Wanted 7
Wanted 7 Rulebook
Table of Contents
Table of Contents
Introduction and Components
In the Golden River area, in the Wild West, tensions grow during the Gold Rush. The interests of the most influential people from the area are being threatened. They need protection! All of them are looking for the best gunfighters and the members of the seven most wanted bands frequently meet in the Saloon.
Would you have what it takes to hire the best gunfighters group?
- 1 Game Board
- 55 Cards (6 colours; 9 cards per colour + a Draw card)
- 6 Score counters (6 colours)
- 35 Gunfighter tokens (7 bands; 5 cowboys per band)
2-6 Players, 20 Minutes, Age 8+.
Set Up
Place the board in the middle of the table. Shuffle the Gunfighter tokens and place them facing down on the table.
Each player chooses an available colour, takes their colour deck and places their colour counter on the space "0" of the Point Track on the board.
The game has 4 rounds and the following steps must be followed in each round:
- Place Gunfighter tokens facing up randomly on the available locations on the board, depending on the number of players:
- 2 players: Place 6 gunfighters (3-6 and 5-6 locations are not available)
- 3-4 players: Place 7 gunfighters (5-6 location is not available)
- 5-6 players: Place 8 gunfighters
- Each player shuffles their deck (the 9 cards) and draws 4 cards, forming their initial hand.
- The player who drank a beer most recently starts the first round. Each player will play 1 card from their hand, in clockwise order, until the round ends. During the following rounds, continue playing according to the turn order, regardless the end of a round.
- Draw a new card from your deck and finish your turn. If all players have no cards, or if all the available locations (with a gunfighter) have at least 1 card, the round ends.
Playing Cards
When you play a card, you place it on one of the available locations on the board, with the number facing inwards (locations that don't have gunfighters don't count as available).
A card may be placed whenever there is an empty location or over another card, as long as its value is lower than the card you are going to play. As a result, the underneath card won't have any effect during the rest of the round.
Some cards allow you to use their effects:
- I'll buy you a round! These cards have a beer or whisky symbol on them. It's allowed to place this card over any other card regardless of its value, as long as its symbol matches the corresponding side of the board (beer or whisky).
- Who is the fastest one? These cards have a revolver symbol on them, facing right or left. The location immediately next to where the revolver is pointing at is threatened, and so the cards from that location are removed (including the underneath cards). Remember, if there is an unavailable location during the game, the next available location will be considered as the one next to where the revolver is pointing at.
- What an amazing magic trick! Once the card has been placed on a location, the action allows you to take all the cards from that location and place them in the same order on a different available location. That is, to place them over a card with a value of 2 or 1, or on an empty location.
End of the Round
Once the round ends, the following 2 steps must be followed:
-
Add Protection Points. Each player adds the values of their cards on each location on the board; remember, only the upper cards count. The player who has the higher value gets 5 points. Players in second, third and fourth position will get 3, 2 and 1 points respectively. In case of a tie, players get the points from the lower position.
Add the extra points (+1 / +2) from the special locations on the board to the player whose colour is the upper card.
Players move their counters on the Point Track to indicate the points they've got.
-
Gunfighter Tokens. Each player collects the gunfighters from the locations where the upper card matches their colour and place them facing up in front of them. These tokens will give you Protection Points at the end of the game. Gunfighters from empty locations are removed from the game.
Once a round ends, a new round is set up to a total of 4 rounds.
End of the Game
After the fourth round, each player adds Protection Points according to the gunfighters hired in the two following categories:
Different Bands: Count how many gunfighters from different bands you have hired:
| Hired Bands | 4 | 5 | 6 | 7 |
|---|---|---|---|---|
| Protection Points | 1 | 3 | 5 | 7 |
Number of gunfighters in a band: Count how many gunfighters from the same band you have hired:
| Gunfighters in a Band | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
| Protection Points | 1 | 2 | 4 | 7 |
You may create several groups, but you cannot count the same gunfighter twice in the same category.
(E.g. I've got 3 gunfighters from 3 different bands and 2 more from each one of the other 4 bands. I get 7 points for hiring 7 different bands and 10 points (2+2+2+1+1+1+1) for having gunfighters from the same band).
Players add these points to the Point Track (if a player crosses the space "19", takes a card of their colour to represent +20 and continues counting on the space "0"). The player with the most Protection Points wins the game. In case of a tie, the player with the most Gunfighter tokens wins.
Designer's Variant (2-4 players game)
Before starting the game, the player who drank a whisky most recently gets the Draw card.
Turns are played simultaneously. Each player picks a card from their hand and place it facing down in front of them. Then, the cards are revealed, all at the same time, and the turn is solved in descending order, that is, from the highest value to the lowest one. In case of a tie, the player who has the Draw card chooses the order of all the ties before any card is placed in that turn. If a player places a card with value 4, they get the Draw card immediately.
After a player places a card and solves its effect, and if all the available locations have at least 1 card, the round ends immediately and other players aren't allowed to place their chosen cards.