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That on the day October 5 1892, Wilt Jackson and the Clancy gang did willingly and knowingly ride into Blackwater Gulch with the very intent of causing mischief and bodily harm on Jacob Hess and the Hess boys. The resulting shoot-out in the Town Square left seven dead, six wounded and the town short a Sheriff. This lawless behavior will not be tolerated. I, Mayor Horndike, appointed and elected by you the citizens of Blackwater Gulch, have therefore created the Vigillance Committee, a group of community minded citizens who will defend the laws of this town until such a time that peace and justice once more preside or a deputized lawmaker comes forth to take up the post of Sheriff. Abide by our Town Ordnance or suffer the consequences. No firearms within city limits ~ No drunken behaviour ~ No swearing No horse rustling ~ No Injuns ~ No Gamblin except in the Golden Coin

Let it be here known...


John Greer Lee Roland Jacob Sparks

For the crimes of: Unlawful killing of a Sheriff, Drunken Acts, Horse Rustling, Injun lovin Anyone sheltering these or others will face the full extent of the law of the city of Blackwater Gulch.

Handy with a gun? Fast on your feet? Need a job? Then Blackwater Gulch needs you. Get deputised by Mayor Horndike, given a badge and a gun and help defend your town from the likes of Greer and his posse of troublemakers. See Deputy Logan in the Sheriffs office. Pay is $3 a day plus free lunch from Lucy’s Cafe.

Signed: Mayor Horndike

Gangfights in the Old West The Basics What You Need Playing a Gangfight Starting a Gang Statistics Attributes Skills . Recruiting Professions Ranged Combat Melee Combat Defense . . . . . . . . . . . . . . . . . . . . .

Table of Contents
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3 3 4 5 8 8 8 9 10 11-12 14 15 17 18 Terrain Morale Horses What’s the Story Game Board Gang Setups This Town Ain’t Big Enough! Bounty Hunting Stay of Execution Gold Rush . Livery & General Store Horse Statistics & Attributes Level 1-3 Weapons Level 4-6 Weapons So, Now What? . . . . . . . . . . . . . . . . . . . . . . . . . . . . Terrain Samples

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19 20 21 22 23 24 25 25 26 27 28 30 31 32 33

Game Terms & Common Rules

Playing the Game

Written and created by Tim Kline. Background and fiction by Jonathan Peace. Original artwork by Don Ellis Aguillo, Jason Kingsley, William Stewart, C Wilson Trull, Shane Tyree. Layout, design and model photography by Tim Kline. Stock photography by Thinkstock and Dreamstime. Figures in photographs by Black Scorpion Miniatures Scenery pieces in photographs are by Buildings by AmeriTowne, Bachmann Trains, Perry Miniatures, Woodland Scenics and Games Workshop. Special Thanks to all of our friends and Kickstarter backers! A Newton, Aaron Provost, Adam Crossingham, Adam Schlager, Adam Yates, Ade Roberts, Adrian Finklehelm, Alan Ledger, Alan Twigg, Alex Bermudez, Alexander B Amann, Allen Barton, Allen Damrau, André Flores, Andreas Welch, Andrew Batter, Andrew Lum, Andrew McColl, Andrew Munn, Andrew Robertson, Andrew Williams, Art Edgeson, Barry Gingell, Brad D. Kane, Brandon Fields, Brent Collins, Brett LaPrairie, Brian, Brian ‘Z’ Zaspel, Brian Brodeur, Brian Davis, Brian Hannan, Brian Wilk, Bruce Degi, Bryan Bouren, Bryan Carter, Bryan Creehan, Bryan Nutting, Bryce Kane, Callum Stewart, Cameron J. Smith, Carl Morgan, Casper Fertier, Catyrpelius, Chad “Hoss” Lynch, Chad Hughes, Charles Kettering, Charles L. Decker Jr., chernabog, Chris Hartwich, Chris Hyde, Chris Langevin, Chris McIrvin, Chris Page, Chris Perkins, Chris Rance, Chris Snyder, Chris Tham, Christian A. Nord, Christoph “Keladryel” Schrage, Christopher Caputo, Chuck “Beowulfthehunter” Ocenasek, Colin Miskowitz, Commodore Shmedlap, Damon C Richardson, Dan “sparkywtf” Goossens, Dan Bruns, Dan Yarrington, Darren Johnson, David Allen, David Gardiner, David Snodgrass, Dennis Jensen, Denzil Rosser aka ‘Morathi’s Darkest Sin’, Deon Beswick, Deputies Arthur & Esme G.C., Dillon Brice, Don Christianson, Dr. R. Horsley, Drew Ausems, Ed Kowalczewski, Edward D. Omiccioli, Jr, Emily Fontana, Eoin Burke, Epee House, Eric Wessels, Eric Wessels, Ethan Chiang, Evan Rattner, Evan Ritt, Falk Kalamorz, Frank Millard, Gdaybloke, Gordon Adler Hobby NH, Green Dragon Game Club, Greg Merwin, Gregory L. Colon, Greyson, Ham-Beast Brantley, Harry Howells, Henry Durand, Ian Hawkins, Ian M Clark, J Womack, J. Gates, Jackson Wilbourn, James E. Harness, James Hawkins, James Liang, James Peterson, James W. Keller, Jamie ‘Drake Pendragon’ Searle, Janne Jaakola, Jarrod Coad, Jason Kennedy, Jebus10000, Jeff Hubbard, Jennifer Letts, Jeremy Holley, Jerry Kyle Adams II, Jesse “James” Rexroad, Jim Leitzel , Jim Thompson, Jimmy Lindqvist, Joe G Kushner, Joe Pelfrey, Joerg Bender, John Coates, John Lucania, John Lucania, John Raley, John Robertson, Johnny McPherson, Jon Hermsen, Jon Leigh, Jordan Welch, Jose A. Vasquez, Joseph Blomquist, Joshua Skye Allouche, JustForFun, Peoria IL, Justin & Tiffany Smith, Kargrieg, Keith N. Mannix, Kevin Marshall, Kevin Roust, Kevin Stoner, Kier, Kirk Krikorian, Kit Burrows, Kyle A Gibson, Kyle J Miller, Lance King, Legion McRae, Leo Bruno, Les Seabolt (aka Buck Blacksnake), Liam Byrne, Lon Porter, Malcolm Sleight, Marcio Chammas, Mark A. Hom, Mark Hanna, Mark Thorne, Martin Gallo, Matthew A Copeman, Matthias Caryn, Melvin “Mac” Brookman, Michael A Shuck, Michael Archer, Michael B Hughes, Michael Brand, Michael Brand, Michael Ovsenik, Michael Vercoe, Michelle Yancey, Mike ‘txMaddog’ Jacobs, Mike Burt, Mike de Jong, Mike O’Brien, Mike Slater, Mondo, Mr. Somppi, MSB, Nate Beem, Nathan Francis Breen, Nick Hughes, Nicole L. Garner, Nik Kuhnle, Octavio Arango, Patrick McEachen, Paul “Jasper Jameson” Appel, Paul (Thargor) Buttolph, Paul Fraser, Paul Romine, Paul Schwartz, Peter Evanko, Petra Schulein-Coret, Phil Hawkins, Philipp Schröter, Ralph Mazza, Ranger Dave Ross, Rasmus Just Nielsen, Ray Chiang, Richard Hsu, Richard Logue, Rick Britten, Rick Rambo, Robert “Bob” Nolan, aka Varagon, Robert Sakaluk, Robert Terreri, Robin Fahy, Rockheads Comics & Games, Ron Senior, Ronnie Allen, Ronnie Allen, Ross ‘Rossco’ Baker, Russ Etts, Ryan S. Moore, Ryan T Green, S. C. Justice, Scott Bassett, Scott Griffin, Sean “buckshot” Connor, Shaun Phillips, Showcase Comics & Games, Simon R Mangnall, Sonny Jeschko, Stefan Sheckells, Stephen Prazenica, Steven Jasiczek, Tectonic Craft Studios, Temoore Baber, Terry “Mac” McGregor, The Gort, Thomas Polder, Thomas Sisson, Tim Lawson, Todd C Henry, Tom Ryan, Tom Ryan, Tracy McCormick, Travis Diskin, Tyler Tanner, Urban Blom, Victor Araujo, Viktor Carlson, Vincent Ecuyer, Vladimir Mutabzija, William W. Refsland



© 2012 Gangfight Game Studios. All Rights Reserved. - Version 1.1.2

husslers to make more money. Just five miles out of town. With violence comes death. There isn’t a day goes by that doesn’t end with a body in a box and a widows tears on the ground. and every story has a beginning. Named after the azure blue of the river that ran down from Marble Mountain and out through the cliffs and canyons. The good were soon outnumbered by the bad. Back then the little settlement was known simply as Victory Falls. With greed comes violence. The elite reside in Uptown. looking down from on high while below. Old Man Cooter was both to the once quiet town of Blackwater Gulch. Sat under the shadow of Marble Mountain. Old Man Cooter had claimed there was gold both in the deep.Gangfights in the Old West Every town has a story. Years of mining have also affected the landscape. Outlaws and Fortune Seekers. in Downtown people fight for the scraps thrown to them. fast flowing azure blue of the river after which the town was named. so the waters of Victory Falls became infected by dirt and oil and so Blackwater Gulch was borne. Victory Falls was a haven for those that sought a new life. gambling dens. giving life to the pine woods. It shook under a strong wind. Law is afraid to walk Blackwater Gulch… … are you? 2 . as well as in the caverns deep beneath Marble Mountain. Just as the good people became tainted by the dregs of morality. and death certainly walks the streets and back-alleys of Blackwater Gulch. Almost overnight. his cabin was a ramshackle thing. The gold was found. It was only when Cooter came back from the mountain with the yellow rock that people began to flock to the shanty town. brothels and storehouses sprang up as more and more people flocked from around the world to Victory Falls for their own greedy reasons. Gunslingers came to find a name. groaning with each shake but like its owner it had stood against time and the elements. and the killing began. Hooligans and thugs. And he had been right.

