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Revolver

Revolver Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Set-up
  • Cards
    • Player cards
    • Bandit character cards
    • Battlefield cards
  • Play
    • Turn sequence
      • 1. Advance turn marker
      • 2. Draw two cards
      • 3. Play cards
      • Derail the train
      • True grit
      • 4. Attack
  • End of the game
  • Frequently asked questions
    • Colty gang
    • Colty gang deck
    • Colonel Ned McReady deck
  • Thank you!
  • Credits
  • Character biographies
    • Jack "The Crow" Colty
    • Missy Jameson
    • "Skinny" Landell
    • Manolito
    • Cortez
    • "Kittens" Mackenzie
    • Annie "Gutshot" McGraw
    • Harry "Boxcars" Houndy
    • Bruno "Hen-house" Caple & Josie "Legs" Newcombe
    • Salomon "Doc" Mason & Lenny "The Pig" Mason
    • Sir Marmaduke Poncenby Smythe
    • Bullet
    • Micky Mason
    • Poppy McReady
    • Colonel Ned McReady
    • The bank job!
    • Repentance Springs
    • Rattlesnake Creek
  • Icons overview

Components

  • 1 Colonel McReady deck with 62 cards
  • 1 Colty gang deck with 62 cards
  • 16 Bandit character cards
  • 5 Battlefield cards
  • 1 Derail the Train card
  • 1 Mexican Border card
  • 14 Mexican Border tokens
  • 6 True Grit (extra life) tokens
  • 6 Power tokens
  • 1 Turn marker
  • 1 Rulebook

Objective

Revolver is a two-player card game set in the Old West, in which one player takes the role of Colonel Ned McReady and his god-fearing lawmen, and the other player is controlling of the notorious and deadly Colty gang.

To win the game, a player must meet one of the following conditions:

  • The Colonel McReady player wins if every member of the Colty gang is killed.
  • The Colty gang player wins if Jack "The Crow" Colty reaches and survives the 3:15 Express from Rattlesnake Station battlefield turn space "4".
  • The Colty gang player wins if he manages to remove all twelve tokens from the Mexican Border card.

Set-up

  1. Place the five battlefield cards in the middle of the playing area, between both players – in the following order, from left to right: The Bank at Repentance Springs, Whiskey Canyon, Buzzard Point, Rattlesnake Creek, and 3:15 Express from Rattlesnake Station.
  2. Put the turn marker on space "1" on the The Bank at Repentance Springs card.
  3. Place the Derail the Train card beside the 3:15 Express from Rattlesnake Station card, at the end of the row of battlefields.
  4. Place the true grit and power tokens in a supply at the beginning of the row of battlefields.
  5. Place in front of the Colty gang player the sixteen bandit character cards, depicting the notorious and deadly members of the Crow's crew. This player should also take the Mexican Border card, and put twelve tokens on the card. Place a power token on the "Skinny" Landell card.
  6. Both players take the appropriate deck, shuffle and place it face down in their playing area.
  7. Each player draws five cards and takes these in his hand.

Cards

Player cards

Each player has his own deck of cards. All cards have the same anatomy:

  • Name of the card
  • Firepower value
  • Cost to play this card
  • Additional tokens to place on this card when it comes into play and information
  • Special rules and actions
  • Card type

Note: At the end of the rules is an overview with all the icons used in the game.

Bandit character cards

The Colty gang player has 16 bandit character cards: they represent the members of this gang.

When the Colty gang player has to take a casualty – either through the play of cards by the Colonel McReady player, or as a result of the Attack phase – he must choose one of these characters.

  • Survival Rating
  • Name of the card
  • Effect when killed

Each bandit character card has a value printed in the left upper corner of the card - this is their Survival Rating.

The Colty gang player must choose a casualty with the lowest Survival Rating possible. If there is a choice, the Colty gang player can choose from amongst the available gang members – of that Survival Rating pool.

Example: He cannot choose Manolito if all the zero and one-rated gang members are still alive.

