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READ ME

This module can be played again and again because so much


chance and room for different decisions has been built in.

Further, you could design your own modules using this module
as a base and substituting your own Chance Encounters for the
ones in this module.

1. VISUALS: Space has been left on several pages so that you


may insert your own clip art. You can download a great cover
if you go to e-bay and type in “Wyatt Earp Comic Books.”
You can find other images by going to Yahoo / Images and type
in “Wyatt Earp” or “Hugh O’Brien.” (I actually imported some
visuals for my personal module from the Wyatt Earp TV Show.)

2. SCORECARDS: The scorecards on the next page can be run on


both sides of a single sheet of paper, then clipped and stapled
together so as to create a small stack of scorecards for
recordkeeping.

3. PRINTING THE MODULE: You can print pages on two sides


of each sheet of paper (e.g. document pages 4 and 5 back to back
and so on). Once printed, all pages are folded in half so as to
create a small booklet.
The page below the scoresheet serves as the back and front cover
respectively.

4. ALL RIGHTS ARE RESERVED


Chance Encounters:
Notes:
Cash on
PC’s TOT Kills/Incap:
A H O V CC JJ
B I P W DD
Hand: Adversaries: (Cross out if eliminated)
C
D
J
K
Q
R
X
Y
EE
FF
E L S Z GG
Earps: F
G
M
N
T
U
AA
BB
HH
II
Bill Brosius Tom Mc Laury Morgan Earp
Calendar: Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp
S “Old Man” Clanton Frank Stillwell Doc Holliday
Cash on
S M T W Th F S Billy Claibourne Diego Chez PC’s TOT Kills/Incap:
S M T W Th F S Pony Deal Indian Joe
S M T W Th F S Frank McLaury
Hand: Adversaries:
Chance Encounters:
(Cross out if eliminated)

Notes: Earps:
A H O V CC JJ
B I P W DD Bill Brosius Tom Mc Laury Morgan Earp
Calendar:
C J Q X EE Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp
SD K R Y FF
“Old Man” Clanton Frank Stillwell Doc Holliday
SE M T LW Th FS S Z GG
Billy Claibourne Diego Chez
SF M T MW Th FT S AA HH
Pony Deal Indian Joe
SG M T NW Th FU S BB II Frank McLaury

Chance Encounters:
Notes:
A H O V CC JJ

Cash on
PC’s TOT Kills/Incap: B I P W DD
C J Q X EE

Hand:
D K R Y FF

Adversaries: (Cross out if eliminated)


E
F
L
M
S
T
Z
AA
GG
HH
G N U BB II
Earps:
Bill Brosius Tom Mc Laury Morgan Earp
Calendar: Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp
S “Old Man” Clanton Frank Stillwell Doc Holliday
S M T W Th F S Billy Claibourne Diego Chez
S M T W Th F S Pony Deal Indian Joe
S M T W Th F S Frank McLaury
Cash on
PC’s TOT Kills/Incap:

Hand: Adversaries: (Cross out if eliminated)

Earps:
Bill Brosius Tom Mc Laury Morgan Earp
Calendar: Billy Clanton
Ike Clanton
Johnny Ringo
Pete Spence
Virgil Earp
Wyatt Earp
S “Old Man” Clanton Frank Stillwell Doc Holliday
S M T W Th F S Billy Claibourne Diego Chez
S M T W Th F S Pony Deal Indian Joe
S M T W Th F S Frank McLaury

Chance Encounters:
Notes:
A H O V CC JJ
B I P W DD
C J Q X EE
D K R Y FF
E L S Z GG
F M T AA HH
G N U BB II
DAILY TOMBSTONE ACTIVITY CHART
Day R2d Night
Go to Laundry 121 on page 19 2-3 Night off; Drink FRONT COVER
Bath (10) & Send Telegram (76) 4 Gamble or Drink
Purchase at General Store 112 5 Man the Marshall’s Office, 129
Gamble or Get a Shave (02) 6 Eat (113), then Gamble
Eat a Meal (113) 7 Eat (113), then Check Streets p36
Read paper on boardwalk in front 8 Check the saloons by running at
of Marshall’s Office. (75) least one activity in each.
Serve a Writ. Entry 49, page 9. 9 Read paper in hotel lobby (75)
Banking 10 Brothel, then Check Streets p 36
Do interview at Epitaph (74) 11-12 Brothel, 149 or Man Office 129

BELLICOSE REACTION /
in
ARREST ATTEMPT : R2d
2-5 The NPC(s) back down & move on. If this was an arrest
TOMBSTONE
attempt, they submit to arrest.
6-8 The NPC(s) initiate a Brawl! He/they won’t go for leather
unless you do so.
TOMBSTONE
9-12 NPC(s) Draw! (On 11 & 12 the NPC(s) will Fan Fire.)
Modifiers If Arrest Attempt, NPC Passes Courage Check…….+2
If Arrest Attempt, Arestee Outnumbered…………....-2
If you have Weapon Out and Aimed………………..-2
(2-7 chance you lose 1 EP)