Now. Over in the corner. Each time he fired he hit his target. No one had seen his hand move. He flew back. No one was listening. The sawdust sucked it up. revealing his face. In truth. A god-awful sound like quicksand in reverse and a glob of spit flew through the air. lovie. Scared looks right. Real slow like. racking cough. each new pistol shot adding to the cacophony.” He spat again. “Quit your yapping and do what I say. giving her skirts a flick.” he said to the nearest soiled Dove. The whisky bottle rocked back and forth but managed to not topple over. their barrels twisted by his accurate shot. His eyes were dark pools of jade. Aged pistols were blasted from older hands. “Is that it?” she asked. All eyes were on the game. The next a thunderclap rattled the glasses behind the bar as the bag exploded in flame and smoke. Bags. He sent her on the way with a slap to her shapely rear. “Fetch me my bag. “So you don’t want me to do this…” One second his hand was in the bag. nearly knocking the urn over with its power.” “Damn but that tastes like crap.” His opponent. drifted like low cloud through the saloon. Reached into his saddlebag. Each time he came up he fired. “I ain’t yours to bark around until you throw some coins my way. It hit her on the forehead hard enough to leave a red mark. It was a deafening thunderclap of noise: a booming explosion that rolled over and over. looking for their next jump. “You ain’t wanna be reaching in there. He flicked a silver coin at her. Take your hand out. all eyes were on the stranger. Shootout at the Golden Coin “Don’t!” The Stranger gave a wry smile.” She got them. tables and the bar erupted in hundreds of miniature craters. It landed in the spittoon with a ringing metallic clang. Longtall Billy pounded the piano. clinging to the soiled doves as they wandered amongst the tables. A ring of smoke blew out.” she said. a large prospector from Chicago Town slammed his meaty fist into the table. The Stranger pushed the table aside and rolled left. The Prospector’s shirt burst into flame as a giant crater of blood exploded outward.Smoke. Crazed looks left. or you gonna play your damn hand?” 3 . “Shoot him. The Stranger parted his boots. A long scar ran down one pockmarked cheek.” The Stranger smiled. A few people nearby laughed. It hung in the air. A moment of silence filled the saloon. hidden behind weather-worn boots that rested on the table. They burned with a cold anger.” he said in a voice like crushed gravel. Real slow. The Prospector had a gun in his hand and a grimace on his weathered face. “He shot Bob. this time on the floor right beside him. A dozen hands drew a dozen guns.” “Get him!” All hell broke loose. “He’s going for the door. knocking over the table and rolling beneath it as a cannonade of gunfire erupted.” “Slow?” “Slow. Wood flew in thousands of splinters as chairs. “Ain’t supposed to be selling that rolling-weed crap. his stumped fingers jarring the keys while his club foot thumped the sawdust covered boards out of time. the chair crashing into three townsfolk behind. “For now. “Are you gonna yap all day Stranger. The Stranger leapt to his left. Shoot the bastard!” The cry came from the left. grey and blue. followed by a dry.

4 . “Just wanted to play cards. chairs became nothing more than kindling as a dozen townsfolk opened fire. He stepped over their bodies. one falling over his own feet to fall to the ground. throwing his arms bout him as he dove forward. “Screw this!” Taking a deep breath. rolled and was on his feet in a moment. The doors to the saloon crashed open. Glasses blew into fragments around him as he ran. The piano player tried to get out of the way. He hit the ground hard. Hid behind an overturned table. A woman was walking her dog as he came hurtling out. but only succeeded in getting blow aside. “Jesus!” he cried as a splinter ripped his cheek open in a red slice. No one dare stop him. The Stranger never noticed.The Stranger ducked. bullets flying overhead. the floor. rolling down the steps to land in the mud. Seven men dashed out. the walls and the table behind which he lay. hot lead flew and a dozen heartbeats later seven men lay dead in the dirt. Why the hell are the blasting at me? What did I do? “I didn’t do anything!” he shouted. guns in hand. coat thrown open. guns snug once more beneath his coat. Thunder roared. the Stranger jumped to his feet and ran to the window. His voice was drowned out by a dozen gun blasts that blew splinters from the bar.” he said as he walked away into the falling rain. At the last moment he ducked his head. The Stranger stood there. his chest a red stain that spread like wildfire. blasting rifle and pistol at his fleeing form. He ran for the window.

In the chapters that follow. attributes. You will add scenery to the board to make it appear more lifelike and give your models obstacles and cover to hide behind. you will find a roster sheet that you may print out to keep track of your gang member’s skills. 5 . You should have some sort of measuring device like a small tape measure. set up your game board and fight a battle. and you will only need a handful of them. Gang Roster You need to know what your gang members are capable of. Enemies You will need some opponents to play against. commonly referred to as a “D6”. You may use any size you feel comfortable with. weapons and more. Models Your gang is made up of miniature figures (also referred to as “models”) that you can paint and convert or customize to your liking. or anything else you can imagine. For example. The board represents a section of forest. but that is merely a suggested size. and 5 or 6 = 3. any table will do for small games. 2D6 means you need to roll 2 dice. It’s a good idea to use a pencil as some things may change throughout the game. You and your opponents should have at least 5 models each to start a gang. where # is the amount of dice you need to roll. however it is quite easy to adapt your games for multiple players. At the end of this document. in this case. referring to as your roll as #D6. you will learn how to build your gang. roll a D6. desert. a kitchen or dining room table or even a folding playing card table. whether it’s a dedicated game board you built yourself.What follows are the general rules and basic information about playing games of Blackwater Gulch. Measuring Device Distances such as how far a model can move or shoot are measured in inches (“). town square. small village. The average board size for most games is 4 feet by 4 feet. you will need the following: The Rules What you are reading now! You will need these rules to learn how to play. The Basics What You Need In order to play Blackwater Gulch. Your gang members’ Attributes and Statistics will tell you how many dice you need to roll. You and your friends may have larger gangs. 3 or 4 = 2. but a roll of 1 or 2 = 1. Game Board The game board can be any surface you wish to play on. Just make your board a little bigger and have at it! Dice The game uses six sided dice. Fame is described in detail on page 10. one against the other. Games are commonly played with 2 players. and our website. as long as both of your gangs are of similar Fame levels. There are some occasions where you will be asked to roll a “D3”.

5. Stories are listed starting on page 25. Take turns placing 1 model at a time until all models that need to be in the board are present and accounted for. and this defines how to create a gang. Start the game! Turn 1 begins! Both players roll 1D6 for initiative. Each story will have different conditions or objectives that need to be met in order to win the game. rerolling ties. assign equipment. it’s time to set up an area for your gangs to fight. to see who goes first. the defender will set up a model first. or all of the story’s objectives have been met. Set up your men 1. the more fun the game will be. after that it’s up to each player to select a few terrain pieces and decorate your board in a mutually agreeable fashion. you and your opponent must decide on a story (sometimes called a mission or scenario) to play. here is a quick summary of how the game plays. Keep in mind that in general. 3. A gangfight in a wide open field may be quite boring. After that model moves and performs an action or attack. It could be as simple as defeating the other gang. Start a Gang Gang creation is detailed fully on page 8. or more complex such as finding gold and getting away with it fast. don’t forget to name your gang and it’s members! 2. Players will alternate back and forth until all models have been activated. The board layout you choose for your story will define where both gang’s starting positions will be. Set Up The Board After a story is chosen. Roll for initiative again and play out Turn 2. 6 . The game will continue like this until one gang is either wiped out. Playing a Gangfight 4. You should include any special terrain features the story requires. and whoever rolls the highest may choose if they will be the attacker or defender. Also. After starting areas are chosen.To give you an idea of how it all works. and the professions available. the more terrain or obstacles you have. Both players roll 1D6. Choose a Story Next. and then the other player does the same. and then the next turn begins. the other player does the same. The winner may choose who goes first and that person will activate his first model.

