steps:
- Build the Town
- Determine gang size
- Round up your gang
- Place starting Dudes
1. Build the Town
The point of the "Doomtown" scenario is to take over town by controlling Buildings. But before you can do that, you'll need to build the town by placing Buildings, as described here.
- Place the Town Well in the center of the playing area.
- Randomly pick a player to go first. This is the First Player.
- The First Player chooses a Building and places it in the position marked #1 on the diagram (that is, 6" away from the Town Well.)
- Going clockwise, the next player chooses a Building and places it in the position marked #2 on the diagram. (Note that if a Unique Building has already been placed, another copy of that Building may not be placed.)
- Placement continues clockwise until all players have chosen and placed Buildings in every position marked on the diagram.
- Once all the Buildings have been placed, each player places his Home in the position marked on the diagram. The first player places his Home in Position "A," the next player at position "B," and so on, until all players have placed their Homes.
- Finally, total up the Victory Points of all the Buildings and Homes in play. The total Victory Points in town is important, as it determines how many Victory Points you have to get in order to win. We'll come to that a bit later, in the Victory Phase, but for now just keep track of the total Victory Points.
Example: Donna and Carl are setting up for a two-player game of Range Wars. They place the Town Well in the center of the playing area, then randomly determine who goes first. Donna is chosen as first player, so she places a Hotel in the position #1 on the diagram (6" south of the Town Well). Next, Carl places a Doctor's Office in position #2 (6" north of the Town Well). Play continues as Donna places a Mineral Exchange in position #3 (6" east of the Town Well) and Carl places the Train Station in position #4 (6" west of the Town Well). Donna was going to place the Train Station in position #5 on her turn, but Carl has already placed it, and it is Unique, so she has to choose a different Building from her collection instead. She chooses the Jail and places it in position #5 (12" northeast of the Town Well). Carl places the last Building, the Town Hall, in position #6 (12" southwest of the Town Well). Finally, both players place their Homes as indicated on the diagram. Donna's Home is 12" northwest of the Town Well (position A), Carl's Home is 12" southeast (position B).
Note: The diagram used to determine where each Building and Home is placed varies depending on how many players are playing. Furthermore, in a two-player game, positions #5 and #6 are optional. If you want to play a smaller two-player game (or only have four Buildings), you may disregard those positions. Also, in a three-player game, the Town Well is replaced by the Building in position #9 when that Building is placed.
2. Determine gang size
Your gang is made up of all the Dudes you control. Before beginning the game, you and your opponents must decide how big you want your gangs to be.
The size of a gang is determined by the total ghost rock cost of the Dudes in the gang. For example, a small game might have gangs of 50 ghost rock, while a medium-sized game has 100-ghost rock gangs. A 250-ghost rock gang is down-right huge.
3. Round up your gang
Gather up the Dudes you want to have in your gang, keeping an eye on their ghost rock cost. Make sure the total cost for all your Dudes doesn't exceed the agreed-upon cost. You can, however, have a smaller gang than you and your opponents agreed upon.
Example: Wade and Carl have decided to play with 50-ghost rock gangs. In secret, they gather together 50-ghost rock-worth of Dudes. Carl picks three cowpokes, each with a cost of 10 ghost rock. He still has 20 ghost rock-worth of Dudes left to pick.
Huckster, Shaman, and Blessed Dudes can all cast Spells. If you've got one or more of these Dudes in your gang, you'll probably want to include some Spells for them to cast. Go ahead and pick some Spells to include in your gang, but each Spell you add costs 5 ghost rock.
For example, if you're rounding up a 100-ghost rock gang, and you include three Spells, you've only got 85 ghost rock left to spend on Dudes.
There are two important things to keep in mind when picking Dudes for your gang: the Dude's Outfit, and whether or not the Dude is Unique.
-
Unique – If a Dude is Unique, you can only have one of that Dude in your gang. For example, One-Eyed Tom is Unique, so you may not have more than one copy of One-Eyed Tom in your gang. If a Dude is Unique and not of your Outfit (see below), you may not have that Dude in your gang.
-
Outfit – There are eight different Outfits in Range Wars: the Blackjacks, the Collegium, the Law Dogs, Beauchamp's Rebels, Sweetrock Mining, Morgan Cattle, the Whatelys, and the Wretched. You can tell what Outfit a Dude belongs to by the border along its edge and its Vigor icon. Some Dudes belong to no Outfit; these are called "drifters."
Each Outfit has a color (red or black) and a suit (spades, hearts, diamonds, or clubs). An Outfit's color and suit is printed on its Home. You must choose which of the Outfits you want to play, and pick 75% of your Dudes from that Outfit when rounding up your gang. For example, if you're rounding up a 100-ghost rock Blackjack gang, and spend 20 ghost rock on four Spells, then at least 60 ghost rock (75% of 80) must be spent on Blackjack Dudes.
The remaining 25% of your gang may be made up of drifters or Dudes from other Outfits — so long as they have the same color or suit as your Outfit. For example, the Blackjacks are black diamonds. Therefore, you could only have Dudes that are black or diamonds in your Blackjack gang. The sample Dude on page 2 is a black heart, so you could recruit it to your Blackjack game. If a Dude is neither from your Outfit, nor from your Outfit's suit or color, that Dude may not be part of your gang.
Once you've got your Dudes picked out, set them in front of you in a stack. This is your gang stack. The order of the Dudes in your gang stack doesn't really matter too much, but your opponents can always see what's on the top of the stack. They can't go pawing through it, however, and you don't have to let them see your Dudes before the game starts.
If you've got any Spells in your gang, set them in front of you face-down. This is your Spell Deck. Your opponents may not look at your Spell Deck. You can look at it all you want, but unused Spells are kept face-down.
4. Place Starting Dudes
In the basic "Doomtown" scenario, everyone starts out with 20 ghost rock to spend on Dudes. Snag up to 20 ghost rock-worth of Dudes from your gang stack and place them in your Home. (That is, some portion of the Dude must be within the perimeter of the Home. See the section on "Moving and Buildings" for details on Dudes being in a Building.)