BUILDINGS in TOMBSTONE
Establishments Board Go to Entry Page
(Bank) Wells Fargo Bank D or H Day: 77 14
Barber Shop & Bath B 02 / 10 3/5
Belle’s Brothel D 149 22
Chance Encounters N.A. N.A. 25-32
Doctor’s Office B 51 10
General Store C 112 18
Laundry (Wo Chins’) H 121 19
Livery Stable B 29 7
Hotel A 85 15
Marshall’s Office A 129 20
Ramrod Restaurant (Restaurant) C 113 18
Ranchouse Restaurant C 113 18
(Saloon) Oriental Saloon (Show House) C 60 11
(Saloon) Alhambra Saloon A 36 8
Sheriff’s Office A 67 13
Telegraph Office (Post Office) D 76 14
2 Chance Encounter Rule. After each daily activity, go to the halfway point to
This module represents the build-up to and aftermath of the Gunfight at the O.K. your next destination and roll 1 die for the possibility of a Chance Encounter at the
Corral. It can be played in either of two ways. halfway point. Chance Encounters occur on rolls of 1, 2, and 3. Because some
39
The fastest, simplest way is to turn to page 25 and follow the instructions for
Chance Encounters, allowing those encounters to be the complete module. The
second, richer way is to utilize the “Daily Activity Chart” on the back cover. To
use the second method, read on here.
Even if the second method is used, the module does not attempt to run every
mundane activity in which Wyatt Earp would have participated during each day.
Instead, it compresses action so as to run 1 activity each day, and 1 each night.
The “Daily Activity Chart” indicates the activities Wyatt must perform each Day
and Night. For each day, roll once for a daylight encounter and once for a night
encounter, then run those activities. The Establishments Chart on the back cover is
used to locate what entry and what board are used for the activity. Make a note
that you start the adventure with $50 cash. You may keep the cash on you, or you
may leave some or all of in the bank or your room.
Determine where you would go AFTER each activity, then roll 1 die for the
possibility of a Chance Encounter at the halfway point. Chance Encounters occur
on rolls of 1, 2, and 3. At times, two activities are listed. This would require 2
rolls for Chance Encounter possibilities. Go to entry 01 to begin.
In addition to Wyatt Earp, this module uses the following chits. The Earps all
carry 2 pistols. All other NPCs carry 1 pistol – unless otherwise noted.
Morgan Earp 2, 0 5,0 Chez John Behan 9, 0 Frank McLaury 9,+1
Doc Holliday 2,+2 7,0 Spence John Ringo 9, +1* Tom McLaury 7, 0
Virgil Earp 1 ,0 11,0 Stillwell B. Claibourne 8, 0 Ike Clanton 7, 0
Wyatt Earp 2, +2 B.Brosius 11, +1 * Billy Clanton 11, 0
* Carries 2 Pistols

The module uses the following Town Map Configuration:


B
D
C

A G
H

The frequently used abbreviation RRO means: “React instantly, then read on.” If
you fail to react instantly, treat it as becoming frozen / no reaction.
Recordkeeping: After each day’s activities, cross it off. After two weeks and one
day pass, the module ends. (Put a “J” next to the names of any Clanton-McLaury
Faction adversaries who are in jail. References to characters currently in jail are
ignored. Strike out the names of all members of the Clanton-McLaury faction that
are eliminated (4 wounds in a gunfight); then, ignore references to such characters.
Place an I next to the names of any Clantons or McLaurys who have been
incapacitated, but NOT jailed.
38 3
activities require 2 scenarios (e.g. ‘eat & gamble), there will be 2 rolls for possible
Chance Encounters.
End of the Module: The module ends in one of 3 ways – whichever occurs first.
First, Wyatt Earp sustains 4 wounds while alone outside of town. Second, two
weeks and one day pass, or third, all Chance Encounters have been used
Night Gunfighting Rule: After 6 Chance Encounters have been crossed out,
night falls, triggering the Night Gunfighting rule. That rule modifies all shots at a
target outside over the Range of 3. This is true only for the first night in town.
Pistol Whipping: One of a lawman’s favorite moves to avoid trouble was to
quickly draw his gun and whip its barrel across an adversary’s skull before he
could react. To simulate this move, R1d, modifying +1 if the target is drunk:
1 The NPC also goes for his gun! Run the Draw and Gunfight.
2-4 NPC’s eyes glaze and he collapses, unconscious!
5 NPC’s eyes glaze and he falls down unconscious! Lose 1 EP for using
this sneaky tactic.
6 Your pistol grazes the NPC’s skull causing 1 wound, but he is still
conscious! Roll for a Bellicose Reaction. (If the result is that the NPC
draws, you have a +1 modifier –in addition to any other modifiers –
because your pistol is already out.
Wounds: Anytime you are wounded, you may go to Doc Gillingham’s Office,
entry 51 on page 10. However, on the way to your next activity (probably your
room) you must roll for a Chance Encounter at the halfway point. Brawling
wounds automatically heal at the rate of 2 each half day. Gunshot wounds heal at
the rate of 1 every 2 days. You may remain in your room while wounds heal, if you
cross out the days spent there.