Example: He must take a casualty. He still has two one-rated gang member. He can choose which one is killed in battle.

Also, some of the gang members have a detrimental effect stated on their card – obey the special text upon selecting the casualty.

Battlefield cards

Between both players are 5 battlefield cards. These represent places where both enemies meet. It also represents a progressive timeline within the story of the game: starting with the Bank at Repentance Spring and ending with 3:15 Express from Rattlesnake Station.

  • Extra turn space used through card play (+1)
  • Regular turn spaces
  • Extra turn space used through killing "Kittens" and "Skinny" (Rattlesnake Creek only)
  • Defense power (Colty Gang player)
  • Name of the card

Play

The game is played in turns. Each player completes his entire turn before play passes to the opponent. Play passes back and forth in this fashion until one player wins.

The Colty gang player always starts the game by taking the first turn.

Turn sequence

A turn is divided into four phases:

  1. Advance turn marker (only Colty gang player)
  2. Draw two cards
  3. Play cards
  4. Attack (only Colonel McReady player)

1. Advance turn marker

At the beginning of his turn, the Colty gang player advances the turn marker one space forward. If the turn marker already reached the last number on a battlefield, place the turn marker on space "1" on the next battlefield.

Note: The spaces with a "-" are only used when the cards moves the turn marker before space "1". If the turn marker is on such space move the marker to the next space.

Note: The spaces with the faces on the Rattlesnake Creek battlefield are only used when "Kittens" Mackenzie and/or "Skinny" Landell are killed (also see these character cards).

Important: In his first turn the Colty gang player doesn't advance the turn marker. He simply skips this phase.

Example: Last turn, you reached the turn "4" space on The Bank at Repentance Springs battlefield. This turn, move the marker to the "1" space on the Whiskey Canyon battlefield.

2. Draw two cards

Draw two cards from your deck and take these into your hand.

Note: You may hold as many cards in your hand as you like. There is no hand size limit.

3. Play cards

You may put any number of cards from your hand into play on your side of the current battlefield card (the card with the turn marker on it).

To play any card from your hand, you must pay the cost of that card. The cost of a card is indicated by an icon in the left border of the card. Pay the cost by discarding that number of other cards from your hand into your discard pile.

Note: Discarded cards are placed face-up on the discard pile.

Example 1: The Colty gang player wishes to play "Fire at will, boys" to remove a Buffalo Stampede at Buzzard Point. The cost for "Fire at will, boys" is zero, so he does not have to discard another card. The horde of buffalo is despatched!

Example 2: The Colty gang player wants to play a Gatling Gun card at the 3:15 Express from Rattlesnake Station battlefield. The cost of the Gatling Gun is two, so if the Colty gang player has two other cards available in his hand, his must discard them.

There are three types of cards:

  • Firepower cards: These cards have a white or black poker chip in the top left corner of the card. The number in the poker chip indicates the firepower (attack) value of this card. Firepower cards are placed at your side of the playing area.
  • Row-blocking cards: These cards have an orange border and are placed at a battlefield in your opponent playing area (maximum of 2 row-blocking cards per battlefield).
  • One-shot effect cards: Follow the instruction on the card and place it on the discard pile.

Cards are always placed at the current battlefield (unless the text on the card states differently). Imagine there's an imaginary column below and above each battlefield where the cards are placed.

The Colty Gang player has a three card limit. This means he can place a maximum of three firepower cards at each battlefield. Once three cards have been placed by the Colty gang player, he may not place any more cards at that battlefield (unless he removes one of his own firepower cards already in place there or a card states differently).

Important: The Colonel McReady player has no such limit!

Note: The Colonel McReady player may place row-blocking cards in the playing area of the Colty gang player. These cards count toward the three card limit of his opponent. He can't place a row-blocking card at a battlefield already containing three cards.

Note: The Colty Gang player can still place one-shot effect cards when he has reached his three card limit.

