Flick 'em Up!: Blacksmith
Flick 'em Up!: Blacksmith Rulebook
Table of Contents
Table of Contents
Rules
When the movement disk moves through the Blacksmith from one side to the other, the player who performed the movement action receives a horseshoe. That horseshoe may be flicked immediately as a free action. The horseshoe may not be kept for a later turn.
The horseshoe is flicked flat on the table. Horseshoe's flick follows the same rules as a bullet's flick with the following exceptions:
- If no cowboy is successfully hit, the horseshoe is put back on the Blacksmith.
- If a cowboy is successfully hit with a horseshoe, the horseshoe is placed over the fallen cowboy.
The cowboy with a horseshoe placed on him is temporarily knocked out. When that cowboy gets back on his feet, the player who activated the knocked out cowboy must close his/her eyes before each action. Then the horseshoe is placed back on the Blacksmith.
Components
- 1 blacksmith workshop
- 2 feet
- 3 horseshoes
Set up
The Blacksmith expansion can be added to any Flick 'em Up! scenario. Insert the 2 feet and place the Blacksmith workshop in the play area. Make sure that the Blacksmith workshop doesn't block any buildings or prevent the players from completing the scenario. Place all 3 horseshoes on the top of the Blacksmith.