START Once all chits and the scorepad are ready, go to entry 01 to begin.
01 It’s a hot, early Saturday morning in August, 1881. You leave your room
in the Tombstone House Hotel (Board A), walk downstairs, and then sit in a
rocking chair, relaxing.
Using the “Daily Activity Chart,” on the back cover, roll for activities for each day
and night, per the rules above. From here on, the Daily Activity Chart will tell you
what entry or entries to read.

02 BARBER SHOP The red and white barber pole


marks the outside of this narrow, 1 story frame structure on Board B. Place your
chit in front of the barber shop’s front window. A sign advertises, “Haircuts
$1.00.” The shop is open nights because many of the women in the brothels won’t
do business with a man who is not recently bathed.
You peer inside the barber shop’s window to determine whether or not you’d have 08 A raw, arrogant cowboy clad in dark blue shirt and jeans barges into the
to wait and, if so, for how long. R2d: (2-4: Read entry 03) (5-9: Read shop attempts to force you out of the chair so that he can get his haircut ahead of
04) (10: Read entry 05) (11-12: Read entry 11). you! RRO, then read entry 16.
4 37
9 The first half of this block’s check is uneventful. Then you see a man in
03 As you peer in the window, you happen to see a glint-reflected in the
the shadows leaning against the Dry Goods Store on Board D. The Range
window. Your eyes widen to see the reflection of a man aiming a pistol at your
is R2d. Roll for a Chance Encounter.
back from across the street! RRO.
Place the chit of Cowboy 7,0 directly across the street on the hotel’s boardwalk, in 10 Cyrus Guyler, the town drunk, exits the saloon ahead, turns and walks
front of the window. As he yells, “Earp, you killed my brother,” he opens fire! toward you. RRO. He tips his hat and saying, “Marshal,” then stumbles
RRO. on by.