Many cards have special rules described in their text. All text takes effect immediately when this card is played. These rules are applied to the current battlefield (unless the text on the card states differently). The come-into-play symbol on firepower cards tells you to do this action once when the card is placed from your hand at a battlefield.

The cards in play stay at a battlefield for the rest of the game and may not be moved to another battlefield, unless:

  • You choose to discard one of your own firepower cards in play at the current battlefield and put it into the discard pile;
  • It's taken out by your opponent;
  • You play a card that specifically says you can move a card to another battlefield or discard it.

Derail the train

Onboard the 3:15 Express from Rattlesnake Station (and only once in a game) the Colty gang player can activate this card. This will causes a horrendous train crash: everything will be destroyed (discard all cards on both side of the playing area and all still living bandit characters).

If the Colty gang player want to save someone (he must save at least one or he's lost!), he has to discard one card for each bandit character he wants to save.

The Colonel McReady player can't save any cards he has in play.

After the "Derail the Train" card has been activated it is removed from the game.

True grit

Some characters gain – when entering play or during the game – a true grit token. This means this character has an extra life. When this character is killed for the first time remove the token on this card and let the card in play. Next time when he's killed he'll be removed from the game.

4. Attack

During each turn that the Colonel McReady player takes, he can try to kill a bandit using his firepower.

Important: Each turn (not only in this phase) that the Colonel McReady player fails to kill a Colty gang character, remove one token from the Mexican Border card.

First both players determine their total firepower at their side of the current battlefield.

The Colonel McReady player sums his firepower (contributed by lawmen, buffalo, etc).

The Colty gang player does the same (contributed by firepower cards like .38 special, etc) and adds the defense power (black power chip in the bottom left corner) of the current battlefield to this total.

If the lawmen's total power is greater than the gang's at the current battlefield, then the Colty gang player must take a casualty.

Example 1: The Colonel McReady player has a Deputy (power of three), and a Cowboy (power of one), at The Bank at Repentance Springs. His attack power is four. Opposite these cards, the gang have only a .38 Special (power of one), so his power is one – The Bank at Repentance Spring's zero power, plus the .38 Special's power of one. This means that the gang player must take a casualty.

Example 2: The Colonel McReady player has a Deputy (power of two), and First Deputy, Charlie Weathers (power of three), at the 3:15 Express from Rattlesnake Station. His attack power is five. Opposite these cards, the gang have a Hail of Bullets card (power of three), and two .38 Special cards (power of one each), so his power is six – 3:15 Express from Rattlesnake Station's defensive power of one added to the gang's firepower. This means that the lawmen have been thwarted this turn.

Remove another token from the Mexican Border card (if the lawmen didn't kill a gang member this turn earlier).

End of the game

Play continues as described until one of the objectives has been met.

Frequently asked questions

Always follow the text on the card and perform the action at maximum as possible. Check the back of this rulebook for a reference of all icons used.

Below you'll find the rules to card with more than only icons and common texts.

Colty gang

  • "Skinny" Landell – When the true grit token on this character is removed before the turn marker is on the Rattlesnake Creek battlefield an additional turn is played at that battlefield. Use the space with the corresponding face for this extra turn. Skinny isn't killed yet. Even when is he is removed from the game the extra turn is played.
  • "Kittens" Mackenzie – When this character is killed before the turn marker is on the 3:15 Express battlefield two additional turns are played at Rattlesnake Creek. Use the spaces with the corresponding face for these extra turns.
  • Cortez – When this character is still alive when the turn marker is placed on the 3:15 Express from Rattlesnake Station put a power token on this card. If you have to take a casualty (and all three-rated gang members are gone) you may remove this token. Cortez isn't killed yet.
  • Bruno "Hen-house" Caple – When this character is killed you can't play any further "peacemaker .45" cards. Any "peacemaker .45" cards already in play won't be discarded.