Even if your target number happens to be a 1. For example. measure from the edge of its base. such as shooting or fighting in melee combat. Base Sizes The models we produce will come with a round. Another example would be if you want your model to run instead of shoot. you measure from the edge of your base at your starting position. and roll it again. such as a Doctor’s ability to heal wounds. There are some exceptions for specific rules. even if your leader still has more lucky dice to spare. This is the preferred base size for all man-sized models. and be sure the entire base falls inside the distance measured. When making a reroll. When measuring how far your model can move. the result of the rerolled D6 is always final. . a 6 will always be considered successful and a roll of 1 will always fail. you may use other devices for your rolls such as dice towers or special bowls or cups or dice rolling apps for your favorite handheld device. You may measure before you move or shoot to determine where you can go or who you want to attack. and be sure the edge your target’s base falls within the distance measured. though a 25mm base is also acceptable. There will be situations where you are permitted to reroll dice. You should always start measuring from the edge of your model’s base. and your model must end its movement anywhere within the distance it is allowed to move. 7 This photo shows an example of how to correctly measure your movement. Horses should be on a 40mm round base. such as the Leader’s Luck rule on page 9. You should consider any D6 that rolls off the board as “cracked”. you will need to make a Quickness roll to see how far he can run. The more you get. if your model’s Ranged Combat Attribute is 3. in this case you will need to roll a 2 or higher. Attributes are defined in the next chapter. Your target number will always be from 1 to 6. and you will be required to roll an amount of dice equal to a given Attribute to perform an action. the better! Regardless of how many modifiers are added. Measuring All distances in the game are listed in inches (“). When you move. The most common Attribute rolls will be made in combat. Target Numbers A target number is what you need to reach on a D6 to successfully perform an action. you cannot reroll a reroll. you still roll your dice and count 1’s as a miss.Game Terms & Common Rules Attribute Rolls The members of your gang have different attributes such as Strength or Stamina. in addition to it’s normal movement. Rolling Dice You should always attempt to roll your dice in an open and clear area of the board. Roll an amount of dice equal to your model’s Quickness attribute and the highest D6 will be the amount of inches in can move when it runs. If you opponent agrees. in most cases it is the amount of dice that reach or exceed the target number that count. Results are never added together unless specified. 30mm base for them to stand on. you will roll 3D6 when you try to shoot an enemy gang member. and those exceptions will be noted where those rules are explained.

In the photo above. the edge of your model’s base must stay more than 1” away from any enemy model. any potential target behind a model may not be attacked unless the model turns around to face it during its movement. he cannot see the woman on the right. those models are automatically considered to be fighting in melee combat. will get a +1D6 bonus when rolling to hit.Facing Your model may only attack something in front of it. the model in the center is facing the gunman on the left. your path is effectively blocked and you will have to take the long way around or fight your way through. This rule only applies to enemy models. However. If for any reason your model enters an enemy model’s personal space. Personal Space Unless you plan to attack a model in hand to hand combat. Any attack against a model from behind. The only thing that could negate this rule is if a model is totally obscured by terrain (such as a behind a wall or in a building) where an enemy model cannot see them at all. this is referred to as your model’s “facing”. who snuck up behind him and is also within his Personal Space. It can see anything within a 180 degree arc in front of it. be it shooting or melee. Draw an imaginary line across the base with the model’s face straight ahead. since the target won’t see it coming. and this is determined by where the model itself is looking. Attacking a model from behind gives you an advantage. and has a clear line of sight to him. 8 . friendly models may get as close as you wish. Facing defines what is in your model’s field of view. If your model’s entire base cannot fit between this 1” area and an obstacle or another model’s base.

Even though it is quite possible to hide a pistol or a knife under your coat. but remember you cannot reroll a reroll. Using Both Hands A model may attack with either one 2-handed weapon (such as a rifle or a miner’s pick). just pick the weapon you wish to use and add it to your roster. When models have more than one weapon type. the model should at least have a holster on his belt or a knife sticking out of his boot. He can use any amount of the pool at any one time. or two 1-handed weapons (such as a pistol or bowie knife) holding one in each hand. you may switch to a second target if an enemy is within range. Roll for each attack separately. for example. you should attempt to equip your gang member with the weapons actually shown on its model. or reroll dice that failed. This is commonly referred to as “WYSIWYG”. meaning what you see is what you get. If you are able to take the target model out of action with your first attack. you may not pull out a pistol and shoot someone. Your 2 attacks must be made against the same enemy model. they will be lost. even if your leader is a Gambler. however if you attack twice it will add +1 to your to hit target number for both attacks. These dice may be used to add to any action the leader is called on to perform for any reason during the game. and there are no other models in your Personal Space. Choosing Weapons A model can be equipped with 1 weapon for each point of Strength it has. For example. let your opponent know what they are equipped with. 9 . you must declare which weapon you are using before you roll your dice to attack. if you defeated an enemy in melee combat. To avoid confusion. If your Gang Leader is taken out of action before he uses up all of his lucky dice.Leader’s Luck Every Gang Leader has a pool of 3D6 reserved at the start of each game. when you first set up your models to play. Switching targets will add an additional +1 to your to hit target number and this second attack must be the same kind of attack. If you don’t have a high enough Strength to carry all of the weapons sculpted on your model. Using two 1-handed weapons will allow your model to attack twice in the same turn. As a general rule.

If Health reaches zero. fast. Your Gang Leader has 3 HP. Mostly used to determine how much damage it can do when fighting in melee combat and how much it can carry. Mostly used to resist damage and make you live longer. your model will learn a new skill. These skills are listed on the next page. has 100 XP. All Attributes begin at 1 and the maximum level for any Attribute is 6. These are their Statistics and Attributes. will be represented on paper with numbers that will show different parts of their physique or how experienced they are. Attributes are numbers that represent what a model is made of made of. Stamina (Sta) How hearty and healthy a model is. Quickness (Qui) How fast a model can react to things happening around it. Starting a Gang Statistics Defense Points (DP) Health Points (HP) Health determines how much damage a model can sustain before being taken out of action. and that will give them +1 HP. Professionals have 2 DP and Henchmen have 1 DP. Mostly used for actions that will require coordination. When a model is injured during a game. axes and any other kind of handheld weapon that you don’t shoot or throw. or knowing when it’s a good idea to retreat. or just knowing how to keep their head down. 10 . Defense is a special number used to see if a model can avoid being hurt by an attack. such as learning how to use better weapons. Ranged Combat (RC) Determines how well a model can shoot or throw something. smart. how strong. and it can be modified with the Quickness skill Duck & Cover. Professionals have 2 HP and Henchmen have 1 HP. and Henchmen have 50 XP. Your Gang Leader. or model. Intellect (Int) How smart a model is. any model that raises their Stamina to 6 will earn the Really Tough skill. its Health will go down by 1 point for each attack against him that he wasn’t able to defend. When you raise an Attribute to 4 or 6. Melee Combat (MC) Determines how well a model is able to fight with fists. Mostly used for things that your model may need to think about or concentrate on. Attributes Strength (Str) How strong a model is. Experience Points (XP) Experience is a number used to determine how much a member of you gang has learned over the course of his or her career.Each member of your gang. Professionals have 75 XP. Like Health. knives. being the biggest and the best. or hearty they are. It represents their skill at dodging blows or bullets. your Gang Leader has 3 DP. the model is taken out of action. However.

counting the pistol’s Strength to do damage instead of using his own Strength attribute. 6: Really Tough .The model may ignore the to hit penalty for fighting with 2 one-handed melee weapons in the same turn.The model may ignore the to hit penalty for firing with 2 pistols in the same turn. 6: Knowhow . 6: Duck & Cover . not Ranged Combat.The model may use pistols as melee weapons. 11 . 6: Deadeye .The model may attack if it ran.The model gains +1 Defense. Ranged Combat Skills 4: Quickdraw . Quickness Skills 4: Run & Gun .When fighting in melee. 6: Point Blank . Stamina Skills 4: Hearty . when rolling to hit.When a model’s Attributes reach level 4 and 6.The model may reroll 1D6 from a failed a saving throw.The model may ignore the to hit penalty for firing rifles at long range. Lower the model’s target number to hit with shooting attacks by 1. they will earn a new skill. Melee Combat Skills 4: Duelist . However. a model with Strong Arms will roll an additional +1D6 for range when using throwing weapons. but with a +1 to its target number to hit.Big muscles help you keep your gun steady when firing.The model gains +1 Health. In addition. you will use the model’s Melee Combat attribute. Intellect Skills 4: Bravery . but not for attacking 2 different targets. but not for attacking 2 different targets. The skills that may be earned in Blackwater Gulch are: Skills Strength Skills 4: Brute Strength .Lower target number by 1 when making a Morale roll. making you less susceptible to recoil. when your opponent makes his saving throw you may force him to reroll one successful D6. 6: Strong Arms .The model may use weapons 1 level higher than its RC or MC attribute without a penalty.