If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1. 11 The town is quiet. You’re standing on the boardwalk in front of the NE
Run the gunfight. If you survive, RRO, then read entry 12. corner of the hotel. In the dim glow of the gas streetlamps, across the
street at Belle’s place, you see a cowboy mount up, and ride toward you.
04 You’re happy to see that the shop’s lone barber has no customers. You He canters peacefully by and out of town.
walk inside and smell the pleasant odor of shaving cream and lotions. A large sign
on the back wall advertises, “Hot Baths 20 cents.” 12 The town is ominously dark and quiet so far. R1d:
1-3 A cowboy with a lean, savage look, long hair and a tied-down
 If you want a bath, go to entry 10. gun approaches, his spurs jingling importantly. He’s at range 3. There’s
 If you want a shave, you sit down in the barber chair. Go to entry 9. a 2-5 chance he’s a Randomly Determined enemy from the Clanton-
 If you want a haircut, go to the next paragraph in this entry. McLaury faction, in which case you should check the Bellicose Reaction
The barber motions you into the second chair, covers you with a barber’s cloth, Chart; otherwise, he strides by.
and makes small talk as he begins to cut your hair. R1d: (1: Read entry 06.) (2- 4-6 As you scan the buildings ahead, in the dim glow of the gas
5: Read 07) (6: Read 08). streetlamps, you see nothing out of the ordinary. R1d. On an even result,
05 You see that the shop’s lone barber has one man in the chair and 3 read on. Editor Brady tells you, “Wyatt, two men are robbin’ the
waiting. If you want a bath, go to entry 10. Otherwise, you decide to get your General Store! One’s inside, handin’ goods out to his partner who’s by
haircut another time. Select another destination and roll for a Chance Encounter their horses out back of the store!”
at the halfway point.
06 Place the chit of Cowboy 7,0 in the alley, directly in front of the barber
shop’s side window. Give the PC an Observation Check. If failed, skip directly to
the next paragraph. If you passed the check, RRO.
As the man in the alley yells, “You killed my brother,” he opens fire! If you passed
the Observation Check AND took evasive action, the cowboy’s shots are modified
–1. Remember that your shots through the window, unless you’re adjacent to it,
are modified -1. Run one round of the gunfight. If you survive, read entry 13.
07 You’re in the second barber chair from the front of the shop. The barber
has covered you with a striped cloth, propped the chair up, and begun cutting your
hair. About fifteen minutes later, he finishes the cut and asks, “You want a shave,
Mr. Earp?” RRO.
 If you want a shave, (.25 cents) read 09
 If you want a bath (50 cents) , read 10.
 If you want to talk to the barber to seek general information about the town,
read 75.
 Otherwise, you pay $1.00 for the haircut and leave the establishment.
36 8 You’re on Board D, in front of the Dry Goods store, headed west. You
Because their rifles are in hand, Curly Bill and Pony Deal will fire first; Wyatt will check the store’s front door; it’s securely locked. The sound of your
a his single shot after drawing a six gun or his shotgun. Next, check Courage for boots on the boardwalk pierces the night’s quiet as you continue.
Doc and Warren, run the first turn of the gunfight, and then read the next
paragraph. 5
After the first shots are fired, there’s a 2-7 chance that your horse spooks and flees. 09 The barber applies hot shaving cream to your face and neck, then begins
If either Curly Bill Brosius or Pony Deal are incapacitated or killed, the other must shaving you with his sharp straight-edge razor. As he shaves, R1d: (1-5: Skip
pass a Difficult Courage Check to avoid fleeing. directly to the next paragraph.) (6: Read 06).
The barber finishes the shave, applies good-smelling after shave lotion, and then
CHECKING TOMBSTONE’S STREETS removes the cloth that covered you. You get up and thank him as you hand him a
quarter for the shave. Bert asks, “Care for a bath, Mr. Earp?”
Checking the town requires 4 checks on the following chart. If you roll a number  You may get a bath by reading entry 10, or
a second time, treat it as “no encounter.” R2d each turn.  You may leave and select another destination. Remember to roll for
2-3 Your bootsteps resound on the boardwalk as you pass a bank and a the possibility of a Chance Encounter at the halfway point.
millenary shop. You’re on Board D, nearing the Dry Goods store. You 10 (The Doctor’s Office behind the Barber Shop represents the bath. The
notice that the store’s door is ajar! You hear strange, ransacking -like bed represents the tub.) You walk through the door in the barber shop (window) to
sounds inside. RRO, then R1d. the bath. You pay 50 cents, hang your clothes, then climb into the partially-filled
1 It’s the building’s owner (Townfolk). If your weapon is out, see tub. Place your chit in the tub. An attendant pours hot water over you, almost
Bellicose Reactions, modifying -30. filling the porcelain tub. The hot water feels relaxing. R2d: (3-11: Skip directly
to the next paragraph.) (2 & 12: Read entry 27).
2-3 You see a robber gathering items and placing them in his satchel. You scrub yourself with soap and feel refreshed. R1d: (1-5: You dress and leave
If you attempt arrest, and he is aware of your the bath house. Decide where to go next and remember to roll for a Chance
presence, roll for a Bellicose Reaction. (Cowboy 11, 0) Encounter at the halfway point.) (6: You gain 1 EP. Read 1-5, above.)
4-5 The door suddenly flings open! A stout figure with hat tipped
back plunges out yelling, “You lizard! I been wait’n for my
11 Place the chit of Cowboy 7,0 across the street on the hotel’s boardwalk, 2
chance to blow your innards out!” (Cowboy 11, 0) draws! squares to the right of its front door. As he yells, “You killed my brother,” he
opens fire! RRO.
6 It’s Sam Guyler, the town drunk. While asleep, he’s fallen over
on his side. If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1.
Run one round of the gunfight. If you survive, read 19.
4 Things are quiet as your bootsteps resound on the boardwalks. You scan 12 You walk into the barber shop, take the vacant 2 nd seat from the front.
the buildings in the dim glow of the gas streetlamps. Now you’re in the The barber, who is somewhat nervous, props you up and begins grooming you.
alley beside the bank on Board H. Roll for a Chance Encounter. You explain that the man who fired on you was the brother of a man you killed
5 You’re on the boardwalk directly in front of the barber shop when you legally in a gunfight in Tucson, Arizona. Make a selection from the bullets
hear a feint sound from behind. You stop and gaze back into the dark. below.
You see nothing. Things are quiet. A cowboy leaves the saloon across  If you want a bath, read 10.
the street, swings up, and rides quietly out of town.  If you want to talk to the barber to seek general information about the
town, read 75.
6 You’re walking the boardwalk in front of the bank on Board D. Your
 Otherwise, you may either pay $1.00 for the haircut and return to
bootsteps resound as the rest of this dark block’s check is uneventful.
entry 07, or leave the establishment and select another destination.
7 You can hear loud conversation as you near, the Alhambra Saloon. You
check the establishment by looking through its batwing doors. Things are 13 Give the ambusher a Difficult Courage Check. If he passes the check,
quiet. read entry 14; if he fails the check, read entry 15.

14 The cowboy prepares to fire again. Roll for Initiative and run another
6 35
round of the gunfight; then read entry 13. E The street clears! R1d: (1-4: See F) (5-6: Ringo and Holiday draw
simultaneously! Run the gunfight).
15 The ambusher flees toward the alley to the house’s right, and runs toward
the back of the buildings. Once he reaches the end of the alley he will turn to his F As Ringo and Doc draw, a rifleman (Cowboy 4,0) fires his rifle at Doc
R1d: (1-4: Left) (5-6: Right). If you give chase and reach 1 square past a from the window to the left of the Hotel’s front door (Board A)!
building corner that might afford the ambusher cover, R1d. On an ODD result, he
awaits there in ambush; otherwise, he continued running. If the ambusher G The companion you selected - Morgan or Virgil if available - otherwise,
continued running, move him the appropriate number of squares. In any case, run Deputy Green (Town Folk) agrees to accompany you. The two of you walk
the gunfight. If you survive, RRO, then read entry 12. resolutely toward Freemont Street. See A.
16 If you allowed the cowboy to go ahead of you, read 20. If you objected,
read 21, if you drew, read 22, if you brawled, read 23. SURPRISE at IRON SPRINGS
17 The barber shakes his head in disdain, but proceeds to cut the cowboy’s Read this scenario – except for its last paragraph - before running any action. Turn
hair. The cowboy pays, then struts out of the shop, and you take a seat in the Boards A & B over and place them so the J in Map J is in the top right-hand
barber’s chair. Read entry 07. corner.