Colty gang deck

  • Stick of dynamite – You kill any number of lawmen characters. The combined firepower of these lawmen cannot exceed 3. You can't use this card at the Repentance Springs Bank battlefield. Note: Power tokens on cards count toward the total firepower of the card they're on.
  • Fire at will, boys
  • Chew on this, gringo!
  • Come on, ya no-good polecats, I'll take yer all on! – You kill one or two lawmen characters. Remove the card(s) from the game. Note: When you kill a character with a true grit token, remove the token on that card. This character isn't killed yet. You may use the second kill (if applicable) on the card again.
  • Pack yer bags, we are LEAVING! – Move the turn marker one space to the right. Important: The turn marker can't move to the next battlefield. When the turn marker is on the rightmost space, you can't play this card.
  • Lightning reflexes – You may play this card when you lose one of your gang members during the attack phase in your opponents turn. Place this card on your discard pile after playing. Note: The attack failed! If the Colonel McReady player didn't kill any of your gang members during phase 3 too you may remove a token from the Mexican Border card, because he had failed to kill a bandit character this turn.
  • Adios, amigo! – You kill Ned McReady. You can play this card at any battlefield even when the colonel isn't there. The colonel should be in play (at any battlefield) although to remove him (ignore any true grit tokens. He is shot to dead). You'll always draw a card (even when you didn't kill the colonel).
  • Saddlebags – You pick up one lawmen card (except "Gatling gun") from play and add it to your hand. Note: When you play the picked up card again at a battlefield in a future turn, you'll have to pay the costs once more.
  • I only came along fer the ride – You remove two of your gang member from play to remove all lawmen characters at the current battlefield. Note: Any effects on killed gang members are still applied!
  • Sandstorm – You place this card beside the current battlefield. Your opponent has a two-card limit at the battlefield. When he has already more than two cards, he can't play any further cards at the battlefield. He doesn't have to remove cards.
  • 1866 Double Barrel Derringer – You may place this card at the current battlefield. The card is ignored with checking the 3-card limit. With playing these cards is possible to have move than 3 cards at a battlefield. Note: The same rules apply for row blocking cards: ignore this card with checking the 2-card limit.
  • Let's shoot our way outta here! – Play this card at the current battlefield to gain one firepower OR play this card as a one-shot effect card and destroy one row blocking card.
  • Yellow Boy Rifle – Play this card at the current battlefield to gain two firepower. You may discard a card to kill a lawmen character at the current battlefield.
  • The Jackson Clan – You may play this card at the current battlefield after discarding 3 cards. You don't have to discard any card when you play this on the 3:15 Express from Rattlesnake Station battlefield. The Jackson Clan can't be destroyed by the lawmen player because this card has the impervious ability. The only way it's removed from the game is when the Colty gang player uses the Derail the Train card.

Colonel Ned McReady deck

  • Colonel Ned McReady – You may play this card at the current battlefield after discarding 3 cards. You don't have to discard any card when you play this at the Rattlesnake Creek or the 3:15 Express from Rattlesnake Station battlefield. When you play this card the Colty gang player must take a casualty.
  • Josie "Dead-eye" Logan – You may place this card at any battlefield. If you place it on an upcoming battlefield put an extra firepower token on the card.
  • Apache scout – You may place this card at any battlefield. If you place it on an upcoming battlefield put an extra firepower token on the card.
  • Quincey 'The Spider' Whitmore – When this card is in play you may discard one card during phase 3 (play cards) to move this character to the adjacent battlefield.
  • Cactus Field
  • Narrow pass
  • Indian Reservation
  • Rickety Bridge – You may place this card on the side of your opponent at any battlefield. He can only have two more cards at his side of that battlefield.
  • You keep makin' the same mistakes, pilgrim – Move the turn marker one space to the left. An extra turn is played at this battlefield. Important: The turn marker can't go back to the previous battlefield. When the turn marker is on the leftmost space, you can't play this card.
  • You didn't see this comin' – When you play this card move one lawmen character from any battlefield to the current battlefield.
  • You just ran outta bullets, my friend – You may destroy one "Gatling gun" at the current battlefield. You'll always draw a card (even when you didn't destroy a Gatling gun).
  • He shot my hat clean off! – You may play this card when your opponent plays a "Fire at will, boys" card during his turn. Place this card on your discard pile after playing.
  • It's about time you turned up, partner – You take one lawmen character from you discard pile and add it to your hand. Note: When you play this card again at a battlefield, you'll have to pay the costs once more.
  • Shucks – was only a flesh wound – You take one lawmen character from you discard pile at place it at the current battlefield. You may not add this card to your hand to play it in a later turn or to discard it to pay for another card.