Starting Dudes can overlap each other, but it's generally not a good idea, for reasons we'll get to later.
Example: Carl is playing Blackjacks. He grabs three "Horse Thief" Dudes (3 ghost rock apiece) and "Shady Jack" (9 ghost rock). This totals 18 ghost rock, which is close enough to 20 to satisfy Carl, so he places his Dudes onto his Home, arranging them so they don't overlap each other.
Playing the Game
Range Wars is played in a series of rounds. Each round has five phases:
- Deal Phase
- High Noon Phase
- Brawlin' Phase
- Victory Phase
- Economy Phase
At the beginning of the first round, randomly choose which player will go first. This player is called, appropriately enough, First Player. The position of First Player passes clockwise to the next player at the end of each round.
1. Deal Phase
Starting with the First Player, each player takes a turn to deal three Cards of his choice from his Hand, face-down, onto three Dudes. Once every player has had a turn, the cycle begins again with the First Player, and continues until everyone has played all the Cards they want to. You may hold back Cards for use later in the round, but if you deal less than three Cards during your turn, you may deal no more Cards for the rest of the phase.
You may only deal one Card to each Dude. You may not deal Cards to Dudes that are pinned. (That is, underneath another Dude. We'll get into pinning in the "Movement" section.) A Dude that doesn't have a Card on it is considered Unready. When you deal a Card onto a Dude, the Dude becomes Ready.
Example: Donna, Cooper, and Carl are playing and Donna is the First Player. Looking at her Dudes in play and the Cards in her Hand, Donna decides to deal a Jack to her Huckster, and places the Card face-down on that Dude. In the same manner, she then deals a Five onto her gunslinger, and an Ace to her lowly stablehand Dude. Those three Dudes now have Cards face-down on them, so they are Ready and cannot be dealt any more Cards.
Now it's Cooper's turn. He also chooses three Cards from his Hand and places them, face-down, on three of his Dudes, making them Ready.
Finally, it's Carl's turn. He chooses two Cards from his Hand and places them, face-down, on two of his Dudes, making them Ready. He has one more Card he can deal, but chooses not to deal it. Therefore, he cannot deal anymore Cards during the Deal Phase.
It is Donna's turn once more. She is still First Player, and now deals three Cards to three of her Dudes that still don't have Cards on them (that is, they are Unready). After Donna, Cooper also places three Cards on three of his Unready Dudes. Now it's Carl's turn to deal, but since he chose not to deal all three Cards on his last turn, he may not deal any more Cards now.
When all three players have dealt as many Cards as they wish (or as many as they can), the Deal Phase is over.
As you've probably realized, you've only got 13 Cards in your Hand, and it's possible you'll have more than 13 Dudes in play. You might have even fewer Cards to deal if you're holding some back in order to cast Spells or pull some other trick out of your hat later in the round. What this means is that you're eventually going to have to make some tactical decisions about which Dudes to Boot and which ones to leave Unready this round. It can be a tough call, but that's the strategy, amigo.
Another part of the strategy is which Cards you deal to which Dudes. As you'll see in the "High Noon" section, it can matter quite a bit which Card you deal a Dude, so choose carefully.
If you want, and your opponents agree to it, you can all deal your Cards simultaneously. This speeds things up considerably at the beginning of the game, when you've only got a few Dudes in play.
2. High Noon Phase
This is the phase where it gets really interesting. When a Dude does something (movin', shootin', using Special Abilities), we say that it Boots. But before your Dudes start running around and blasting away at each other, you got to figure out which ones go first. That's where the Cards come in.
At the beginning of the phase, the players flip over every Card on every Dude in play, revealing the numbers on them. Dudes are Booted in the order of the Cards they have been dealt, from top down, Aces low. Kings Boot first, followed by Queens, Jacks, Tens, etc. If two or more Dudes have the same Card, the one with the highest Influence Boots first. If Influence is tied, look at the Dudes' Pace, then Brawl, then Vigor. If the Dudes are absolutely the same, flip a Joker to see which Dude Boots first.
If you have a Dude whose Card has come up, you must Boot that Dude, even if it is to do nothing.
You cannot Boot a Dude if it is pinned. If a Dude is pinned but is Ready (has a Card on it), you must discard that Dude's Card when that Card comes up.
You cannot Boot a Dude that is Unready.
When you Boot a Dude, remove its Card. It is now Unready.
You must Boot a Dude to do one of the following actions:
- Move and Shoot
- Cast a Spell
- Use a Special Ability
- Nothing
(During the High Noon Phase, you may Boot your Dudes out of turn to take a quick shot at another Dude as it moseys into view. This is a special action called Quickdraw, which we'll explain later.)
Example: At the beginning of the High Noon Phase, Donna, Cooper, and Carl all flip over the Cards on their Dudes, revealing the numbers on the Cards dealt to each Dude. Looking around the table, they see that only one Dude has a King, and it is controlled by Carl. (This means that Donna and Cooper have held back their Kings in their Hand, so they may play later in the round.) Carl Boots his Dude to move. He discards the Dude's Card and moves it three flips.
There are three Dudes with Queens, each controlled by a different player. Carl's Dude has 1 Influence, Donna's has 3 Influence, and Cooper's has 2 Influence. Donna boots her Dude, a Huckster, to cast a Spell, and discards its Card. Now Cooper Boots his Dude second. He Boots it to move onto Carl's Dude, pinning it. Now Carl would Boot his Dude, but that Dude is pinned by Cooper's Dude. Instead, all he can do is discard that Dude's Queen Card.
There are also three Dudes with Jacks, and all three have 1 Influence. Cooper's Dude has 5 Pace, while Donna's Dude and Carl's Dude both have 3 Pace, so Cooper Boots his Dude first. He Boots his Dude to shoot (he misses), then move.
Donna's Dude has 2 Brawlin' and Carl's Dude has 4 Brawlin', so Carl Boots his Dude first. He Boots his Dude to shoot at Donna's Dude with a Jack and aces her Dude before she gets a chance to Boot it.
Play continues as the rest of the Dudes are Booted in the order of the Cards they have been dealt.