18. The ambusher flees to his right and will attempt to turn the corner and run A warrant has just come through for the arrest of Curly Bill Brocius, whom you’ve
down the alley, beside the house, toward the back of the buildings. Once he learned was the instigator of the recent attempt on your brother Morgan’s life.
reaches the end of the alley he will turn to his R1d: (1-3: Left) (4-6: Right). If You, your brother Warren (Cowboy 2,0), and Doc Holliday are on a vengeance
you give chase and reach 1 square past a building corner that might afford the ride, headed for Mescal Springs, also called Iron Springs, where Curly Bill and his
ambusher cover, R1d. On an ODD result, he awaits there in ambush; otherwise, men are rumored to be.
he continued running. If the ambusher continued running, move him the You, your men, and your horses need water. You’ve spotted a small stream in a
appropriate number of squares. In any case, run the gunfight. If you survive, valley overlooked by some dangerous high rocks. You all peer up at the rocks but
read 12. see no one. Out of caution, you decide to take your horse into the valley first.
19 Give the ambusher a Difficult Courage Check. If he passes the check,
read entry 14; if he fails the check, read entry 18. Place Curly Bill Brosius (Cowboy 11, +1) in the far west square in the rock
formation. Place his partner Pony Deal (Cowboy 4,0) 3 squares to his right, also
20 R1d. On an ODD result you lose 1 EP for your cowardice. Go to 26. in the rocks. Place your chit on the top of Board L, where it adjoins Board J
anywhere to the left of the mid point of the map, in the open (not behind a tree or
21 The cowboy ignores you and takes a seat in the chair. RRO. rock). Place your horse behind you. You carry a shotgun in your saddle’s
 If you drew, read 22 scabbard. Row H on Board J represents the stream.
 If you brawled, read 23
 Otherwise, read 20. Turn Board G over, and place it so that the I is in its southwest corner. Place Doc
Holliday (Blue, +2) and Warren Earp (Cowboy 2,0) in the rocks which are located
22 You’re in Square E-5; the cowboy is in E-6. In running the draw, give in the southeast corner of Board G, in Row B. Warren and Doc carry rifles in
yourself a +1 First Move Advantage – unless the Cowboy passes an Observation their scabbards. (Board D is treated as wilderness.)
Check. If you survive the gunfight, gain 1 EP and RRO.
As you pull your horse toward the stream, you spot Curly Bill Brosius and Pony
23 Run the brawl. If you prevail, read 24; if you lost, read entry 25. Deal in the rocks - just as they spot you! Brosius and Deal will open fire on you
with the rifles which are already in their hands - but not aimed; they get 1 shot
24 The cowboy trudges out of the shop. R1d. On an even result, you gain 1
each! They haven’t spotted Doc or Warren, and no one else on your side has
Experience Point. In any case, go to entry 07.
spotted the ambushers. Doc and Warren will have to pass Courage Checks to
25 R1d. On an ODD result, you lose 1 EP. Read entry 26. remain and face the gunfire from the high rocks.
On any NPC Reaction of “Charge” Brosius or Deal will flee. Treat the green and
gray objects on Board J and L as trees and rocks, respectively.
run the gunfight between Doc Holliday and Johnny Ringo by consulting E – which
34 occurs before you can return.
 Go there immediately, and see A
7
 Don’t interfere, see E
 Go to your office for help and/or weapons, and read entry C. 26 The barber cuts the cowboy’s hair, and the cowboy walks cockily out of
the shop. The barber gestures for you to step into the chair. You do so. Read
A You rush toward Freemont Street. As you reach the Barber Shop’s front entry 07.
door on Board B, you see Doc Holiday and Johnny Ringo angrily facing each
other on Freemont Street. Doc Holliday is on the “D” in Board D facing Johnny 27 Place the chit of Cowboy 7,0 in the alley, directly in front of the barber
Ringo (Cowboy 6, +1) who stands beside the brothel R1d: (1-3: 6) (4-6: 5) shop’s side window. Give the PC an Observation Check. If failed, skip directly to
squares away. the next paragraph. If you passed the check, RRO.
As the Cowboy yells, “You killed my brother, Earp” he opens fire! If you passed
They walk 1 square toward each other as you move 1 more square. You the Observation Check AND jumped out of the tub, the cowboy’s shots are
hear Doc taunt, “Ringo, you’re my huckleberry!” R1d: (1-2: Doc and modified –1. Remember that your shots through the window, unless you’re
Ringo go for leather! Run the gunfight.) (3-4: Read B) (5-6: See E). adjacent to it, are modified -1. Run one round of the gunfight, then read 28.