Thank you!

Leigh Caple, Andrew Davis, Corvayn Esdren, Kathryn Caple, Kate Hooley, Mike Gale, Jonathan Kidsley, Art Vandelay, Edward Chaplin, Shelby Overman, Madeleine Poulter, Jack Daniels and everyone else who contributed to the game.

Special thanks go to the BGG community, especially Pete Mancini, Mark Llewellyn, Aron Clark, 'Ninjadorg', Ben Turner, Hernan Ruiz, and also all the wonderful play-testing people at White Goblin Games.

Huge thanks most also go to James Cameron - without his imagination and craftsmanship this project would never have existed.

Credits

Game design: Mark Chaplin | Illustrations: Chechu Nieto | Graphic design: Chechu Nieto and Xavier Carrascosa

Project Manager: Jonny de Vries | Rulebook development: Jeroen Hollander | © 2011 White Goblin Games

www.whitegoblingames.com

Character biographies

Jack "The Crow" Colty

Crow's mother died in giving birth to him, but this didn't turn him bad. No, what turned him bad was seeing a group of men shoot his impoverished father and take the farm from under his still-warm corpse. He's never been on the right side of the law since. Burglary, mail train robbery and large-scale cattle rustling are hallmark of his life. The Crow doesn't believe any of the glorious tales about the new saviour of the town, and has hinted strongly over many a bourbon that he has proof of the shady deals and bizarre deaths of opponents leading to the Colonel's rise in power…

Missy Jameson

Jameson used to be a lady. She spent her life looking after the aged aunt who brought her up properly, teaching her to fence and play the piano. But when her aunt died, the estate somehow became the property of Colonel McReady. Jameson took to the hills, swearing to take revenge on the Colonel and take back her estate, and was all too ready to take up with Colty when she learned of their mutual dislike of the town's saviour. She's now the blade mistress of the gang, well versed in all matters of knife and sword. And she still a lady – maintaining a strict policy of no guns at dinner and no going to bed without washing the blood off first.

"Skinny" Landell

Originally a fur trapper like his father before him, moved on to robbing stage-coaches when he realised that the pickings were better and the beaver more plentiful. Joined Crow's gang when his own gang were picked off in one single bloody battle at the San Pedro River. Has amassed a personal fortune from his robbing activities. Trouble is, his brain is so addled from his frequent morphine and opium binges that he has no idea where it's buried.

Manolito

Manolito's father fought on the wrong side during the war with Mexico. After the war he was imprisoned for 50 years for alleged misconduct during the war, allegations which were never proved even after his death from the fever. Manolito was taken in by two spinsters living in a hut on the prairie from which they launched their periodic bank raids with the help of local Indians. He was always taught the value of money, a lesson he never forgot when he heard about the $5000 reward money from the Colonel and the marshals for the capture of Jack Colty and his gang.

Cortez

Adopted by the Jackson clan for services rendered by his Mohave father in the civil war, has still got strong links to both his tribe and to the Jackson's. On indefinite loan to the Crow, in return for protection of the Jackson's many business ventures. And collects fingers and toes.

"Kittens" Mackenzie

Kittens is a mystery. No-one knows where she came from or how she came to hang around with Colty. Some say she's Colty's sister from another marriage, still others that she's an old flame. No-one even knows why she calls herself kittens. No-one likes to ask. Because if there's one thing that people do know about her, it's that she's killed more people than the rest of the gang put together.