or develop spreadsheets to do all of the math for them. Professions are listed starting on the next will begin with 75 XP. add up the level for each weapon chosen and add that to your leader’s XP. Each Professional will have 1 extra point awarded to a given Attribute. and on our website. You may print this out and use it to keep track of your gang. but they will be more difficult to use. your leader now has Like your Gang Leader. and the sum is your gang’s Fame. Give him Professionals are more experienced individuals who have chosen a certain path in life. plus the level of each of their weapons. This will show how each model’s Attributes and Statistics are laid out. You simply add up the XP for each and every member of your gang. and buy weapons that match his level or to give everyone a name. Fame & Gang Sizes him some weapons. compared to another gang. weapon they equip will be added to their XP. this is a good level to start with if you are new to the game. He’s (usually) the toughest of the bunch. don’t forget MC levels. and the level for each however you wish. Now he needs some equipment. to ensure your game will be balanced and fair. each new member will need to a total of 20 points to spend increasing his Attributes have weapons assigned to them. Some players just write out their own list really quick on a blanks heet of paper. Half of your gang must be made up of Henchmen. They have no special abilities or Attribute bonuses. and will usually be around 400 Fame. sport. 1 The first member of your gang will be your Gang DP and 10 points to spend raising Attributes. As you learn the rules and figure out different strategies. You can equip him with higher level items. The last thing you need to do is calculate your gang’s Fame.At the end of this document. Leader. 2 HP. but your gang should have a name too! choose weapons that match his skill levels. at least 2 of them must be Henchmen. Each Henchman begins with 50 XP. You can read more about each bonus attribute point he gets from his profession to the profession starting on the next page. it will earn 1 point. be 100. or the hope of striking it rich. a Remington Army Revolver (level 4) and Winchester Repeater (level 5) would end up with a total of 112 XP. spend raising Attributes. point to add to any Attribute. you should both have gangs of similar Fame levels. For example. So. Fame is used to determine how tough your gang is. you and your friends can increase the size and fight bigger battles. if you are planning to add 4 more The Leader members to your gang now. you will find a blank roster sheet. Each Professional roster sheet. or all of the above. 1 HP. They are usually townsfolk or just regular people who joined a gang for protection. Lastly. HP and DP will be 3. Not only do your members lower. but are cheap to hire. When you play against your friends. Add any skills only they posses. For example. not including the Gang Leader. The minimum size for a gang is 5 models. and start all of his attributes at 1. His XP will acquired a great deal of expertise in their chosen career. Browse through the Livery and General Store starting on page 30 to buy Name. in addition to several special Next. Henchmen are the most common gang member. Keep in mind his current RC and Now that you have your gang all recruited. or most cunning. in addition to their one bonus For every 5 points of XP a model has. pick a profession for your Gang Leader. or the smartest. a Gang Leader equipped with a Bowie Knife (level 3). unless you prefer your own method. The sky is the limit! Recruiting The Rest of the Gang The rest of your gang will be made up of a mix of Henchmen and Professionals. 12 . and he would also need a Strength of at least 3 in order to carry all 3 weapons. so it is usually best to need to be someone. and with it have a name. He’s the one the rest of the men look up to. 2 DP and 15 points to page.

They are known to use a variety of different weapons. Usually dead. A level 5 gun would have a +1 to the to hit the Target Number and level 6 gun would be +2. as long as he is not out of action or fleeing. a Gambler always has a few tricks up his sleeve. he may allow a friendly model within 12” to use his reroll(s) instead. In addition. they master of a variety of weapons and tend to be stronger than most. Always a bit luckier than most.. For more information on these penalties. Bounty hunters gain +1 Strength when first recruited. any friendly model within 12” of him will may reroll their Morale roll if they fail. Bounty Hunter Relying on cunning and a little bit of luck.. Example: a Bounty Hunter with a Ranged Combat of 3 can use a level 4 gun with no penalty. Gang leaders that are also Gamblers gain their reroll. If the Gang Leader is not out of action or fleeing. Gambler 13 . gaining +1 DP in melee combat only. The penalties are treated as one level higher. Known for quick reflexes. If your Gang Leader is a Bounty Hunter. but most will go after any bounty that pays well enough. the same as defined in the Leader’s Luck rule on page 9. giving them 4 rerolls total. and to reflect this they may use equipment one level higher than their current Ranged or Melee Combat Attributes with no penalty. Gamblers gain +1 Quickness when first recruited.Some would call them a Jack or Jill of all trades. a Gambler can also dodge attacks in melee combat. see page 17. To get the job done. Some bring only criminals to justice. and his nimble fingertips will help lighten your pockets weather it’s at the card table or in a dark alley. in addition to the 3 Leader’s Luck rerolls. their luck can rub off on friendly gang members. a Gambler may reroll any one D6 roll in the game. He know the odds and he count the cards. Bounty Hunters excel at catching a man dead or alive.

he will teach his whole gang how to patch themselves up.Explorers and wanderers by nature. a Prospector knows how to conceal his whereabouts and blend in with his surroundings.” Doctors gain +1 Intellect when first recruited. The Doctor must move within 1” of the fallen model. or just to have access to different “medicines. Prospectors spend most of their careers panning. and instead can move their full 6” every time. If they get 1 successful roll. If the hurt model is taken out again. or get recruited by one for their money making skills. They often will hire a gang for protection. so no one can follow the trail back to his claim. Doctor 14 . Prospector More of a medicine man or tonic salesman than a surgeon. During a game. Any friendly model within 12” of the Gang Leader that is taken out of action may make a Stamina roll with a target number of 6. for working or fighting. In addition. a Doctor may revive a friendly model that is out of action. his Area Terrain cover and movement bonuses will apply to every friendly model within 12”. rolling a 1 will not be an automatic failure. they may not be healed again by anyone and will remain down for the rest of the game. and heal them instead of attacking. a Prospector treats outdoor Area Terrain as Heavy Cover. or provide them with tonics to help take the pain away. To represent this. Prospectors do not need to make a Quickness roll for moving in area terrain. using the fallen model’s Stamina as a target number. Prospectors gain +1 Stamina when first recruited. Very few are formally trained. If your Gang Leader is a Doctor. however in this case you must roll at or below their Stamina level to revive them. they stand back up with 1 HP. Also in this case. The Doctor will make an Intellect roll. If your Gang Leader is a Prospector. More at home in the wilderness than most. digging and mining for gold and other precious minerals. Most gangs employ Doctors to keep them fighting. but still may not run. they may not be healed again by anyone. If they are taken out again. Their shovels and picks are always at the ready. Doctors do what they can to patch up your gang’s hurt. but they know enough to bandage a bad wound or splint a broken limb.

For example. he will have no penalty for firing at a second target if he is using 2 pistols. most gangs are more than willing to recruit them. a Wrassler receives one bonus attack in melee combat when using melee weapons. Gunslingers that aim will earn a -1 to their Target Number to hit. but if he is wielding 2 1-handed weapons. During a game. and pay them well. instead of other models who normally can only get in one good swing. Wrasslers gain +1 Melee Combat when first recruited. in addition to counting as 2 models in melee combat. Outnumbering in combat is defined in detail on page 20. he may increase his long range by +2D6 inches (roll for bonus distance before you pick a target). Keep in mind that long range shots are at +1 to hit unless you earn the Deadeye skill. he may make 2 separate attacks. Gunslinger 15 . and manages to take his first target out of action with his first shot. Quite common in Blackwater. Try to stay on their good side. If he is firing a Longarm or Repeater. Gunslingers may give up their movement (though turning on the spot to change your facing is allowed) and take aim. During a game. Wrassler Never one to miss a good shoot-out. Gunslingers gain +1 Ranged Combat when first recruited. meaning he may make a separate attack with each fist. They are first to start a brawl and the last to finish one. Any Gang Leader that is also a Wrassler will count as one extra model for the purposes of outnumbering in enemy morale rolls. he my make 3 separate attacks. if he is wielding a 2-handed weapon. a Wrassler has a bad attitude and a score to settle with anyone that gets in their way. a Gunslinger can hit almost any target at any distance. A Wrassler’s fist also counts as a melee weapon. With his sixguns by his side or a rifle in his arms. a Gunslinger is a true marksman.Most often found causing trouble in local saloons. if they have one. If your gang leader is a Gunslinger.