B As you reach the barber shop’s front door your eye catches a factor Doc 28 The cowboy flees behind the buildings toward Map D! You may or may
overlooked – the barrel of a rifle which protrudes from the window to the right of not be able to get a shot off before he disappears, depending upon where you are
the Hotel’s front door! RRO, then read the bullet that most closely approximates and your previous reaction and proximity – or lack thereof – to a weapon. In
your reaction any event, you decide not to chase him naked. You finish the bath with your gun
right beside the tub, then towel off. You tip the attendant 10 cents, then walk out
 Draw & Fire on the Rifleman: R1d through the barber shop.
1-4: Run both gunfights. Doc and Ringo draw as the rifleman fires at
R1d: (1-3: Doc Holliday) (4-6: You). 29 THOMPSON’S LIVERY BARN
5-6: Doc and Ringo draw as the rifleman fires at Doc! Another You enter the two-story, small livery barn on Board B. Place your chit 2 squares
rifleman – unbeknownst to you – fires at you from the left-front inside its front double doors. If you have a horse with you, it’s in the square
corner of the roof of the hotel! behind you.
A horse in a stall on the left whinnies. R2d: (2-4: see 30 ) (5-6: see entry 31)
 Verbally tell Doc, “Quit the foolishness,” as you nod in the direction of the
(7-10: entry 32 ) (11-12: see 30 ).
rifle barrel. R1d
1-5 The rifle is drawn in the window. Doc agrees. Everyone 30 Horse smell fills the air inside the cool barn. You see Cowboy 8, (R1d
departs, ending the scenario. Odd: +1 Even: 0) paying a burly, middle-aged man in leather apron who stands
by the wagon. R1d: (1-5: Read 33) (6: Read entry 34).
6 Doc yells, “Take the rifleman! He and Ringo
draw on each other! Before running any 31 The barn is cool inside. You hear rhythmic clanging and see burly Jim
action, R1d: Woods in his leather apron pounding a red hot horseshoe on the anvil. He yells,
1-4 All draw and open fire! Run the “What you need, Marshall?” Read entry 35.
gunfight!
5-6 The rifleman on the roof (Cowboy 32 Horse smell fills the air. You see a liveryman in the stall to your left
4,0) fires at you as Doc and Ringo holding the right fore-leg of a big chestnut between his knees as he nails on a
draw on each other! The rifleman in the hotel will start horseshoe. Read entry 35.
firing in the next turn at R1d: (1-4: Doc) (5-6: You). 33 The cowboy pulls a pinto out of the last stall and leads him out of the
C You rush to your office. R1d: (1-4: See D) (5-6: Read G). barn. Go to the 2nd paragraph of entry 35.

