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Make You Gunfighters

Make You Gunfighters Rulebook

Table of Contents

Table of Contents

  • Overview
  • Players
  • Game Contents
  • Game Preparation
  • Playing the Game
    • 1: Move to Another Location
    • 2: Shoot
    • 3: Advance the Story
  • Climax Phase
  • Winning the Game
  • Extra Rules

Overview

This game is about a war between gunfighters who belong to various posses. Each posse faces off with the others, and attempts to take over the town. The winner takes all in this battle. If yours is the last posse standing when the gunfight is over and the dust settles, your gang will control the fate of the town!

Players

This game is for 3 to 7 players.

Each player represents the leader of a posse of gunmen.

Before the game starts, please take seats around a table.

Game Contents

  1. Gunfire Cards (42 cards). The Gunfire Cards are divided as follows:
    • The Stable (7 cards)
    • The Saloon (7 cards)
    • The Station (7 cards)
    • The Plaza (7 cards)
    • The Ranch (7 cards)
    • The Cliff (7 cards)
  2. Story Cards (16 cards)
  3. Climax Cards (6 cards)

The following Items will help play along:

  1. Bounty Coins (16). Please use poker chips or pennies.
  2. A Map of the Town. On a sheet of blank paper, simply write the names of the six game locations as well as the "Bank". The "Plaza" location should be drawn in the center of the paper.

Game Preparation

The Dealer shuffles all Gunfire cards face-down, and deals five cards to each player (poker style, one card at a time).

However, the last card dealt for each player (the fifth card) should be dealt face-up to each player for all to see. The remaining Gunfire cards are placed face down in a pile at the center of the table.

Please also shuffle the Story and Climax cards, and put them into their own face-down draw piles near the center of the table. Each player can now turn the "face up" card back so that the others can no longer see it. Everyone should now have five cards in their hand, which means that each player has five gunfighters in their posse.

For example, if you have the following cards:

[Stable] [Stable] [Ranch] [Cliff] [Saloon]

It means that you have five gunfighters in your posse: Two of them are hiding out in the Stable, one is at the Ranch, one is on the Cliff, and the last one is hanging out in the Saloon.

The reason that last card was dealt for all to see is because one of the members of the posse was most likely stomping around like an idiot and was spotted by the other enemy posses.

Playing the Game

During the game, on each player's turn the player must take an action.

There are only three possible actions. The player performs one of the three actions on her turn:

  1. Move to Another Location
  2. Shoot
  3. Advance the Story

Once one player finishes an action, their turn is over. The player to the left begins their turn.

The object of the game is speed. Once you get used to the game, try to take your turn as fast as possible and move to the next player. For an optional rule to get people in the mood, make it so that each player must take their turn within 10 seconds or they lose a card from their hand.

1: Move to Another Location

Drum your fingers on the table quickly to generate the sound of running, then throw down a Gunfire card in the middle of the table. This card represents the place you are running away from. Quickly take a new Gunfire card from the draw pile. The gunman you threw down moves to a new secret location.

The card you threw down gets moved to the top of the discard pile, face up. When the Gunfire pile is empty, the dealer will reshuffle all of the discarded cards and reset the pile. If you want to, you can draw the topmost discarded Gunfire card instead of taking the top card from the Gunfire pile, if you wish.

The idea here is that you are throwing away one of your cards so that enemies can not target you as easily for Shooting actions. You are running away from that area before ethers [sic: "others"] can attack you. Sometimes the card that you pick up is the same location that you just threw away! This means that your gunfighter got lost, or that he was pinned down.

2: Shoot

Reveal a Gunfire card to the everyone, point at another player and say "BANG!" If the targeted player has the same kind of Gunfire cards in her hand that you revealed, then she must discard ALL of the cards of the same location. In other words, your gunfighter shoots at all the enemy gunfighters in that area and defeats them. You keep the gunfire card that you revealed in your hand.

The only problem is that the other players see where the gunfight takes place. In the game, their posse heard the echoes of gunfire, and they know where it is coming from. They might just run over and attack the player who just

[Source text breaks off here mid-sentence. The remainder of this rule is not in the document and has not been supplied.]

