Revolver Expansion 1.4: The Tarnished Star
Revolver Expansion 1.4: The Tarnished Star Rulebook
Table of Contents
Table of Contents
Components
- 9 cards for Colonel McReady's deck:
- 2 Texas Ranger
- 2 Rock-strewn vantage point
- 1 Volcanic pistol
- 1 Trained in the Pinkerton ways, means, policy and devices
- 1 Lee Shao – Chinese railworker
- 1 Double the guard
- 1 Clarence Stickley – Pinkerton detective
- 9 cards for Colti's gang deck:
- 2 Upturned wagon
- 1 Ramshackle hut
- 1 Indian Burial ground
- 1 Pull the bars out with a horse
- 1 Trixie and Delilah – saloon shakes
- 2 "Fan" the gun
- 1 "The Jakes" Railworker's privy hut
- 9 cards for the Frontier deck:
- 1 Shadow of Chikara
- 1 Reverend Henry Kane
- 1 The Legend of Boggy Creek
- 1 Drusilla Wilcox – Wolf in sheep's clothing
- 1 Chicken foot dipped in rattlesnake venom
- 1 Strongbox
- 1 Mary Lou's shack
- 1 "Curly" – Son of Ma and Pa Shepperson
- 1 Swarm of Horseflies
Note: The cards in this expansion can be easily told apart by the eagle printed on them.
Important: To use this expansion you will also need Revolver Expansion 1.1: Ambush on Gunshot Trail, Revolver Expansion 1.2: Hunt the Man Down and Revolver Expansion 1.3: Vengeance on the Frontier.
Modules
This expansion is made up of four separate modules:
- A. Duel outside the Black Dog saloon: a new take on the base game.
- B. McReady's Choice: an add-on whose inclusion is decided by the McReady player, but only if Module A is used.
- C. Frontier deck: these cards may be shuffled into the Frontier deck you already have.
- D. Building your own deck: the new cards let both players build their own decks and explore new combat tactics.
Module A: Duel outside the Black Dog Saloon
After all preparations under the base-game rules have been made and the San Manzanillo Prison card, the Frontier cards and the Ambush cards have been added, the players must agree whether they will use this module.
If they decide to use it, do the following:
- Place the Armed train guard card at the location Express 3:15, Rattlesnake Station, in Colonel McReady's column.
- Place the Duel outside the Black Dog saloon card next to the Rattlesnake Creek location.
- Place the child hostage token on the Rattlesnake Creek location.
How to Play
The Duel outside the Black Dog saloon is an element that is brought into the game only if the Colti player chooses to activate it during his turn. He has this choice only during those turns that are played at the Rattlesnake Creek location, and only while Cortez is still alive.
If the Colti player decides to activate this event, he announces it to his opponent and his turn is paused. When the event is resolved, Colti's turn continues.
The Saloon Duel
Sequence of actions:
- Both players draw two cards.
- The Colti player must then place one card from his hand face down on the duel card.
- The McReady player must now choose one of three options. He may: decide that Colti is bluffing (go to step 5), retreat (step 4), or play a card from his hand face up, provided the card bears the Lock icon.
- See "If McReady retreats" below.
- The Colti player turns his card over. If it bears the Lock icon, Colti wins the duel; if it does not, McReady wins the duel.
- Reveal Colti's card. If it does not bear the Lock icon, McReady wins the duel; if it does, go to step 7.
- Compare the firepower of the cards. The player with the greater firepower wins the duel. In the event of a tie, the duel is won by Colti.
Note: The printed sheet has Colti turning a card over in both step 5 and step 6. The steps are kept in the printed order.
There are three possible outcomes of the duel:
If Colti wins: Discard the cards used in the duel, remove from the game the Duel card itself and the Armed train guard card. Then place the child hostage token on Cortez's bandit card, and McReady must discard a random card from his hand. Then play continues as normal.
If McReady wins: Discard the cards used in the duel, remove from the game the Duel card itself and the child hostage token. The Armed train guard card stays in the game. Then play continues as normal.
If McReady retreats: Discard the cards used in the duel, remove from the game the Duel card itself and the Armed train guard card. Then place the child hostage token on Cortez's card. Then play continues as normal.
If the Colti player forgets or decides not to activate the Duel outside the Black Dog saloon, remove the child hostage token from the game and continue play at the location Express 3:15, Rattlesnake Station, leaving the Armed train guard card in the game.
Module B: McReady's Choice
This module is used only if the Colti player has decided to use Module A.
Before the game begins, the McReady player must make a decision: start the game with one silver dollar or with two?
If he chooses one dollar, no additional preparation is needed. Once the decks have been prepared, the game can begin.
If he chooses two dollars:
Preparation for McReady:
- He starts with two silver dollars instead of the usual one.
- He places a toughness token on the Armed train guard card.
- He places the Garrotte card under Santiago's bandit card in the San Manzanillo Prison (only the Colti player can take this card, and only if he frees Santiago).