Action: Move and Shoot
If you Boot your Dude to move and shoot, it may do the following:
- move, then shoot;
- shoot, then move;
- only move; or
- only shoot.
However, you cannot Boot your Dude to shoot twice or move twice. Nor can you Boot your Dude to shoot if it is pinning another Dude.
-
Moving – You move your Dudes by flipping them end-over-end a number of times equal to their Pace. You can move them less than their Pace if you want, but never more. For example, if a Dude's got 3 Pace, you can flip it up to three times. If your Dude has a bullet or other token on it, remove the token first, move the Dude, then put the token back on.
Example: The Dude in the example has 3 Pace. It begins the High Noon Phase at position "A." During the High Noon Phase, the player Boots this Dude to move. He removes the Dude's Card and flips the Dude once to position "B," so that the side of the Dude that was facing the table is now face-up. This flip was one move. For the Dude's remaining two moves, the player first flips the Dude to position "C" and then to "D." The Dude cannot move any further.
-
Moving and Pinning:
- If your Dude overlaps another Dude while moving, it has to stop immediately — even if the Dude it's overlapping is another one of yours.
- When one Dude overlaps another, it is said to be pinning the overlapped Dude. The overlapped Dude is said to be pinned.
- You can't Boot a Dude that's pinned. You can't deal Cards to a pinned Dude either.
- A shooter that is pinning another Dude may not shoot.
- When you Boot a Dude to move, then end its movement pinning an enemy Dude, that's called brawling the enemy Dude.
-
Moving and Flying:
- If your Dude has the Flying trait, it can move over friendly and enemy Dudes without stopping. A Flying Dude is not considered to be pinning the Dudes it "flies over" in this manner. Of course, if a Flying Dude ends its movement on another Dude, it is pinning that Dude as normal.
Action: Shootin'
If your Dude has a gun and bullet icon underneath its text, it's packing heat. We call such a Dude a "shooter." As long as your shooter isn't pinning another Dude, you can Boot it to shoot.
Having your Dude plug one of your opponent's varmints is a three-step procedure:
- Pick a target and check for LOS (line of sight)
- Check for range
- Toss bullets
Step One – Pick a target: First thing to do when picking a target is to make sure there's a line of sight between your shooter and the Dude it's shootin' at. If you can draw a straight line from some portion of your shooter to some portion of the target without crossing a Building or another Dude, then your shooter's got line of sight. Note that if the shooter or the target is in a Building, that Building does not block line of sight. Likewise, if the target is in a brawl stack (defined in the "Brawlin'" section), other Dudes in that stack do not block line of sight. If your shooter does not have line of sight, you can pick a different target.
Example: Buildings and Line of Sight. In this example, Dude A is the shooter and Dudes B–G are all in range. The shooter has a clear line of sight to Dude B. The Building blocks the shooter's line of sight to Dudes D and E. Dude C is in the Building, so the Building does not block Dude A's line of sight to Dude C. The shooter may fire at Dude C. Dude F is in a brawl stack with Dude G, so Dude G does not block the shooter's line of sight. The shooter may fire at Dude F.
Step Two – Check for range: Once you've established line of sight, check to see if the target's in range. Your shooter's range depends on the Dude's gun icon: a pistol has a range of 6" and a rifle has a range of 12". Measure the distance from the edge of your shooter to the edge of the target. If it's less than or equal to your shooter's range, the target's in range. If not, you may not pick a different target. You're out of luck and just wasted a shot.
Step Three – Toss the bullets: Once you've got yourself a target, it's time to toss some bullets. Most shooters fire regular (brass) bullets, but a few fire silver bullets. You can tell what kind of bullets your shooter fires by checking the color of the bullets along the bottom of your Dude's text. If your Dude's firing silver bullets, use the silver bullet counters. (They've got two silver bullet icons on the bullet side of the counter, representing two points of damage, though each counter is only one bullet.) Otherwise, just use the regular bullet counters.
Grab a number of bullet counters equal to your shooter's Shootin', shake them up and toss them onto the table. If a bullet counter lands bullet-side-up, place it on the target. Regular bullets do one point of damage; silver bullets do two points.
If the total damage on the target equals or exceeds the target's Vigor, the Dude is aced and removed from play. If not, place the bullet counters, bullet-side-up, onto the target Dude to show how much damage it's taken.
Example: Carl's shooter (with 4 Shootin') is shootin' at Donna's Huckster. Carl grabs four regular bullets, shakes them up, and tosses them on the table. Two of them land bullet-side-up, so Carl places them on the Huckster. The Huckster has 3 Vigor, so the two points of damage (one from each bullet) is not enough to ace him, so the Huckster remains in play with the two bullets on him.
If Carl had hit with just one more bullet, or if the Huckster had previously received another bullet, his shooter would have aced the Huckster.
When tossing bullets, you may have to apply the following modifiers:
- If your Dude is outside a Building, and the target is in a Building, subtract one bullet from your Dude's Shootin' when tossing bullets.
- If your Dude moves first, then shoots, subtract one bullet from your Dude's Shootin' when tossing bullets.
- If your shooter's target has the Sneaky trait, subtract one bullet from your Dude's Shootin' when tossing bullets.
- If your Dude is Quickdrawing (see below), subtract one bullet from your Dude's Shootin' when tossing bullets.
There might be other modifiers too, depending on the situation. All modifiers are cumulative, but can't reduce your Dude's Shootin' below zero.
Some Dudes have the Lucky Shot trait, symbolized by a Joker icon next to the gun and bullet icons. If your shooter is a Lucky Shot, toss three Jokers along with the bullets. If all three Jokers come up "dead," the target is aced, regardless of how many bullets hit. If all three Jokers do not come up "dead," the bullets do damage as described above. Note that if your Lucky Shot's Shootin' has been reduced to zero, it can't shoot at all, much less toss Jokers.
Action: Cast a Spell
Huckster, Blessed, and Shaman Dudes can all Boot to cast Spells, but can only cast their own types of Spells. Hucksters cast Hexes, Blessed perform Miracles, and Shamans call Spirits. All Spells are cast from the Spells you picked for your gang before the game started, collectively known as your Spell Deck. Individual Spellcasters do not have their own Spell Decks.