D You enter your office to find that no deputies are present! You turn and
34 The cowboy looks at you…his eyes widen! Make an OB CK and note its
result. The cowboy yells, “You killed my brother,” as he draws! RRO.
rush back toward Freemont Street! You arrive too late! Go into a time lapse and
If you dodged, ran, or dropped to the ground, the cowboy’s shots are modified –1. madly for their numbers to hit. A slick man in a fancy white hat runs the game.
Run the draw, giving the cowboy a +1 First Move Modifier – unless you passed He entices you, “How about a turn at the wheel, Marshal.”
your observation check. Next run the gunfight. If you survive, RRO, then read
Decide how much to bet and R2d. If you roll 10 or higher, go to 52 . If you roll
entry 35.
less, go to 53.
8
35 This entry purposely left blank.
33
36 ALHAMBRA SALOON You push through
end of the pool table. An NPC stands outside the window adjacent to the square
Morgan occupies. If possible, the NPC will be Frank Stillwell (Cowboy 11,0). If
the bat-wing doors into the narrow Alhambra Saloon on Board A. A cowboy Stillwell is unavailable, it will be (in order) Pete Spence (7,0), Diego Chez (5,0).
celebrates as he rakes in the chips in a card game at the table to the door’s left.
Several stoic, heavily-armed men sit at various tables. A draw poker game runs in The killer opens fire with his pistol, getting off 2 shots before Morgan can react.
the back left corner of the room, while a roulette wheel spins madly in the back Run the gunfight using the following rules.
right corner. You may take part in one of the following activities by going to the
1. Night Gunfighting Rules are not in effect because it’s a moonlit night.
appropriate number.
2. After the gunfight’s 5th round, Wyatt may exit the front door of the hotel
 Poker 37 (House on Board A) and attempt to give aide.
 Roulette 38
 Drink at bar 39 3. After the gunfight’s 3rd turn is completed, the OHT will flee in the most
opportune direction. He escapes into the darkness if he makes it off the east,
 Leave the saloon and go to another establishment.
south, or west edges of the town map.
37 POKER Two men sit around the back, left-hand table of the saloon.
Cowboy 8,0 sits facing NE. An older man (Townfolk) sits in the chair nearest the
back wall. You take the open chair, facing SE. Cards, money, spent cigars, and
VENGENCE
booze are spread out before you. The man to your right is a rough-looking drover Do NOT read this section unless directed to do so.
in his late 30s. There is a 2-7 chance that professional gambler Ross Foley
You learn that the man who ambushed your brother Morgan at the pool hall is
(Townfolk, Gambler +2) comes over and takes the vacant seat. The older man
holding up in a line shack at Pete Spence’s lumber camp, not far from Tombstone.
says, “Costs two dollars to open, Marshal.” Your Gambler Rating is +2.
RRO.
You’ll need pen and paper if you want to use the more realistic version of the
If you want to go there to fill him full of lead, read on.
game. If not, skip directly to the next paragraph. If so, R1d for each NPC and
multiply times $20 to determine his cash on hand. If Ross Foley is a player (per Use Map G for this scenario. Ignore the house; the Bunk House will represent the
the next paragraph), he has $300 on hand. The sequence for poker playing follows: line shack which is surrounded by trees save for the yard which is represented by
the open spaces (including the house) on Board G.
1. Put your $2 in to enter.
2. R2d for your hand. Place yourself on the ‘D’ on Board D, which is considered in the edge of the
3. If you wish to remain in, place your bet. woods. Make plans, then read the next paragraph.
4. R2d for each of the 2 layman player’s hands. In case of ties, the tied players You may have decided to use Stealth to try and surprise the owlhoot, or you may
roll off again. Your Gambling Rating is +2; it modifies your card playing have decided to knock on the door and order him to “open up.” At the appropriate
rolls. time, randomly place the OHT (Cowboy 7,0) in the bunkhouse, and run the
5. At the end of each hand, R2d. On DOUBLES, roll for the possibility of a scenario.
Chance Encounter.
You may play poker for as long as you like or until you or all of the other players RINGO-HOLIDAY BAD BLOOD
have run out of money. Once you’ve finished, return to entry 36 and select a
Do NOT read this section unless directed to do so.
different activity.
You’re told that Johnny Ringo (Cowboy 6, +1) is in Tombstone and that he’s
38 ROULETTE You study the crowd of 4 at the roulette table in the back called-out your friend Doc Holliday. They’re to meet on Freemont Street on
corner of the saloon on Board C. They appear to be local cowhands, cheering
Board G in a few minutes. RRO, then read the bullet that most closely
approximates your reaction.
32 9
Having finished, you open the outhouse door. As you do so, you notice that the 39 DRINK The bar is occupied by 4 thirsty men. You have to wait a
Nugget’s back door now stands open! A man dressed like a cowboy stands outside minute or two for the sweaty, heavy-set bartender to respond to your signal for a
the open door. (The fireplace represents the back door.) He holds a bottle in his drink. “What’ll you have?” he finally asks. RRO.
right hand. A strip of cloth sticks out of thee neck of the bottle. The man quickly
lights a strip of cloth, then draws back his arm to throw the bottle through the open You order your drink, and the bartender fills your glass to the top. Deduct the
door! RRO, then go to entry 152 on page 22. appropriate amount from the chart below from your cash-on-hand, then roll on the
chart below.

LUMBER YARD AMBUSH R2d Beer or Sarsaparilla: 25 cents Whiskey: 50 cents


2-3 The drink tastes flat. Shot tastes watered down!
Do NOT read this section unless directed to do so. For this scenario, switch
4-6 The drink tastes cool and refreshing Shot has a bite to it!
Boards D and B. It’s 10:00 P.M., and you’re playing cards at the Occidental
7-8 The drink tastes flat Roll for a Shot has a harsh bite to it! Roll
Saloon on Board C, seated at the second table on the left-hand wall. Unbeknownst
possible Chance Encounter. for a possible Chance Encounter.
to you Virgil Earp is checking the streets. Place Virgil on the last boardwalk
square to the east in front of the bank on 9 The drink has too many suds Shot tastes good!
Board D. 10 The liquid good. Roll up a Chance Shot is strong! Roll up a Chance
Encounter, then return here. Encounter, then return here.
As Virgil heads east, a rock is thrown at 11 It is cool. Go to entry 58 on page 11 It tastes smooth. Go to entry 58.
the back of the bank! The ploy 12 Cool liquid goes down smoothly. A It Bites going down! Go to entry
successfully draws Virgil into the dark dance hall girl sides you. Go to entry 59. 59 on page 12.
alley! As Virgil looks into the back
window of the bank, place Pete Spence, Have as many drinks as you like, then when you’re finished drinking, roll for the
Cowboy 7,0 behind the brothel in possibility of a Chance Encounter. Then return to entry 36 if you’re in the
square G-4 on Board D and place Indian Alhambra Saloon or entry 60 if you’re in the Oriental Saloon..
Joe, Cowboy 8,0 by the barn in square
B-8 on Board B.
40-48 These entries purposely left blank.