Any distance over 6” will automatically fail and the model will lose 1HP for each inch over 6. now is the time when you make whatever rolls are required to resolve the effects. After every model has been activated. using a Quickness roll. movement and attack or actions. Any distance over 3” can hurt the model. it will lose 1 point of health for each inch over 6 the same as if he fell. the model may not jump off as the horse is just moving too fast. and each model may only move once and perform one action. but this is the direction it will face until its next activation. Activation Similar to games like chess or checkers. both players roll 1D6. The winner may choose who goes first and that person will activate his first model. or place a small counter next to a model. however some players may wish to place an optional time or turn limit on their games. and the rider fell off. Your model can add 4” to his movement. to activating a model: upkeep. but not ladders. it would lose 5 Health. Over the course of a turn all players will activate (move and attack) every model they are able to. such as a coin or glass bead. You must make a defense roll as defined on page 20 to resist being hurt. detailed above. The distance in inches is the target number you need to beat to avoid damage. When you move your model. he would lose 2 HP. If the roll is failed.Gangfights play out in a series of turns. If a model can reach the top or bottom in less than 6”. you can end your movement facing any direction you choose. and instantly be placed out of action where he fell. Example: Your model has a Quickness of 2. you may wish to have your model run. If jumping or falling more than 3”. You roll 2D6 and get a 2 and 4. There is no limit to the amount of turns in the game. using the inches fallen as your target number. the model will lose 1 HP. A model may also jump off of a moving horse. Add the number from the highest D6 to the amount of inches your model may move that turn. After your model is finished. Upkeep If a model is running away. or voluntarily jump down from a higher level of a building or cliff or any object they climbed onto. Switch back and forth activating one model at a time until all models have been activated. it will be placed at the top or bottom and can perform no other actions. the next turn begins. each turn. usually attacking. activate your model and make a Quickness roll. or phases. A model may run up or down stairs. it may not attack or perform any other action until its next activation unless it has the Run & Gun skill. Playing the Game Initiative At the beginning of each turn. It is a good idea to take note of which models have been activated on your roster sheet. Stairs and Ladders: Models may climb up or down stairs or ladders anytime during its movement. it may finish its movement and attack as normal. For example. Once this limit is reached. your opponent does the same with one of his models. There are 3 parts. If the model is somehow knocked off or thrown from a horse moving over 6”. If the horse moved over 6”. You also only need one successful D6 to survive. For example. If a model runs. Movement Every model may make a normal movement of up to 6 inches. 16 . If the model would end its movement still on the ladder or stairs. This is commonly referred to as “activation”. You only need one successful D6. to help you keep track. If you fail the roll. measure the distance. your model may be hurt. using the distance moved in its last activation as a target number. Jumping & Falling: There are times when a model can fall. calculate who wins based on your story’s objectives. on fire or had any other sort of effect placed on it previously. Running: If you have a great distance to cover. if the model fell off a 2 story building that is 11 inches tall. rerolling ties. In order to run. each player moves one model at a time. if the horse moved 8 inches. allowing him to move up to 10” for this turn.

• If you are shooting a weapon with a skill level that is higher than your Ranged Combat Attribute. Roll an amount of dice equal to your Ranged Combat Attribute and keep track of every D6 that met or exceeded the target number. and attack whichever valid target you wish as long as it is within range. • If your target has any other models (friend or foe) within its personal space. but your gun’s level is 5. you will roll an amount of dice equal to your model’s Ranged Combat (RC) attribute. you will add +3 to your target number. Ranged Combat Common Ranged Combat Modifiers: • If your target is at long range. and more. You may measure the distance to any target you are able to see. if your RC is 2. add +1 to target number. throwing a knife. cover. Select your target(s) and measure the distance to determine long or short range. For example. add +1 to hit target number. add +1 to your to hit target number. the number you need to reach is 4. 3. to a maximum of 6. skills. Your target rolls to defend himself. Under normal conditions. Your model may attack any enemy model that it is facing and within it’s line of sight. add +1 to target number. Your target either survives the attack or is taken out of action. • If you are shooting while on a horse and moved that turn. etc). Ranged Combat Summary 1.In order for your model to make a ranged attack (shooting a gun. Determine your Target Number to hit and roll your dice. 4. add +1 to hit target number for each level above your Attribute. Your opponent will need to know how many successful rolls you made when he attempts to defend himself. • If your target moved more than 6” in its last activation. taking into account any modifiers you may have from professions. Add or subtract any modifiers that come into play and this will be your target number. 17 . 2.

eye level to the board. add +2 to hit target number and your target gains +2 Defense. there is a chance you may hit the other model(s) if you miss your target. and get a “model’s eye view” of the game to see if they can hit their target. the 2nd model has been hit by your shot. with nothing blocking it completely. Cover All terrain features will provide cover for models behind them and provide modifiers for ranged attacks.Line of Sight If you want to make a ranged attack. or about half of the target model is covered by terrain. This model will have to make a Defense roll as if it was hit with one successful D6. A model must be able to form an imaginary line from its head to the target. Needless to say. 18 . that isn’t good enough. Crowded Targets If you want to shoot at a model that has another model (friend or foe) within its Personal Space. Soft Cover: If your target is behind soft cover (hedges. as defined in the Defense section. Roll 1D6 and if it lands on an assigned model’s number. fences. More rules for other special types of cover is detailed in the Terrain chapter on page 21. that is the one that got hit. count up the amount of other models within its personal space and within range of your gun and assign them a number from 1 to 6. Sometimes you will need to bend down. or about 75% of the target model covered by terrain. Hard Cover: If your target is behind heavy cover (stone wall or large rock. your model should really be able to see it. overturned table. dead bodies). If you completely missed your roll to hit your intended target. the second model would be a 2. If your target only has the tip of a gun or top of his hat sticking out. Example: There are 2 models within your target’s Personal Space. it is a good idea to take cover and not be caught out in the open. add +1 to hit target number and your target gains +1 Defense. You roll 1D6 and it lands on 2. The first model would be a 1. Your attacking model should be able to see roughly 75% of the target model. in a building looking out the window).

In order to engage an enemy model in melee.A model’s Melee Combat attribute determines how well it can hit and hurt an enemy in melee combat (also referred to as close combat or hand to hand). 3. entering their Personal Space. Also like shooting. add +1D6 when rolling to hit. 2. In the case of multiple models in melee together. you may only target models within your own Personal Space. and you may not decide to shoot at a different target instead. add +1 to target number. or successfully moves away. • If you are outnumbered. If you are close enough to touch someone. The models in this photo were converted to carry melee weapons by drilling a small hole through the fists with a small hobby drill. and then gluing the weapon handles in the holes The model on the left is a Prospector carrying a Parker Short Barrel Shotgun. add +1 to hit target number for each level above your Attribute. add +1 to target number. Determine your Target Number to hit and roll your dice. Once you enter an enemy model’s Personal Space. In order to hit an enemy model you will roll an amount of dice equal to your model’s Melee Combat attribute in addition to any weapon or skill modifiers you may have. 19 . 4. Melee Combat Common Melee Combat Modifiers: • If your target moved more than 6” in its last activation. you must take note of every successful roll as your opponent will need this number when he attempts to defend himself. your target number to hit will be 4. The model on the right is a Henchman armed with a Cooper Navy Revolver and a Bowie Knife Melee Combat Summary 1. to a maximum of 6. they can’t hide from your attacks. you and your enemy must fight in melee until one of you is defeated. Your target rolls to defend himself. You are both effectively “locked” in combat. • If you are using a melee weapon with a skill level that is higher than your MC. a Remington Army Revolver and a Miner’s Pick. your model must move within 1” of your opponent’s model. • If you outnumber your opponent. Your target either survives the attack or is taken out of action. Note that there are no modifiers for being in cover and in melee. Like shooting. Select a target(s) within your Personal Space.

and move a friendly model in to join the fray. unless you have other friendly models attacking the same enemies in melee as well. using the other model’s Quickness as a target number. you will only be allowed to make 1 attack as if you were using just 1 weapon. your attacks will have a +1 to hit your target number. but the enemy may attempt to restrain and hold it back. roll an amount of dice equal to the model’s Defense statistic. A 1-handed melee weapon will replace your fists. But. it is considered “out of action”. You survive the attack from the new model. he moves one if his models into your personal space. you are outnumbered. without any bonuses. it will just be unable to move away and its activation will end. the defending target must also roll enough successful saves to meet or exceed the amount of successful dice in the attacking to hit roll. it may move 1D3” away. and it may make one ranged attack or run to move farther away. Take into account any modifiers that weapons may add to the attack. The fight is now even. or if a Doctor would like to try and heal them. the restraining model may roll +1D6 and may choose which model will restrain (most likely the one with the highest Strength Attribute). but should remain where it fell for other actions or scenario objectives that may affect it. If a model’s Health reaches zero. if you outnumber your opponent. To restrain someone. If the escaping model was able to get away. Lay the model on its side. Example: Last turn. sometimes called a save or saving throw. so if you want to make 2 attacks. Models always get a chance to survive an attack. If you are outnumbered. and now neither side is outnumbered.Outnumbered Not everyone fights fair in the wild west. Fist Fights Weapons will provide different bonuses in melee combat. or the attacking model’s Strength Attribute in the case of melee attacks. On your opponent’s turn. It is effectively no longer in play. When hit. They can just use their fists. 20 . the model trying to escape will not be injured. If the restraining model was successful. your target number will not change and you may add +1D6 to your roll. the model that wants to restrain simply makes a Strength roll. but any model may fight in melee combat weather they have a weapon or not. If the escaping model is outnumbered. it will lose 1 HP for the remainder of the game. you and your enemy fought a melee with no outcome and the 2 models are continuing the fight this turn. For every successful roll to hit that the target was not able to save. you need to use 2 separate 1-handed weapons. and even though you may have 2 hands. so the fight is now 2 on 1 and now his models will get an extra +1D6 when they attack you. Leaving Melee Combat A model may move away from melee combat during its movement. Defense The target number you will need to reach will be Strength of your attacker’s weapon. If you have more than one enemy model within your personal space. In addition to beating the Strength of the attack.