- Spells – Until they are cast, Spells are kept face-down in front of you in your Spell Deck. When a Spell is cast, set it aside, face-up, to show that it has been cast. It cannot be cast again until the next round.
Each Spell has a type, a Card requirement, and an effect.
-
Type – The type tells you whether the Spell is a Hex, a Miracle, or a Spirit. You can tell the type by the color and icon on the front of the Spell: a yellow fistful of cards represents a Hex, a red cross represents a Miracle, and a blue thunderbird represents a Spirit.
-
Card requirement – The Card requirement tells you what Cards you need to play from your Hand in order to cast the Spell. For example, if a Spell requires "5+, 10+", you must play a 5 or higher and a 10 or higher from your Hand. Casting Spells is a good reason to hold back Cards during the Deal Phase. If you cannot play the required Cards from your Hand, the Spell is not cast.
-
Effect – The effect of the Spell is exactly that: what effect the Spell has on the game. Some effects include giving damage to Dudes. If this damage aces the Dude, remove the Dude from play immediately. Spell effects may simulate Shootin', but are not Shootin', and don't make the casters shooters.
Example: Donna Boots her Huckster to cast the Hex "Bedazzle." The Card requirement for the Spell is J+, so she plays a Jack from her Hand, showing it to the other players, then discarding it. Now the Spell's effect comes into play: There are two Ready Dudes within line of sight and 6" of Donna's Huckster, so she removes those Dudes' Cards and discards them.
-
Backlash – When Hucksters cast Spells, they engage in dangerous games of chance with the spirits of the Hunting Grounds. When they lose these games, they suffer backlash. Every Huckster has a Huckster rating, which is the number in parentheses after its Huckster trait. To determine if your Huckster suffers backlash, toss a number of Jokers equal to its Huckster rating after casting a Spell. This is a Huckster check. If all the Jokers come up dead, your Huckster is out of luck. The Spell is cast normally, but the Huckster is knocked out and placed back in your gang stack.
Action: Special Ability
Some Dudes have Special Abilities (abbreviated "SA") that allow them to do all kinds of nifty things. Special Abilities vary from one Dude to the next, and are described on the Dudes themselves. Unless a Dude's text says otherwise, the effects of a Special Ability end at the end of the round.
Some Special Abilities require you to Boot the Dude with certain Cards. (That is, you must have dealt that Dude a certain Card during the Deal Phase.) If a Special Ability has a Card and a plus-sign in parentheses after the word "Boot," then you must Boot the Dude with that Card or higher in order for the Dude to use its Special Ability. For example, if a Dude has the Special Ability "Boot (7+) to make a friendly Dude Sneaky," you would have to Boot the Dude with a 7 Card or higher. Similarly, some Special Abilities require you to Boot a Dude with a certain Card or lower: Boot (5-) means "Boot with a 5 or less."
Special Abilities often rely on abbreviations to pack as much information as possible into a Dude's text. Here's a handy key for figuring out the abbreviations:
- B = Boot
- UR = Unready
- P = Pace
- V = Vigor
- PR = Production
- R = Ready
- I = Influence
- BR = Brawlin'
- S = Shootin'
For example, a Dude may have the Special Ability "SA: B (5+) to give a friendly R Dude within 12" +3BR this round." This would be translated as "Special Ability: Boot (with a 5 Card or higher) to give a friendly, Ready Dude within 12" +3 Brawlin' this round."
If your Dude's Special Ability has a range, you may not measure the distance from your Dude to the target of the Special Ability until after you pick a target. If the target is out of range, your Dude Boots to do nothing, and is Unready.
Action: Nothing
Sometimes, you just want to Boot a Dude without it doing anything. That's fine. Just announce that you're Booting the Dude and remove its Card.
Action: Quickdraw
If you've got an unpinned, Ready shooter, you can Boot it to shoot out of turn by having it "Quickdraw." You can only Boot a Dude to Quickdraw a target that's moving. (Dudes that are Ambushing or Burrowing are not moving and may not be Quickdraw targets.) After each flip the target takes, you can declare Quickdraw. As soon as you declare Quickdraw, your opponent has to stop moving the target Dude until your shooter's done firing.
Once you declare Quickdraw, check line of sight and range between your shooter and the target, same as normal shootin'. If there's no line of sight between your shooter and the target, or the target's out of range, your Dude can't shoot, but still Boots to do nothing and is Unready.
You can have multiple shooters Quickdraw if you like, but they've got to all be shootin' at the same target. Similarly, if one of your opponents declares Quickdraw, you can also declare Quickdraw with one of your Ready Dudes at the same time, as long as it's shootin' at the same target. If two or more Dudes are Quickdrawing at a target, the one with the highest Card goes first, followed by the one with the next-highest Card, and so on. Ties are resolved by comparing Influence, Pace, Brawlin', and Vigor (same as when Booting). Once bullets are tossed for the first shooter, no one else may declare Quickdraw on the target.
Quickdraw shootin' is resolved as described in the "Shootin'" section, but with one additional modifier: subtract one bullet from your Dude's Shootin' score. It's a Quickdraw shot, after all. Your shooter doesn't really have time to aim. After Booting to shoot, your Dude is Unready.
If you declare Quickdraw, but another Dude aces the target before your shooter gets a shot off, you're out of luck. Your Dude may not shoot, but still Boots to do nothing and is Unready.
Note that all Quickdrawing is resolved before the target gets to shoot. Also note that if the target moves onto your Ready shooter, you may not have that shooter Quickdraw. It's too late for that; your Dude's already pinned.
Example: Quickdraw. In this example, Player A is moving his Dude from left to right along the top of the Building. Player B has a Ready Dude on the right side of the Building. Player A's Dude begins at position 1, then flips once to position 2, then 3. After each flip, Player B has a chance to declare Quickdraw. After the second flip, when Player A's Dude is at Position 3, Player B declares Quickdraw and that his Ready Dude is shootin' at the moving Dude. (Player B probably could have declared Quickdraw one flip previous, when the Dude was at Position 2, but he wasn't positive his Dude would have line of sight, so he waited one more flip.)