Note: The sheet's term «стойкость» is rendered here as "toughness token". The English-language base-game term was not checked.
Once McReady has made his choice and the additional preparation is complete, the game can begin.
Module C: Frontier Deck Cards
Shuffle these cards into the Frontier deck you already have from the Revolver Expansion 1.3: Vengeance on the Frontier.
Module D: Building Your Own Deck
The base-game Revolver decks are already built and ready to play. However, as you gain experience, you may want to build your own deck, one that better suits your style of play.
Deck-Building Rules
A. Each resulting deck must consist of 62 cards. Take the base-game deck, remove the cards you do not need, and replace them with equivalent cards from this (or another) expansion and/or promo cards.
B. Unique gunslinger cards may not be replaced.
C. You must replace an "action" card with another "action" card, a "character" card with another "character" card, and a "firepower" card with another "firepower" card. The cost of the card, its firepower and its other symbols are not taken into account when replacing cards.
D. Locations and open-range cards may be used to replace any base-game card except the unique gunslinger cards.
E. Your deck may not contain more than one copy of each unique card.
Tokens and Card Notes
Red poker chips: When interacting with other cards, these red poker chips may count as either white or black poker chips.
Eagle token: When placed, this token makes the main card it is placed on "empty", as well as any additional card lying under it. The card has no numerical value, no icons and no text, for as long as the eagle token stays on it. The token may be placed on any card in play except bandit cards, location cards, the San Manzanillo Prison card and any event cards lying on the table.
Child hostage token: A token placed on Cortez's card works in every respect as a toughness token.
Garrotte card: Only the Colti player may take this card into his hand, and only if he has released Santiago from the San Manzanillo Prison by meeting the release conditions set out in the rules for Revolver Expansion 1.2: Hunt the Man Down. The card may then be played like any other. Important: this card must always be taken out of Colti's deck after a game; it can never be shuffled directly into Colti's deck during deck building.
Open-range cards: These are cards that do not belong to any particular location. They are laid directly on the table next to the player who played them, and they stay there until removed.
Location cards: These cards generally cannot be moved by the effect of other cards. The Colti player may not use the Saddlebags card to take a location card into his hand.
Empty deck: If a player's deck runs out, shuffle that player's discard pile and form a new deck from it. Important: the Colonel McReady card cannot be shuffled back into the deck; remove it from the game.
If McReady's deck is nearly empty and all of his discard pile has been removed by the card Austin Granby – railway engineer, McReady continues the game with the cards that remain. Bad luck!
FAQ
Q1: If I place the eagle token on the Strongbox card, what happens to the card lying under it? A1: The card cannot be taken while the eagle token lies on it.
Q2: What happens if I play the Strongbox card when I have no cards in hand? A2: You have lost the Strongbox! It will now lie in play without any use.
Q3: I sent Brady Logan to the Whiskey Canyon location. First I placed the Sandstorm card there, and then the Colti player placed the eagle token on Brady Logan. Now I have only one row in which to place a card? A3: Yes. However, you can always voluntarily remove the card that the eagle token is on and send it to the discard pile.
Q4: Can I play the Duster card to lay another card in the Duel outside the Black Dog saloon? A4: No. The Duster card specifically states that a card may be laid only in the Prison location.
Q5: McReady has three Representatives of the Law in play, each with firepower 1. Under one of the Representatives of the Law lies a Volcanic pistol card, which adds +3 to that card's firepower. Can I destroy all three Representatives of the Law with Dynamite? A5: Yes. The Volcanic pistol is merely an add-on; the base firepower of the Representative of the Law is still 1.
Q6: Can I play the Double the guard card once the game has moved to the San Manzanillo Prison location? The rules for Revolver Expansion 1.2 say "ignore the text on the cards". A6: No. This also applies to the Wriggler Hooley and Swain Boys cards.
Q7: I am playing as McReady, and I have Drusilla Wilcox and/or Rock-strewn vantage point in play. What happens if the Colti player uses the Dynamite card? A7: First you must destroy the Rock-strewn vantage point card, because it bears the scope icon and its firepower is 0. You must still lose [star icon] cards with a combined firepower of 3. If Drusilla Wilcox is Colti's target, he can kill her with firepower 4 — Drusilla is not without reason called the "Wolf in sheep's clothing"!
Card List
The effect column is translated from the Russian card list; the icons are as printed on the sheet and are named by their shape (see the notes below the table).