Something that. but fully visible through an open doorway). Area Terrain Area terrain is something like a wooded area. the distance you rolled for your movement still stands. To define a section of the board as Area Terrain. the model is inside. remember that being in Soft Cover grants your model +1 Defense and attackers shooting at your model will have +1 added to their Target Number to hit. Gangfights should have a lot of terrain. All models within buildings are considered as being in Hard Cover for ranged attacks coming from the outside of the building. Example: You moved 2 inches in open ground. Terrain is split into two types: Area Terrain and Obstacles. so your gang members have things to hide behind or climb onto. Example: Your model has a quickness of 2. in the real world. to represent furniture and clutter. When both the attacker and the target are inside a building. or any other kind of terrain that would normally be difficult to move through. A good way to show the area is to use a shaped base to show its borders. When traveling through area terrain. The rest of your movement will be cut in half. cardboard. would logically prevent you from seeing through it. A model may not hop over an obstacle over 1” high. When traveling over an obstacle. Area Terrain movement penalties still apply while inside buildings. Any model within Area Terrain will be harder to hit if you’d like to shoot at them. Obstacles There are many small obstacles that your models may have to hop over as they move. Effects of Cover As mentioned in the Ranged Combat section. You roll 2D6 and get a 3 and 5. the distance into it will be halved. Tall Area Terrain will effectively block line of sight. Tall or Flat Area Terrain Tall Area Terrain would be something like woods or a building. Moving through or Into Area Terrain Models may travel through area terrain. If you are starting a movement in an open area and finishing in Area Terrain. The score on the highest D6 is the distance you may travel in inches. assume the target is in Soft Cover. your movement distance will be lowered by 1” for each obstacle you cross as you hop over it. 21 . unless the attacker has a clear view to the model (for example. the inside of a house or perhaps an area of rocky ground. but it may slow them down and they cannot run. fences or large pieces of furniture. again. which can be made from colored cloth. especially in the thick of battle. or other things that logically wouldn’t obscure a target completely. so you may only move 5 inches through the Area Terrain. even for melee attacks. hedges. simply place terrain pieces inside a small area. make a Quickness roll. Terrain Buildings Building interiors are a special kind of Area Terrain. Models behind Flat Area Terrain may be targeted. so you may only move 2 more inches. meaning you cannot see a model behind it.Terrain is an all encompassing word used to define trees or buildings or any other objects you will use to decorate your game board to make it look more realistic. and had 4 inches left in your movement when you reached the area terrain. or thin sheets of wood that you can cut into any shape you wish and decorate. to represent your model having to move around furniture and other clutter that could be inside. If you start your movement in Area Terrain and end it in an open area. small pond or stream. Heavy cover grants +2 Defense and +2 to hit. Place your trees or other items on top of the base. All models within Area Terrain are considered as being in Soft Cover for ranged attacks. anything higher than that is considered impassible and you must take the long way around. These could be items such as big rocks. Flat Area Terrain would be something like a pond or patch of bushes and shrubs.

you can easily remove it during your games so your men can hide inside. it’s not on a base to mark it as Area Terrain. Fences like these from Perry Miniatures are great decorations for your game board and will count as small obstacles that your models can hide behind for Soft Cover. with a flat roof that your men can climb onto. marking the whole thing as Area Terrain. and is therefore just considered an Obstacle. Below is the City Hall. Above are two shops from Buildings by AmeriTowne. If you don’t glue the roof on. 22 . and therefore will have a Defense bonus in addition to being tougher to hit. Perfect for ambushes! Even though this tree is incredibly tall. The models also on top of the Area Terrain’s base are inside it. any models behind the Area Terrain base cannot be targeted at all.Terrain Samples These trees are all on a separate base. As trees are also considered Tall.

and they could the ones retreating this time. you managed to take down one of his models. The model must move in the most direct route possible. For example. but he has taken down three of yours. check and see if your gang is still outnumbered. you may face the model in any direction and perform a ranged attack as you normally would. but you roll and 1 and a 3. The model may shoot at any target that is visible. The roll fails and your model immediately falls back toward the closest board edge. You will have to make a Morale roll for each of your models for the remainder of the turn. If your gang is outnumbered 2 to 1. if a gang is outnumbered AND has lost half of their members or more. 23 . make an Intellect roll to see if it can stay in the fight. You roll 2D6 with a target number of 5.Sometimes you could be so outnumbered or the casualties could be so vast that your men know it’s time to retreat. You activate your first model. but it will not voluntarily enter melee combat and must end it’s movement more than 1 inch away from enemy models. or it may run instead if you wish. your target number is a 5. Your model needs just one successful D6 to pass its morale test and stay in the fight. Keep in mind that even if every model runs away. you could still win the game. stories such as Gold Rush have objectives that can still be fulfilled even if you retreated. After moving. Your base target number is a 4. If you are outnumbered 3 to 1 or worse. and are now outnumbered 2 to 1. the model will retreat and make a normal move toward the closest board edge. At the beginning of the next turn. your target number is a 6. though it may go around Area Terrain or Obstacles. and climb up or down stairs and ladders (instead of jumping) if necessary. If your model was carrying more gold than the other. during the Upkeep phase of each of your model’s activations. If the roll fails. so your models will roll for morale on their activations. As the turn begins. Morale When this happens. and managed to flee off the table. you win! Example: You and your opponent are both playing small 5-man gangs. who has an Intellect of 2. In the previous game turn. they may run away. At the beginning of a game turn. As you were making a “fighting retreat” you may have been able to inflict enough casualties on the other gang that you’ve turned the tide. you have lost more than half of your gang. Models locked in melee must first try to leave the fight as defined on page 20.

or just turned on the spot to change its facing. the horse will remain where he left it until he returns. There is no penalty if the model remained stationary. In melee combat. Shooting at Horses: If you wish to attack a mounted model. A horse’s listing includes any attributes. using the horse’s Strength to resolve the damage done. Some or all of your gang members may have their own horse. If you would like to get on your horse after walking up to it first. If a horse is taken out of action. You cannot target the horse itself. If the rider ever dismounts. statistics or skills & functions it may have. Horses Attacking from a Mount: As long as you don’t direct your horse to run. unless your missed shot hits the horse. but using the horse’s Quickness Attribute. If a model fails the roll. In order to use a horse. Please remember the WYSIWYG rule. your attack is always made against the rider. using half of the total inches moved as a target number. Movement: A horse will have a movement speed associated with it. You only need one successful roll to jump out of the way. you will not be able to move anywhere unless you run. moving only the distance in your Quickness roll. If a rider is taken out of action. If your horse moved. in addition to a similar model on foot to be used case he wants to get off the horse or the horse is killed. A model on a horse counts as being in Soft Cover. and may only move in a straight line. Horses also have an XP rating for the purposes of determining your gang’s Fame. roll a further D6 and on a roll of a 1 or a 2. Models may jump out of the way by making a Quickness roll. similar to the Crowded Targets rule on page 16. you simply activate its rider as you normally would. a horse counts as a second model for the purposes of outnumbering. Due to it’s size and strength. a rider on a horse may freely leave melee combat during his movement and cannot be restrained. though the horse itself does not fight. Horses are available for purchase from the Livery and General Store listed on page 32. The rider cannot attack or perform any other action if the horse is running. if you want a model to ride a horse. but the rider may direct his horse to trample a target. this is how many inches it can move each turn. 24 . it must end its movement within the horse’s Personal Space. Mounting & Dismounting: The rider can get off or on his horse whenever he wishes. simply roll your attacks as normal. Any model (friend or foe!) that will come within 1” of the horse along its path risks being trampled. you will have a +1 added to your target number to hit. your shot hit the horse instead.Your gang members can travel on a horse to benefit from greater speed. If your model wants to get on a horse. but the rider is still alive. The rider will direct the horse to run. remove the horse model and replace it with a model of the rider on foot. you will need to have a model of your gang member on a horse. If all rolls miss. Trampling: Horses will not fight in combat normally. assume the horse ran off and left him for dead. Example: if you begin your activation by dismounting. you may still make a ranged or melee attack. it is trampled! Roll a D3 to see how many saves the trampled model must make. Declare that you want to trample when you move the model. or you may attack. you will not be able to attack or perform any other action. The rider may also use a run action with the mount. A rider must mount or dismount instead of moving or attacking.