3. Brawlin' Phase
If a Dude is pinning an enemy Dude during the Brawlin' Phase, they have to fight. In a brawl, the Dude on top (doing the pinning) is called the attacker. The Dude on the bottom (being pinned) is the defender. Attacking and defending are simultaneous for the attacker and defender.
Brawlin' is resolved similar to shootin', except that a Dude can be either aced or knocked out in a brawl. When Dudes are knocked out, all bullets and other tokens are removed from them and they are placed back in their controllers' gang stacks. In a brawl, if a Dude receives damage equal to its Vigor, it is knocked out. If it receives damage that exceeds its Vigor, it is aced.
First, the attacker attacks the defender. Toss a number of regular Bullets equal to the attacker's Brawlin'. If a bullet counter lands bullet-side-up, place it on the defender. Each of these bullets does one point of damage. If the total damage on the defender is equal to the defender's Vigor, the defender is knocked out. If it exceeds the defender's Vigor, the defender is aced. If the total is not enough to knock out or ace the defender, the bullets are left on the defender to show how much damage it's taken.
Next, the defender defends against the attacker. (Even if the defender is aced or knocked out, it still gets to defend.) Toss a number of regular Bullets equal to the defender's Brawlin'. If a bullet counter lands bullet-side-up, place it on the attacker. Each of these bullets does one point of damage. If the total damage on the attacker is equal to the attacker's Vigor, the attacker is knocked out. If it exceeds the attacker's Vigor, the attacker is aced. If the total is not enough to knock out or ace the attacker, the bullets are left on the attacker to show how much damage it's taken.
It is possible for a brawl to end with both Dudes knocked out or aced, if both players get lucky tossing bullets. Likewise, it's possible the Dudes don't do any damage to each other.
Note that because attacking and defending are simultaneous, the players controlling the attacker and defender may toss bullets at the same time. It speeds things up a little bit, once you get the hang of it.
A brawl can get kind of complicated, with multiple Dudes stacked on top of each other, but you'll be okay if you remember four basic rules:
- Brawls are always fought from the top down. If multiple Dudes are pinning each other, the brawl at the top is resolved before the ones beneath it.
- A Dude can only attack once. Each Dude in a brawl can only attack once during one Brawlin' Phase. Even if it's pinning multiple enemy Dudes, it can only attack one of them.
- A Dude can only defend once. Each Dude in a brawl can only defend once during one Brawlin' Phase. Even if it's being pinned by multiple enemy Dudes, it can only defend against one of them.
- All damage is cumulative. If your Dude got shot and received a bullet of damage during the High Noon Phase, that bullet is still there during the Brawlin' Phase and is added to any subsequent damage it may receive in a brawl. (Note that the bullet will remain on the Dude until the Dude is healed, aced, or knocked out.)
Basic Brawls
The simplest brawl consists of one attacker and one defender. An example of such a brawl is illustrated below.
Example: Basic Brawl. In the example of a basic brawl, the attacker (Player A's Dude) attacks with 3 Brawlin' and the defender (Player B's Dude) defends with 2 Brawlin'.
Resolution: In the example, the attacker has 3 Brawlin' and the defender has 3 Vigor. Player A tosses three Bullets and two of them come up hits. The defender's got a 3 Vigor, so two points of damage isn't enough to knock out the Dude. Player A places those two bullets on Player B's Dude, showing that the defender has taken two damage, and only has 1 Vigor left.
Now Player B gets to defend. His defending Dude has 2 Brawlin' so he tosses two Bullets. Both of them come up hits! The attacker has 2 Vigor, so those two hits are enough to knock out Player A's Dude. The attacker is placed back into its controller's gang stack.
Multiple Brawls
If several Dudes are pinning each other, the most important rules to remember are the following:
- Brawls are always fought from the top down
- A Dude can only attack once
- A Dude can only defend once
- All damage is cumulative
Below we have described four complicated brawls. These examples, or variations of these, will cover most of the brawls in Range Wars.
Multiple Brawls #1 (Lesson: Brawls Are Always Fought From the Top Down)
Example: Multiple Brawls. In this example, Player A brawled Player B's Dude #1. Later in the High Noon Phase, Player B brawled Player A's Dude with his Dude #2.
Resolution: Combat is always taken from the top down. So we start with the brawl between Player B's #2 Dude and Player A's Dude. Player B starts by tossing four bullets as his Dude attacks Player A's Dude. He gets three hits, enough to knock out Player A's Dude! Now Player A tosses three bullets and gets two hits, enough to knock out Player B's #2 Dude!
End Result: Both Player B's #2 Disk and Player A's Disk are knocked out and immediately placed in their controllers' gang stacks. Player B's Disk #1 never has to defend.
Multiple Brawls #2 (Lesson: The Multiple Brawl "Drop")
Example: The Multiple Brawl "Drop." In this example, there are three players. Player A's Dude brawled Player B's Dude. Later, Player C's Dude brawled Player A's Dude. (Note that even though Player C's Dude also touches Player B's Disk, Player A's Dude is in between the two, and is therefore the Dude being pinned by Player C's Dude. Player C's Dude is not pinning Player B's Dude.)
Resolution: Player C's Dude attacks Player A's Dude. Let's assume that Player C's Dude knocks out Player A's Dude, and that Player C's Dude survives. Player A's Dude is removed from the game. Player C's Dude is now pinning Player B's Dude. (Player C's Dude essentially "drops" onto Player B's Dude since the Dude in between them has been knocked out and removed from play.) Since a Dude can only attack once per round, Player C's Dude cannot attack Player B's Dude. Since a Dude can only defend against a Dude that attacks it, Player B's Dude cannot defend against Player C's Dude. Player B's Dude is now pinned under Player C's Dude, and unless Player C moves his Dude in the next High Noon Phase, those two Dudes will be in a brawl in the next Brawlin' Phase.