The goal of the game is to reduce the opponents' cards in this manner, and to be the last person standing.

3: Advance the Story

When you want to advance the story, you pay the bank one Bounty Coin and turn a card from the Story Deck face-up. The player who drew the card (or the person indicated on the card, if different) must immediately follow the instructions on the card. Story cards can only be drawn when they are paid for with a Bounty Coin.

[Story card effects are not described in this document.]

[The source text begins this paragraph with a dropped first letter, printed as "f the Story Card has". The icon is a graphic mark symbol shown in the source.] f the Story Card has [mark icon] a mark on it, once you perform the action on the card you may make additionally take one "Shoot" action wherever you want. You can only do this if you don't effectively get taken out of the game with the Story Card you just drew. If you "die", then you can't make a Shoot action afterwards. You can take that shoot action for free, you don't have to play an additional Gunfire card to shoot.

Climax Phase

When a player only has one gunfighter card remaining, that player enters into a special phase called the "Climax Phase". This is because when the posse is down to one gunfighter, he has nothing to lose and will take great risks when his back is to the wall.

When a player only has one card left (at any time), that player should immediately draw a Climax Card and display it face-up in front of your hand. You receive the benefits of the Climax Card.

These are the following types of climax cards:

  • Quick Draw: If you choose a Movement action, you may then take a Shooting action right afterwards.
  • Horse: When you choose a Shooting action you may then take a Movement action right afterwards.
  • Hard Liquor: No effect whatsoever!
  • Rifle: When taking a Shooting action, you can shoot at any single place you wish without having to reveal or discard a Gunfire card!

[The document describes four Climax Card types for a set of six cards; how the six cards map to the four types is not stated.]

When you play with six or more people, you'll note that some people will simply not be able to draw or receive a Climax card if they all go down to one card. Too bad for them!

The Climax Phase ends if the player gets more Gunfire Cards (by way of the "One/Two/Bunch Buddy Comes Runnin'" cards). [These cards are referred to but not described in this document.] The Climax Card is immediately discarded by putting it face-down at the bottom of the Climax Card pile.

If a player had one card but there weren't any Climax Cards available at the time, then they can not get this discarded card. Nope, the Climax Card can only be picked up at the very moment you are down to one Gunfighter or not picked up at all.

Winning the Game

If the last gunfighter in your posse gets attacked and loses the gunfight, then you are out of cards. You're out of the game.

The player who defeated you claims any Bounty Coins you may have as well.

There are two winning conditions:

  1. End the round with 9 Bounty Coins.
  2. Be the Last Player Standing.

If two players are left, and both are in the Climax Phase (one character each), and neither player has Bounty Coins, then the game ends in a draw between those players. However, if one of those players disagrees with that, they can continue the fight. Continuing means that each player gets 8 coins from the bank, and the game continues.

Now you can play to learn the game system. After two or three times you played, please use Extra rules.

Extra Rules

(A) The Plaza Connects the Town

Since the Plaza connects to all other places in the town, a player can use a Plaza card during a Shooting action to shoot in another part of town. However, this also means that any other player can use their location Gunfire card to take a shot at the Plaza! It's a dangerous place I [sic: stray "I" in source] The Cliff is an exception. Since it is so far out of town, you can not shoot at it from the Plaza, nor can you shoot from the Cliff into the Plaza.

(B) If a player happens to collect 3 of the same location's Gunfire Cards, at the end of their turn they can reveal those cards to the others and discard them. This allows them to "control" that part of town. That player immediately draws three new cards to replace the ones discarded. Mark on the map in the center of the table which player controls which area.

If one player Controls 3 places, that player immediately wins the game.

Note that another player can come along later and retake that location, effectively switching control of that area to a new player. Filially [sic: "Finally"], if you spend three cards to control a location, and those are the only three cards you have in your hand, you are reduced to zero cards; You lose, and are out of the game!

[The Extra Rules section ends after rule (B) in this document.]