Both players may add terrain in a mutually agreeable fashion to make the board look good and give your gang members things to hide behind. with the defenders in the center circle. Cornered is a great way to make the most out of a smaller board. Your models will be more tightly packed when you first start out. but the minimum space should be at least a 2 foot square. rerolling ties. measuring 25% on each side. What’s the Story The Game Board Most average games are played on a 4 foot square board. it is usually a good idea to mark the edge of it with some spare dice or other counter. you will see some setup diagrams. On the right. You may adjust the size to suit your needs and space. gangs have a reason for fighting each other. Players alternate placing one model at a time until all models are on the board and ready for action. or a good way to set up for multiple players. rerolling ties. and who will be the defender. and in 25% deep. Now it’s time to roll for initiative and start fighting! 25 . and the player who rolls the highest may choose to be the attacker or defender. and the winner may choose which side of the board to start on. and then a line connecting them diagonally. or use one of the scenarios starting on the next page. Larger boards will give you more space to move around and explore different strategies and tactics. just so you know your models are all “behind the staring line.” Setting Up After you and your opponent decide on a board layout. Both players roll 1D6. After you’ve set up your terrain. and this is the starting zone for the defenders. where each gang’s starting area goes across the whole side of the board. based on High Noon above. All models must be placed in this zone before the game starts. Fighting on such a small board will give you a quick. and on a board that small your gangs shouldn’t be more than 5 or 6 models per side. but based on a 4 foot board. When measuring your starting areas. 25% would equal 12 inches. Before you begin. fun and lethal game. When it is time to place your models. The starting areas are a corner of the board. but there will be a greater distance between the gangs when you first start playing. High Noon is usually the most common. Both players roll 1D6. and the attackers in one corner of the board. the defender always sets up a model first. Surrounded & Cornered combines the previous two. After his first model is placed. The attackers will have a whole board edge for a starting zone. Don’t forget to include any special terrain pieces your story may need. and the winner may choose which corner of the board to start on. it’s time for your gangs to take their starting positions. Both players roll 1D6. Surrounded has a circle that is 25% across in the center of the board.Usually. the attacker will do the same. Percentages are given instead of exact dimensions. the defender will position one model within his starting zone. rerolling ties. You and your opponent may come up with a fun storyline for your game. first you must determine who will be the attacker.

Lastly. by all means go for it! 26 .Game Board Gang Setups High Noon Cornered Surrounded Surrounded & Cornered The illustrations above show the starting areas for your gangs on a square game board. keep in mind that the average board size is a 4 foot x 4 foot square. if you feel you have a better way. While some areas may appear to be small. leaving more than enough room to fit quite a few models in there. these are simply suggestions.

the attacker wins at the end of that turn. or the Bounty Hunter is taken out as well. many gangs are out on the hunt. Always looking for a quick buck. Victory The winner will be whichever player has taken the entire enemy gang out of action. Objective Wipe out the other gang or send ‘em packing. or use a random way to determine. If the Bounty Hunter is taken out of action or flees off the board. simply choose one. 27 . or you are playing with a fixed turn or time limit. when the game ends simply add up the XP for every enemy member that you took out of action or forced to flee off the board. nominate which Bounty Hunter will be going after the bounty. the gang’s leader will be after the bounty instead. Set Up The attacker should have at least 1 Bounty Hunter in the gang. to kill the other gang. if there are more than 1. and this town ain’t big enough for the both of you. and whoever scores the highest is the winner. quite simply. unless a doctor can heal him before the turn ends. This is what is considered a “normal gang fight” where the object is. Victory If the wanted model is taken out of action or flees off the board. there’s a price on someone’s head. the defenders will win at the end of that turn. defenders must take out the nominated Bounty Hunter. unless a doctor can heal him or the wanted model is also taken out. If your game is cut short. . The wanted model can (and should!) be placed in cover or inside a building. If there are none. dead or alive! Objective Attackers must take out the wanted model. the game will end as a draw. He’s wanted.This Town Ain t Big Enough! Story Both gangs have run into each other. This will be your score for the game. If both the wanted model and the Bounty Hunter are taken out of action in the same turn. Bounty Hunting Story Word has it. The attacker then selects 1 enemy model to be the one with a price on his head. and/or forced them to run away. and not healed before the turn ends.

then all bets are off! If the executioner is killed. the defenders will win at the end of the turn if he is not healed in time. or simply a tree that could have a branch with a noose tied to it. To free the captive. Victory The Attackers will win if at the end of the current turn if they can free the captive model and it can escape off the board. This could be a model representing gallows. Place the executioner and captive within 1” of the special terrain piece. If freed. and any one of the attacker’s Henchmen models as the captive. the captured model will only be permitted to fight in melee combat with just his fists. The defender selects any one of his models to be the executioner. he must flee off his gang’s starting board edge. Set Up Add a suitable terrain feature for a hanging or other sort of execution in the center of the board. you may use a building and consider it a jailhouse or rival gang’s hideout.Stay of Execution Story A member of your gang as been captured by a rival and is about to be executed for his “crimes. If you do not have a suitable piece of terrain. The defenders still may not attack him unless he is freed first. one of the attacker’s models needs to be within the captive’s Personal Space and spend a turn freeing him instead of attacking or performing any other action.” Now is the time to stop them! Objective The objective is to free the captured model or take all of your enemies out of action. If the captive is freed. If he is taken out of action. set up the rest of your models based on the layout you chose. The defending player will not be allowed to attack the captive unless he is freed first. unless a friendly model within his Personal Space spends his activation to lend the captive one of his weapons instead of shooting or fighting. and may roll +1D6 for every other friendly model in the captive’s Personal Space. He is tied up and can’t move on his own. After these 2 models are placed. or any other action. the captive will remain where he is until freed as described above. The captive should be in the executioner’s Personal Space. The model attempting to free him must make a Strength roll of 5+. but they cannot fight each other. 28 . If he escapes. the attackers have won. The defenders will win if they can take the captive out of action while it’s escaping.

and the player with the most gold will win. it may voluntarily flee off the board via the gang’s starting board edge. All chunks must be at least 2” away from each other. Victory Each piece of gold that a player can remove from the board is worth 1 point. Objective Get all the gold! To collect a chunk of gold. the defender will place one of his gold chunks in the center of the board. you will add 2 to your roll). 29 . but if a model has at least one piece of gold. 8” away from any other chunk. but so is everyone else. plus the amount of Prospectors in their gang. when one gang is either wiped out or fled. Your gang is out to claim their share. the game will end at the end of that turn. If one entire gang is wiped out. no more. the attacker will place 1 chunk 8” away from it in any direction. if you have 2 Prospectors. If a model with gold is taken out of action. the game will end and the remaining player may claim all pieces left on the board. a model simply walks up to it and picks it up instead of attacking or performing any other action. A model may carry up to 1 chunk of gold for each point of Strength it has. You may use any kind of suitable token. Then both players will take turns placing 1 chunk at a time in any direction. If both players have the same amount. such as a glass bead or small coin. but may only pick up 1 piece per turn. Set Up Each player rolls 1D6. The counter is kept with the model at all times. First. the gang with the most chunks of gold will win. the game is a draw. If all gold chunks are taken off the board. Next. if any (for example. One gang must eliminate the other. At the end of the game. even if they were the gang that was wiped out. This total is how many chunks of gold they may place on the board. all of it will drop at his feet and any other model may pick them up.Gold Rush Story You’ve heard prospectors saying there’s some gold running through this place.

Repeater A common 2-handed. if a model has a pistol in each hand. If the Quickness roll is missed. it may shoot twice. he will earn +1 Defense and also be permitted to reroll 1 failed D6 in a saving throws from melee attacks. the target must make a Quickness roll with a Target Number being the amount of inches thrown. A weapon that can parry will give the wielder +1 Defense against melee attacks. nothing happens. while Pistols. 30 . but if successful he may make an immediate throwing attack with the same weapon. Determine your throwing distance with each attack. Longarms. referring to the number of the Ranged Combat or Melee Combat Attribute your model must have in order to be able to use it without a penalty. Thrown weapons that completely miss their to hit roll may be thrown back! To make a throwback. allowing a talented shooter to fire several bullets in quick succession. Longarm These are commonly 2-handed. this simply defines how many hands you need to wield this weapon. the original target will end up being hit after all and will take just 1 normal hit from the weapon. They fire shells full of buck shot. If a model is equipped with 2 1-handed weapons that can parry. before choosing a target. If it was a flaming or explosive weapon. Items are broken down by level. throwbacks are risky. Extra long barrels and steady hands give these rifles the ability to reroll 1 missed D6 when you roll to hit. and select a new target as normal. Repeating rifles have a magazine or other sort of mechanism that can hold several rounds. pistols or revolvers are 1-handed guns with a short to medium range. Unless otherwise specified. Livery & General Store Thrown How Many Hands Usually listed for melee weapons. long range & singleshot rifles meant to take out targets at a great distance. in addition to a listing of weapons your gang members may equip. If this new throwing attack also misses. Shotgun A rifle that is a short ranged. or if your distance roll isn’t high enough to hit a new target. but sometimes worth the risk. Pistol Most common in Blackwater Gulch. granting +1 Strength when fired at targets in Close Range. however a model may not equip one in each hand like other 1-Handed weapons. As they are 1-handed weapons. double-barreled gun meant to blast whoever gets too close. 2 handed. granting +1D6 when rolling to hit. to a maximum of 6. Repeaters and Thrown weapons use your Ranged Combat Attribute. the range of any Thrown weapon is the model’s Strength +1D6. it will go off in his hands! Thus.What follows below are special rules pertaining the different types of weapons in Blackwater Gulch. medium to long range gun. 1 and 2 Handed Melee weapons will use your Melee Combat Attribute. Thrown weapons are 1-Handed ranged weapons. Parry Some melee weapons have long blades or shafts that can be used to parry or block incoming blows. Roll for distance.