Note: If Player B's Dude was pinning another Dude below it, a brawl between those two Dudes would still be fought — even if Player B's Dude has Player C's "spent" Dude on top of it.
Multiple Brawls #3 (Lesson: Multiple Attackers)
Example: Multiple Attackers. In the example, Players A and C are both attacking Player B.
Resolution: Since there is no single top Dude, and both of the attacking Dudes are one level up from Player B's Dude, this is a combined attack. Player A and Player C both toss bullets at the same time as their Dudes attack the defender. Between the two of them, the attackers get three hits. It doesn't matter whose bullets came up hits, since all the damage is inflicted at the same time. The three hits are enough to knock out Player B's Dude, which has 3 Vigor.
Now Player B's Dude gets to defend. Player B must choose which one attacker to defend against. The defender's Brawlin' can only be applied towards one attacker, and cannot be split between attackers. Player B chooses to defend against Player C's Dude (since Player A's Dude's Vigor is too high to beat anyway). Player B tosses four bullets and gets three hits, which exceeds Player C's Dude's 2 Vigor. Player C's Dude is aced.
End Result: Player B's Dude is knocked out. Player C's Dude is aced. Player A's Dude remains in play.
Exception: A Dude with the Two-fisted trait may defend against any number of attackers with its full Brawlin'. Likewise, a Two-fisted Dude may attack any number of defenders in one brawl.
Note: If two or more Dudes are attacking the same Dude, they must combine their Brawlin', even if they are in opposing Outfits. If it is important to know which attacker is responsible for acing or knocking out the defender, then the attacker with the highest Brawlin' gets the credit. If there is a tie, it goes to the attacker with the highest Vigor. If all attackers are equal, none of them get credit.
Multiple Brawls #4 (Lesson: Multiple Defenders)
Example: Multiple Defenders. In this example Player B's Dude is attacking both Player A's and Player C's Dudes. Unless Player B's Dude has the Two-fisted trait, it can only brawl against one defender. Both defenders, however, always combine their Brawlin' against the one attacker.
Resolution: Player B's Dude does not have the Two-fisted trait, and thus chooses to attack Player A's Dude with its 5 Brawlin'. Player B tosses five bullets and three come up hits, acing Player A's Dude. Now Players A and C toss two bullets apiece to defend. They get three hits between them, knocking out Player B's Dude.
End Result: Player A's defender Dude is aced and Player B's attacker Dude is knocked out, leaving only Player C's Dude behind.
Order of Brawls
A group of two or more Dudes that will be fighting during the Brawlin' Phase is called a brawl stack. (The Dudes in the brawl examples are all in brawl stacks.) A brawl stack may be as simple as one Dude pinning another, or it may involve many Dudes with multiple attackers and defenders, and multiple separate brawls.
At the beginning of the Brawlin' Phase, the First Player decides which brawl stack is resolved first. After every brawl in that stack has been resolved, the player to his left chooses the second brawl stack to resolve, and so on, until all brawl stacks have been resolved. (If all players agree, you may forego this order and resolve the brawls in whatever order seems the fastest.)
4. Victory Phase
It's during the Victory Phase that you determine which players control which Buildings. You control a Building if you have the most Influence in it. Count up the total Influence of all your Dudes in that Building; this is your Influence in that Building. If you have more Influence in a Building than your opponents, then you control that Building. Place one of your bullets, Outfit-side-up, on the Building to show that you control it. If you control a Building, you get its Victory Points.
If there is a tie for Influence in a Building, or if there are no Dudes in a Building, control remains with whoever last had control of the Building (i.e., placed the last bullet there). If no one had previous control, then no one controls the Building.
You may control an opponent's Home if you have more Influence on it than he does.
Remember the total Victory Points from when you first built the town? Here's where that number comes in:
In order to win the game, you must have at least 75% of the starting Victory Points. When you're calculating the percentage, if it doesn't come out even, always round up.
Example: If there are eight Buildings in town, with 12 total Victory Points, you must have at least 9 Victory Points to win.
If, during the Victory Phase, a player has the required number of Victory Points, that player wins and the game is over.
Note that these are the victory conditions for the main scenario, "Doomtown." Other scenarios may have other victory conditions and other ways to accumulate Victory Points.
5. Economy Phase
Controllin' a Building not only gives you its Victory Points, it also gives you its Production in ghost rock each round. During the Economy Phase, total up the Production of all the Buildings you control. This total is the amount of ghost rock you get to spend when recruiting Dudes.
To recruit a Dude into your gang, choose the Dude you want to recruit from your gang stack and pay its ghost rock cost. If you don't have enough ghost rock left to pay the Dude's cost, you can't recruit this Dude. You'll either have to pick a cheaper Dude to recruit, or stop recruiting altogether.
Once you've paid for the Dude you're recruiting, you may place the Dude in your Home. Some Dudes can be recruited in other Buildings, but can never be placed so they are pinning an enemy Dude.
Ghost rock that isn't spent on Dudes is wasted. You can't save unspent ghost rock from one round to the next. You may always choose not to recruit Dudes, even if you have enough ghost rock to do so.
Example: Cooper controls two Buildings and his Home for a total of 14 Production, so he has 14 ghost rock to spend on Dudes. He recruits one Dude with a ghost rock cost of 5, and another with a cost of 6, placing both in his Home. He has 3 ghost rock left, but the cheapest Dude remaining in his gang stack has a cost of 5, so he cannot recruit any more Dudes.
If another player controls your Home, you may not recruit Dudes in it. The opponent who controls your Home gets its Production, but may not recruit Dudes there as if it were his Home. (The printed text reads "may may not"; the intended meaning is taken as "may not.")
End of the Round
The round ends after the Economy Phase. At the end of the round, flip any face-up Spells back onto their faces so you can use them next round. Remove any tokens that you've placed as reminders of temporary modifiers (but leave the bullets on damaged Dudes). The player to the left of the First Player becomes the new First Player. A new round begins with the Deal Phase.
Other Rules
Wording Conflicts
If these rules say one thing, and the text of a Dude or Deed says another, go with the text on the Dude or Deed. That text supersedes these rules.