Colonel McReady's Deck
| English name | Effect |
|---|---|
| Texas Ranger | If "Sister Sarah" is dead, remove this card from the game, or discard it from your hand, to cancel the effect of the card "Robber's Roost" or "Banditos" at the moment the corresponding card was laid out. |
| Rock-strewn vantage point | When this card is destroyed, draw a card from the deck. The Sandstorm card does not affect the Rock-strewn vantage point. This card cannot be moved. |
| Volcanic pistol | Place this card under any played [star icon] card (except Maddened Bison and Old Three Fingers): its firepower is added to the firepower of that card. Or discard this card from your hand to destroy one [black round icon]. Or discard this card to remove [dark hand icon] from the game. |
| Trained in the Pinkerton ways, means, policy and devices | Place this card under any played [star icon] card (except Maddened Bison and Old Three Fingers). This card allows you to move to the current location if you [card icon marked 0]. |
| Lee Shao – Chinese railworker | [hand icon] Find the card you need in your deck, shuffle the deck and place the chosen card on top of the deck. |
| Double the guard | This card may be placed only in the San Manzanillo Prison, and it must be played before the turn marker reaches that location. This card cannot be moved. |
| Clarence Stickley – Pinkerton detective | While Clarence is in the current location, cards whose names mention "Pinkerton" cost [card icon marked 1] less. The lowest price is zero. |
Colti's Gang Deck
| English name | Effect |
|---|---|
| Upturned wagon | Not counted toward the card limit in the column. |
| Ramshackle hut | [hand icon] Find the card you need in your deck, shuffle the deck and place the chosen card on top of the deck. This card cannot be moved. Not counted toward the card limit in the column. |
| Indian Burial ground | [hand icon] You may remove [icon as printed] from the game. Also, your opponent may not play bounty-hunter cards at the current location. Remove this card from the game when you leave the current location. |
| Pull the bars out with a horse | When you reach the San Manzanillo Prison, if the Double the guard card is in play, play this card to destroy the Double the guard card immediately. |
| Trixie and Delilah – saloon shakes | [hand icon] Place [black poker chip] on this card for each ".38 Special" card in your discard pile. |
| "Fan" the gun | Place two [black poker chip]s on each ".45 Long Colt" and ".38 Special" card in play at the current location. |
| "The Jakes" Railworker's privy hut | [hand icon] Draw four cards. If the card Maddened Bison ends up in the same location as this card, kill one [gravestone icon] and discard this card. This card cannot be moved. Not counted toward the card limit in the column. |
| Travis Dane – Molly Maguire Member |
Note: "Travis Dane – Molly Maguire Member" is printed on the card list, but the Components list gives 9 cards for Colti's deck and does not include it. It is kept here as printed; the discrepancy is not resolved by the sheet.
Frontier Deck
| English name | Effect |
|---|---|
| Shadow of Chikara | Place [eagle token] on any card in play. This card stays in the game, but counts as completely empty. |
| Reverend Henry Kane | If this card is in the current location: in your "Draw two cards" phase, hold an extra token in your fist. If your opponent correctly guesses which hand the token is in, this card moves to the opposite column. It is not affected by the Sandstorm card. Not counted toward the card limit in the column. |
| The Legend of Boggy Creek | "Play this card immediately." Gain one [silver dollar]. Then both players shuffle the cards from their hands into their decks, and then each draws from their deck the same number of cards as they shuffled in. |
| Drusilla Wilcox – Wolf in sheep's clothing | If Drusilla is in the current location, draw an extra card in the "Draw two cards" phase. You may [card icon marked 1] to move Drusilla to the current location. She is not affected by the Sandstorm card. Not counted toward the card limit in the column. |
| Chicken foot dipped in rattlesnake venom | Say the full name of the card. If your opponent has such a card in hand, he must discard it. Otherwise nothing happens. |
| Strongbox | [hand icon] Gain one [silver dollar]. Place one card from your hand under the Strongbox card. You may look at this card at any time. If on your turn you take this card into your hand, discard the Strongbox. |
| Mary Lou's shack |
Module Cards
| English name | Effect |
|---|---|
| Duel outside the Black Dog saloon | See Module A: Duel outside the Black Dog Saloon. |
| Armed train guard | This card is not affected by the Sandstorm card. |
| Garrotte – Santiago's special weapon | If Santiago is dead, remove this card from the game, or discard it from your hand, to kill one [star icon]. |
Notes on this card list:
- Icons are kept as printed and named by their shape, since the sheet does not define them all: the "[hand icon]" marks several effects, the "[star icon]" and "[gravestone icon]" are the targets of "kill" effects, the "[black poker chip]" and "[red poker chip]" are the black and red poker chips, the "[card icon marked N]" is a card cost as printed, and the "[silver dollar]" is the coin icon on the Strongbox and Legend of Boggy Creek cards.
- The "[tan token marked 1]" on "Curly" – Son of Ma and Pa Shepperson is named only by its appearance on the sheet; the sheet does not name it.
- The English card names are taken from the sheet's English column, and the effects are translated from its Russian column.
- Cards referred to by the effects but not included in this expansion ("Robber's Roost", "Banditos", "Get the Rope Ready, Boys", "Ambush!", "Maddened Bison", "Old Three Fingers", "The Jackson Clan") are named as printed on the sheet.