Some weapons may also add extra Strength to your attack. and any model within this distance is caught in the blast and will be hit as well. The target model will need to make 4 saves with a target number of 5 to avoid being hurt. If unsuccessful. but may not attack or perform any action other than trying to put the fire out. If a model’s base is just partially in the blast radius and not fully inside. while the second will only need to make 2 saves. If the model enters a water terrain feature. If a model’s entire base falls within the blast radius. so he just takes 1 hit. the fire goes out immediately. it will take 1D3 hits. Roll 1D6 for the blast radius and measure out from the edge of the target’s base the amount of inches rolled. you just need 1 successful hit for the explosion to go off. all explosions have a blast radius of 1D6” and anything caught in the radius is in for some pain. the fire goes out. If no water is nearby. but isn’t taken out of action. a Strength value listed as “M” on the equipment listing means you will use the attacking model’s Strength to determine the Strength of the attack. if your target fails his Defense roll and loses 1 or more points of Health. not just targeted at the ground. friend or foe. This will continue until either the fire is put out. Flaming Some weapons are meant to set your enemies on fire. Model’s Strength Mostly just for melee weapons. 31 . The target model will take 1D6 hits from the explosion that must be saved with a Defense roll. it will take 1 hit. When attacking with a flaming weapon. The target model rolls a D6 and scores a 4. Make a Defense roll with a target number of 6. he will be set on fire. Roll to hit as normal. the second is fully within the blast radius. the fire still burns and the model will lose 1HP. so he rolls a D3 and comes up with a 2. the stick of dynamite has a strength of 5. If just 1D6 is successful. but he still may not attack that turn. The 3rd model only had half of his base touched by the blast radius. and the third just makes 1 save. the target may move and run as normal. Example: 3 models are caught in a dynamite blast and must make a saving throw to avoid being hurt. On it’s next activation. and if so this will be listed in the Strength values of the weapon as “M+1” or M+2 and so on. or the model is eventually reduced to a charred husk and taken out of action. Not only is it bad to be caught in the middle. Some weapons will add to other Attributes and Statistics as well. Unless otherwise specified. an explosive weapon must be used against a model. and if so it will be noted in the weapon’s description. Drop & Roll” and attempt to put out the fire.Explosive Exploding weapons are very dangerous. he may “Stop.

To address this. and to make the game interesting and entertaining. In the interest of game balance and enjoyment. but dice only go up to 6. however. On Realism In reality.Super Strength There could be occasions where the Strength of an attack gets modified to be higher than 6. a model with a Long Barreled Shotgun firing at a target in close range would be attacking with a total of 7 Strength. just about every gun could shoot clear across the board. most if not all of the guns in the game could shoot quite far. every point of Strength over 6 will force the target to reroll 1 successful D6 for his saving throw. again in the interest of gameplay and fun. Just assume your gang members are reloading their weapons on the move. Furthermore. In the above example. This is something we just do not consider. with very little difficulty. wouldn’t be very fun if everyone just sat in the corners shooting at the opposite side. Mule Speed 7” Horse Attributes Int 2 Large Horse Qui 5 Str 3 Qui 3 Sta 2 XP 10 Speed 9” Str 5 Sta 4 Int 3 XP 40 Small Horse Speed 8” War Horse Int 2 Str 4 Qui 4 Sta 3 XP 20 Speed 10” Str 6 Qui 6 Sta 5 Int 3 XP 80 32 . To break it down into realistic terms where 1 inch in the game could equal around 4-5 feet in reality. some weapons held very small amounts of ammunition. the ranges represented above were selected to provide a challenge and allow players many fun tactical options. or could only fire once or twice in succession. The game. For example. the unfortunate target getting hit with a Strength 7 attack would have to make a Defense roll with a Target Number of 6. and then some. and then he will have to reroll one successful D6.

Parry Type/Notes Thrown. Flaming 33 .Level 1 Weapons Derringer Pocket Revolver Str 3 Volcanic Carbine Str 3 Short Range 0-6” Long Range 6-12” Type/Notes Pistol Short Range 0-14” Long Range 14-20” Type/Notes Repeater Knuckleduster Str M Throwing Knives Str M Type/Notes 1-Handed Melee Type/Notes Thrown Level 2 Weapons Volcanic Pistol Str 3 Spencer Light Sporing Rifle Type/Notes Pistol Short Range 0-8” Long Range 8-14” Str 3 Short Range 0-18” Long Range 18-28” Type/Notes Longarm Tomahawk or Hatchet Str M+1 Sharps Coach Gun Str 4 Type/Notes 1-Handed Melee Short Range 0-4” Long Range 4-8” Type/Notes Shotgun Level 3 Weapons Remington Army Revolver Str 4 Henry Repeater Str 4 Short Range 0-9” Long Range 9-15” Type/Notes Pistol Short Range 0-16” Long Range 16-22” Type/Notes Repeater Bowie Knife or Machete Str M+1 Burning Bottle of Booze Str 4 Type/Notes 1-Handed Melee.

Explosive Level 6 Weapons Colt 45 Peacemaker Str 6 Remington Rolling Block Rifle Str 5 Short Range 0-12” Long Range 12-18” Type/Notes Pistol Short Range 0-24” Long Range 24-32” Type/Notes Longarm Cavalry or Dueling Saber Str M+2 Remington Long Barrel Shotgun Str 6 Type/Notes 1-Handed Melee.Level 4 Weapons Cooper Navy Revolver Str 4 Sharps Standard Long Range Rifle Str 4 Short Range 0-10” Long Range 10-16” Type/Notes Pistol Short Range 0-20” Long Range 20-30” Type/Notes Longarm Miner’s Pick or Shovel Str M+2 Parker Short Barrel Shotgun Str 5 Type/Notes 2-Handed Melee Short Range 0-5” Long Range 5-10” Type/Notes Shotgun Level 5 Weapons Smith & Wesson Frontier Revolver Str 5 Winchester Repeater Str 5 Short Range 0-11” Long Range 11-17” Type/Notes Pistol Short Range 0-18” Long Range 18-24” Type/Notes Repeater Sledge Hammer or Large Axe Str M+2 Dynamite Str 5 Type/Notes 2-Handed Melee. also requires Quickness of 3 Short Range 0-6” Long Range 6-12” Type/Notes Shotgun 34 . Parry Type/Notes Thrown. Parry.

Perry Miniatures (farm house and fences). You will find downloadable gang rosters. In the future. in addition to separate figures if you just need to add someone we also intend to carry a full line of terrain and hobby products perfect for building your own little corner of Blackwater Gulch! Plasticville by Bachmann Trains (barn). You can find us online anytime at www. we will also be releasing 5-man themed starter sets that will be a great way to get your gangs started.gangfightgames. downloads and more to help you get the most enjoyment out of your games.blackwatergulch. Buildings by Ameritowne (shops and brick building). Soon. The miniatures are from Black Scorpion Miniatures’ Tombstone line. Our Gang Leader figures all include optional hands with a variety of weapons that you can use to customize our models and convert old ones. we hope that you will be inspired to gather up a few friends. Now that you’ve read through the rules. Our online store also features our growing line of 30mm miniatures that you can add to your current collection. set up some gangs and start fighting! Remember to visit our website often! We regularly add articles. along with painting and modeling resources so you can make your gang look great. Now it’s time to get your gang started and fight your way to fame and fortune! A 2 foot x 2 foot game board using a square from the Citadel Realm of Battle Gameboard. Now What? This is the end of the basic rules for Blackwater Gulch. and Woodland Scenics (trees). gang building and collecting ideas. 35 . we would like to thank you for reading our rules and welcome your questions and comments on our or www. or you can email us anytime at info@blackwatergulch.

. All rights reserved.Gang Name: Fame: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: © Copyright 2011 Gangfight Games.

Gang Name: Fame: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: Name: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Name: Profession: Weapons: Attributes Statistics Str: _____ Qui: _____ Sta: _____ Int: _____ RC: _____ MC: _____ XP: _____ HP: _____ DP: _____ Profession: Weapons: © Copyright 2011 Gangfight Games. All rights reserved. .