Modifiers
A Dude's or Building's attributes may receive bonuses or penalties during play. These are all cumulative, and may even cancel each other out. If a Dude or Deed's text refers to a Dude's attribute, always use the modified attribute. If a Dude has an attribute of "–", then that attribute is effectively zero, and cannot be modified.
If an attribute is modified by both a multiplier and a bonus (or penalty), apply the multiplier first. For example, if a Building with 2 Production receives +3 Production from one Dude and double Production from another Dude, the Building's total Production is ((2*2)=4)+3=7.
Note that modifiers that replace an attribute are applied after all other modifiers.
Two-Handed Games
If you're going be playing a huge game with dozens of Dudes per player, you might want to consider playin' it two-Handed. In a two-Handed game, each player has two of each Card, from two Aces to two Kings. The Cards are dealt normally during the Deal Phase. During High Noon, if you've dealt two of your Dudes the same Card (say, two Dudes each with a Jack), then the one with the highest Influence Boots first. Ties are resolved the same as normal.
Could you play a three- or four-Handed game? Sure you could, but it would probably take a while to play.
Using Terrain
Terrain can be used in any number of different ways. Some scenarios may call for specific types of Terrain to be used, while others may require a certain number of Terrains in play. (Note that the "Doomtown" scenario uses only the Town Well Terrain.) Regardless of the scenario, you may wish to use the following guidelines for placing Terrain:
- A Terrain must be at least 6" from a Building, another Terrain, or the edge of the playing area, with one exception:
- A Terrain may be placed less than 6" from another Terrain of the same type. For example, two Hill Terrains could be placed less than 6" from each other, and two Railroad Track Terrains could be placed adjacent to each other (thus forming a longer stretch of track).
Appendix One: Definitions
Let's look at some of the terms that come up:
-
Ace – Remove from play. A Dude whose Vigor has been reduced to zero or less by shootin' is aced.
-
Ambush – When you Boot a Dude to Ambush, you must pick your Dude up from the table and place it directly on top of the Dude it is Ambushing. It is now pinning that Dude. You may place your Dude on any portion of the Dude it is Ambushing. It may even pin other Dudes, so long as it's pinning the Dude that it's Ambushing. If no portion of a Dude is visible (if it is completely covered by another Dude, for example), that Dude may not be Ambushed. If Ambushing a Dude that is in a Deed, the Ambushing Dude must also be placed in the Deed. Note that to Ambush a Dude is not the same thing as to Brawl that Dude (see "brawl" below).
-
Attack / Attacking – During the Brawlin' Phase, your Dude attacks when it is pinning an enemy Dude and you toss a number of bullets equal to its Brawlin'. All the bullets that come up hits are placed on the defender and their damage is subtracted from that Dude's Vigor. A Dude can only attack once per round.
-
Attributes – A Dude's Influence, Pace, Brawlin', Vigor, and Shootin' are collectively called its attributes. A Building's Victory Points and Production are also called its attributes.
-
Brawl – A Dude brawls an enemy Dude when you Boot it to move and end its movement pinning an enemy Dude.
-
Brawl Stack – A group of two or more Dudes that will be fighting during the Brawlin' Phase is called a "brawl stack." A brawl stack may be as simple as one Dude pinning another, or it may involve many Dudes with multiple attackers and defenders.
-
Bounty – If you ace an enemy Dude that has a bounty, you may add that Dude's bounty to your total Production for the rest of the game.
Appendix Two: Dude Traits
Below is a list of traits that Dudes might have. Each trait gives the Dude a special advantage or disadvantage.
-
Arcane – Arcane Dudes may brawl Unearthly Dudes and are immune to Spells cast by enemy Dudes.
-
Big 'Un – If a Dude is a Big 'Un, it may not enter Buildings. The Dude's just too big. You may still recruit the Dude in your Home, however. A Big 'Un may move over Buildings if Flying, but may not end its movement in a Building.
-
Blessed – Blessed Dudes cast Spells, but only Miracles. They don't risk backlash.
-
Bushwacker – If an attacker has the Bushwacker trait, it can attack the Dude it's pinning before the defender can defend against it. In this way, an attacker can ace the defender before the defender can fight back. Of course, if the defender survives the attack, it may defend normally.
Example: A Dude with 3 Brawlin' and 3 Vigor is attacking a Dude with 5 Brawlin' and 3 Vigor. Normally, both players would toss their bullets and apply damage simultaneously. But because the attacker is a Bushwacker, its player tosses bullets and applies damage first. All three bullets are hits, so the defender is aced and cannot defend against the attacker.
Note: If multiple Bushwackers are in a combined attack, they must combine their Brawlin' and attack before the defender can defend. But if a Bushwacker is in a combined attack with a non-Bushwacker, its controller must decide whether it combines its Brawlin' with the other attacker(s) or attacks first with its Bushwacker trait.
-
Fleet-footed – If a Fleet-footed Dude is Booted to move and shoot, it may move twice and not shoot at all.
-
Flying – Dudes with the Flying trait don't have to stop their movement when they pin another Dude or enter a Building. They have to stop their movement when they pin an enemy Flying Dude.
Appendix Three: Terrain Traits
Not all Terrain is created equal. Some Terrains have traits which affect game play, as described below:
-
Hard Cover – If a Terrain is Hard Cover, it blocks line of sight, same as a Building. Just like Buildings, if the shooter or the target is in a Hard Cover Terrain that Terrain does not block line of sight. If your shooter is shootin' at a Dude in a Hard Cover Terrain, you have to toss one less bullet.
-
Soft Cover – Soft Cover Terrains do not block line of sight, but if your shooter's target is in, or on the other side of, a Soft Cover Terrain, you have to toss one less bullet when shootin'.
-
Rough – If a non-Flying Dude is in a Rough Terrain, each flip it takes counts as two. For example, a Dude with 3 Pace could enter a Rough Terrain (one flip), then exit the far side of the Rough Terrain (one flip), but could move no further since the second flip counts as two, for a total of three flips.