Annie "Gutshot" McGraw

Annie was cards champion of Jerome town and acquired her 'gutshot' moniker from her favourite poker hand. But all this changed when she lost her husband in the Arizona Easter Day Gas blast where eighteen miners were buried. Bereft of any goods and cattle, Annie sold herself to the Jerome town "crib" (the lowest of all low brothels) to feed her six kids. She worked all day and night, with men lining up outside for hours during cattle-drive season, and hardly left the front door from one season to the next. Each one of her kids died before their tenth year from cholera and the TB. When a rich benefactor 'married' the owner of the brothel and 'freed' all the sisters, she was left with nothing again except her poodle 'Russell'. That was until Crow came along and taught her to shoot for a living...

Harry "Boxcars" Houndy

When her old pa died of the pox, young Henrietta knew that there was no way that the town was going to let a woman run the cattle ranch. So Henrietta became Harry and learnt to wear britches and ride a horse crossways. The thing is, she liked being a man so much and she's done it so long, some say she's forgotten herself that she was born different. But she still insists on bathing alone...

Bruno "Hen-house" Caple & Josie "Legs" Newcombe

Henhouse and Legs are THE notorious duo who terrified the residents of La Paz on the Colorado River. Between them their kidnapping and extortion rackets made them more money than the nearby silver and copper mines. Till they were cornered by the local preacher and his posse who shot off Josie's left leg and strung Henhouse up to die. But cut down in the middle of the night by Crow, and hiding for three straight days in a hot, stinking chicken coop, Henhouse lived to fight another day, this time for Crow. And Legs, well, she had to make do with a left leg made out of the cross from what was left of the preacher's church.

Salomon "Doc" Mason & Lenny "The Pig" Mason

The Masons were the family next ranch down. Doc (called Doc because he was the only man for fifty miles with a book in his house that wasn't the Good one) and his two sons drifted into lawlessness after their cattle ranch repeatedly fell prey to crime. Rumour was that the marshals were in the pay of the local gangs which regularly raided their ranches. Eventually, enough was enough and The Pig walked into the Marshal's office with a fully loaded shot-gun. In the ensuing shoot-out no-one was killed but two marshals were wounded, and the Mason's life of crime had begun...

Sir Marmaduke Poncenby Smythe

Parents enslaved to a kindly farmer in Alabama who became an enormously rich cotton baron and treated his people better than his own family. Unfortunately congress freed the slaves, meaning that his parents had to leave the state within 30 days. Starving and destitute they ended up in a concentration camp run by well-meaning northerners. Marmaduke was born to parents who were free but hungry, and was named after their former master. They finally died of starvation when he was three. Marmaduke fell into one adventure after another, at one time training to be a preacher, at another to be a spy for confederate gangs, till saved by the Crow from nearly ending his days on the end of a rope after being accused of being over-familiar with a white miner's wife.

Bullet

An unlicensed, aggressive mutt, and very possibly the most loyal member of Colty's gang, Bullet has saved the Crow's life more times than he cares to recall. Once ripped out the throat of a wagon master outside the Alamo saloon.

Micky Mason

The Pig's younger brother, Micky's been Colty's runabout pal since they were small enough to hide standing up in prairie grass. Since then, they've had more adventures together than they would care to mention, especially not to the Marshalls. Loyal and true, Micky would take a bullet for Colty...and at some point probably will.

Poppy McReady

The fiery daughter of the Colonel, she knows some of her father's tactics aren't strictly above board and when hard evidence of this came her way was quick to pass it on to the love of her life, The Crow.

Colonel Ned McReady

No-one knows much about the colonel's past, but what is known is that he's recently found the good word of the Lord, is honest and fair, and has money from somewhere. And he's been a much needed tonic for the ailing town since the gold-rush turned out to be a flash in the gold pan and the place started to become just another dead-end farming settlement. And he was always in the right place at the right time. Since the mayor died in a mysterious mine-shaft accident, he was good enough to step up to the plate and take hold of the reins of power….

The bank job!

Crow was sent a letter by dove inviting him to a one-on-one no weapon meeting with McReady at the bank. Knowing it wasn't the dove of peace, Crow turned up with all his men and all his weapons ready. And it was to be a double-shock for the colonel when the god-fearing man saw his own daughter counting herself as one of the crow's band! In the ensuing gun-fight, it wasn't only Crow that saw the Colonel's own men shoot the sheriff to frame Crow. So did an innocent school-marm, who coincidently also copped it….

In the chase, only McReady and a couple of his hand-picked know that he doesn't want his traitor of a daughter back. He just wants her dead. It's what the Lord would have wanted.

Repentance Springs

Gold was first discovered in Repentance Springs in 1882 by a man named Bill "King" Stevens who, while riding along the trail, saw free gold glittering on the ground and immediately filed a claim. A tent city soon sprang up as other miners heard of the gold find and flocked to the area.

The Marsten Hotel was built in 1883, which did a brisk business to the area miners. This ramshackle hotel was a haven to many murderers and cutthroats over the years, but none could hold a flickering candle to Ned McReady, who frequently made home and office in room 237.

Lacking the funds to develop a mine, Stevens sold his claim in 1889 to Judge Esdren and Thomas Blackberry, who in turn sold it to the Bayhorse Mining Company. The mining camp was named Camp Charlotte and in 1890 the first post office was established for the growing population.

Other than the dreadful business between McReady and Jack Colty, another noteworthy story that spread over the border was of Emma Torrence, sometime resident of Repentance Springs, who was kidnapped as a young girl by Apaches after they had massacred her family. The Apaches then sold her to the Mojave Indians, whom she lived with for five years. Emma was rescued in 1902 near Whiskey Canyon.

Rattlesnake Creek

Before Rattlesnake Creek became known as the liveliest town in state, the area was first roamed by the Piros Indians before they were forced out by the fierce Apache. Though the region is arid and dotted with lava rock, the Indians found it abundant with game and made it one of their hunting grounds. Though sparsely populated for centuries, that all changed when prospectors found gold in the Red Oak Mountains.

Originally discovered by a horse thief named Ed Baxter, allegedly an escapee from a Texas prison, Baxter shared his find with a financier friend by the name of "Wriggler" Hooley. Though the Wriggler was ecstatic, Baxter had no interest in gold and soon moved on, leaving his find to his money-loving friend – who was said to have shot thirteen men in the back, two of whom were white.

Word soon spread of the gold find and within a year, a new mining camp, filled with tents was born. The camp was called Stinking Rock after a small dirty stream near the community that was overshadowed by a queer-looking column of rock. In 1881 a post office was established and permanent buildings began to replace the tents and rambling shacks. The boom town quickly grew, supporting some 40 different businesses, including four newspapers, two hotels, three churches, a sawmill, a bank, an opera house, a railroad station, livery stables, and a number of the ever present saloons and gambling houses.

In the meantime, prospector "Wriggler" Hooley founded two claims called the Dixie Mine and the South Dixie Mine. The mountain where the gold was found was called Jefferson Mountain. Eventually, the gold miner sold his claim for $500,000, and built himself a ranch overlooking the railroad line, setting himself up with his new-found gin-loving bride, Jane, daughter of a venerable carpenter.

Icons overview

  • Lawmen firepower card.
  • Bandit firepower card.
  • Bandit character.
  • +1 (clock icon): One more turn at this battlefield: move the turn marker one space left.
  • -1 (clock icon): One turn less at this battlefield: move the turn marker one space right.
  • Extra firepower: Place this token on the card. The firepower of this character is increased by one.
  • True grit: Place this token on the card. This character has an extra life.
  • Impervious: This card can't be destroyed by your opponent.
  • Come into play effect: Follow the instruction on this card when this card is placed from your hand into the playing area.
  • Discard one card.