-
Impassable – Non-Flying Dudes may not enter an Impassable Terrain, nor may they be in an Impassable Terrain due to Spells or Special Abilities. Flying Dudes may move over an Impassable Terrain, but may not end their movement in it.
Appendix Four: Terrain Types
Most Terrain can be described with a handful of traits, but some of them are a bit more interesting than others. Rather than clutter up the Terrains themselves with lengthy descriptions, we've listed them here for your convenience.
-
Cemetery – Unearthly Dudes aced here are not removed from play, but are merely knocked out instead.
-
River – When a non-Flying Dude enters a River, or a Flying Dude ends its movement in a River, toss a number of Jokers equal to that Dude's Vigor. If all the Jokers come up "dead," place a bullet on the Dude.
-
Cattle – Soft Cover. At the end of the round, the First Player may move all Cattle Terrain with no Dudes in them. Each Cattle Terrain is moved two flips in any direction (along a flat edge), but may not pin Dudes or enter Deeds.
-
Mine Entrance – Boot (5-) a Dude here to place that Dude in any other Mine Entrance in play (but not pinning any other Dudes).
-
Hill – Hard Cover. Shooters that Boot (5-) here to only shoot (and not move) receive +2 Shootin'.
-
Town Well – Hard Cover. Impassable.
Appendix Five: Other Scenarios
Getting bored with the "Doomtown" scenario? Give ones of these a try, or use them as inspiration for your own scenarios.
Maim Street
- Number of Players: 2
- Starting Dudes: 20 ghost rock
- Setup: As in the "Doomtown" scenario, both players place two Buildings from their collections (in positions #1 through #4), then place their Homes (in positions "A" and "B") as illustrated in the diagram.
- Play: This scenario is played just like "Doomtown," but with a different town layout.
- Victory Conditions: The first player to control 75% of the town's total Victory Points during the Victory Phase wins the game.
War on the Range
- Number of Players: 2–4
- Starting Dudes: 20 ghost rock
- Setup: First, place the Town Well in the center of the playing area. Second, place each player's Home 12" away from the Town Well and an equal distance away from each other. Third, the players take turns placing Terrain, one Terrain at a time, within 6" of their respective Homes. (A portion of a player's Terrain may extend beyond 6" so long as some portion of it is within 6" of the player's Home.) The players continue to take turns placing Terrain until each player has placed three Terrain.
- Play: During the Economy Phase, the players may recruit 20 ghost rock of Dudes in their respective Homes.
- Victory Conditions: During the Victory Phase, a player wins if he controls a Home other than his own. If two or more players control Homes other than their own, the player who has aced the most ghost rock-worth of Dudes is the winner. If even this is a tie, then play continues until there is a winner.
Bank Raid!
- Number of Players: 2 or 4
- Starting Dudes: 20 ghost rock
- Setup: The setup is the same as the "Doomtown" scenario, except that players may not place a Bank Building. After all Buildings and Homes have been placed, remove the Town Well and place a Bank Building in the center of the playing area.
- Play: This scenario plays the same as the "Doomtown" scenario, but with different victory conditions.
- Victory Conditions: The first player to control the Bank for two consecutive Victory Phases wins the game.
Last Man Standing
- Number of Players: 2–4
- Starting Dudes: 20 ghost rock
- Setup: The setup is the same as the "Doomtown" scenario.
- Play: During the Economy Phase, players may recruit up to 20 ghost rock of Dudes, regardless of their current total Production.
- Victory Conditions: If a player is the only one with any Dudes in play during the third or subsequent Victory Phase, that player is the winner. Note that Dudes in your gang stack are not in play.
Showdown
- Number of Players: 2
- Starting Dudes: All of them
- Setup: Players each place a Home and three Buildings in a line, then place all their Dudes at least 3" behind the line, as shown in the diagram.
- Play: During the Economy Phase, players may recruit up to 20 ghost rock of Dudes, regardless of their current total Production.
- Victory Conditions: During the Victory Phase of the fourth round, total up the ghost rock cost of the Dudes each player has aced. The player with the highest total wins. If there is a tie, play continues until there is a winner.
Reference: Range Wars Turn Order
- Deal Phase: Deal as many Cards as you wish from your hand to your unpinned Dudes. These Dudes are now Ready.
- High Noon Phase: All Ready Dudes Boot in the order of their Cards, from King to ace. Remove the Cards from each Dude as it Boots; Dudes without Cards are Unready.
- Brawlin' Phase: If a Dude is pinning an enemy Dude, the two Dudes must fight.
- Victory Phase: If any player has met the victory conditions of the scenario, he wins.
- Economy Phase: Collect ghost rock production and recruit Dudes from your gang stack.
Reference: Outfit Icons and Borders
The eight Outfits are shown with their icons and borders:
- Beauchamp's Rebels
- The Blackjacks
- The Collegium
- The Law Dogs
- The Morgan Cattle Company
- The Sweetrock Mining Company
- The Whatelys
- The Wretched
Transcription Notes
Source: the official Range Wars rules as printed by Fantasy Flight Publishing (2000). The following are the only departures from the printed wording:
- Spelling corrections: "Dudew" → "Dudes", "Terrian" → "Terrain", "supercedes" → "supersedes", "the the number" → "the number", "you opponent's" → "your opponent's", "playin'" kept as printed.
- The Economy Phase sentence "you may may not recruit Dudes in it" is read as "you may not recruit Dudes in it."
- Verb-form and possessive slips in the example paragraphs (for example "Carl Boot his Dude", "the Spells's effect", "may player later") are corrected to the obvious intended form.
- "again have stop" in the Moving and Buildings example is kept with [sic].
- The Setting Up section is printed as "five steps" but lists four numbered steps (build the town, determine gang size, round up your gang, place starting Dudes); the four are transcribed as printed.
- The brawl examples print "Disk" where the rules mean "Dude"; "Disk" is kept as printed.
- Diagrams (Dude and Building examples, set-up layouts, brawl and line-of-sight illustrations, scenario set-ups) are not reproduced; their positions are described in the surrounding text where the printed text does so.
- Credits, designer, artist, playtester, and copyright or trademark notices are omitted.