Suddenly the outlaws simultaneously open fire with their pistols from behind 49 If this is the 1st or 2nd writ you’ve served, skip directly to the next
cover at the building corners! Run the gunfight using the following rules. paragraph. If this is the third writ you’ve had to serve, go instead to Chance
Encounter W on page 29, being sure to cross it out; if W is already crossed out, run
1. Night Gunfighting Rules are in effect. it again.
2. After the gunfight’s first round, Wyatt may attempt to give aide. You must serve a writ on rancher Trent Kirby for trespassing on his neighbor’s
3. After the gunfight’s 3rd turn is completed, the OHTs will flee in the most grazing land. Witnesses have testified he drove a heard of cattle across his
opportune direction. They escape into the darkness if they make it off the neighbor’s farm land. Cowboy 9,0 represents Kirby. Use the house on Board G to
east, south, or west edges of the town map. represent Kirby.
4. If you capture either of the men, he will turn in his accomplice if he fails a As you ride over the small bridge into his yard, you see Kirby standing in the
Courage Check. In this case, you and Virgil may attempt to arrest him. Place square 1 to the left of the home’s front door, leaning against the clapboard
him randomly in the Hotel on Board A. structure. You sit atop your horse, 3 squares directly in front of the home’s front
door. RRO.
POOL HALL AMBUSH Roll on the Bellicose Reaction Chart to simulate Kirby’s reaction to being served;
if this is not the first writ you’ve served on Kirby, modify the reaction +2.
Do NOT read this section unless directed to do so.
Use the Undertaker’s on Board B to represent the Pool Hall. 50 You leave the saloon and walk over to Doc Gillingham’s office. Go to
It’s near midnight on this moonlit night as you leave your entry 51.
brother Morgan in the pool hall and return to your room at the Tombstone House
Hotel. You undress and quickly fall asleep.
Meanwhile, your brother Morgan Earp stands in Square B-2, on Board B, at the
10 R2d, but modify –3 if you attempted to avoid trouble. On a result of 7-12 he
51 DOCTOR GILLINGHAM’S DD
31
If you’ve killed Sheriff Behan, skip directly to the paragraph below the
OFFICE You walk toward Doctor Gillingham’s office in the alley on bullets. Otherwise, read on here. It’s Sheriff John Behan (Cowboy 9,0) who
Board B. You enter the small, antiseptic-smelling office. If you need Doc’s expresses his ‘astonishment and displeasure’ at hearing that you’ve had designs on
services to tend to a wound or wounds, give him a roll of two dice. his pretty actress friend. RRO, then read the result that most closely approximates
your reaction.
2-5: No effect
6-9: Doc’s procedure will eliminate the effect of one wound –  Tell him that she’s not his slave and see Bellicose Reactions
beginning tomorrow morning.  Apologize and promise that it won’t happen again. If you do this,
10-12 Doc’s procedure will eliminate the effect of 2 wounds – there’s a 2-5 chance you lose 1 EP.
beginning tomorrow morning.
 Deny the allegation. Roll for a Bellicose Reaction, but modify the
52 The marble is flung into the ornate wheel which is set into a walnut table. result –4.
The wheel spins in a blur of gold and brilliant colors until they all blend together.
Do NOT read this paragraph unless directed to do so. Town Council is upset with
In a short time, the marble starts to hit the fins of the wheel, and dances to and
you and has called a meeting for noon tomorrow. You receive word to attend.
fro…until finally settling on 7, your lucky number. Multiply your bet by 6 and
This may be enough to unify the cowboy and business factions plus some law
add it to your cash-on-hand. If you want to play some more, read 166 on page 32;
abiding citizens against you. R2d: On a roll of 2-4, Council takes your badge and
if not, read the next paragraph here.
the module ends here unsuccessfully.
You count your winnings and glance back at the wheel. You feel you’d be
tempting fate to take another spin in this high-gamble game, so you resist the EE If entry V has been crossed out, skip directly to the next paragraph.
operator’s hard sell to let it ride. Go to entry 36 and make another selection. Otherwise, do NOT cross this out, and roll for a different Chance Encounter.
Go into a time lapse and see Lumber Yard Ambush.
53 The ball slides into the wheel and bobs around like a drowning man.
Three young drovers stand stock still, their eyes wide open, big cigars clenched FF If entry V has been crossed out, skip directly to the next paragraph.
tensely in their mouths as they wait for the ball to settle in. The number 9 finally Otherwise, do not cross this out and roll for a different Chance Encounter.
comes up. One of the cowboys starts whooping and hollering!
It’s 11:00 P.M. You and Morgan are at the Poll Hall. See “Pool Hall Ambush,”
You lose the money you bet. If you want to play some more, go to 54; if not, on page 32.
return to entry 36 and make another selection.
GG If FF is crossed out, skip directly to the next paragraph. Otherwise, do
54 An old feeling awakes in you. You’re captivated by the game and can’t let it NOT cross this out, and roll for a different Chance Encounter.
go. It isn’t necessarily that you want the money; you simply can’t stand to walk
away a loser. You put your money on your lucky number, 7. See “Vengence,” on page 33.

Decide how much to bet and R2d. If you roll 10 or higher; go to 52. If you roll HH It’s newspaperman Jeb Brady. He looks hurried and upset. See “Ringo
less than 10, go to 53. Holliday Bad Blood,” on page 33.
55 R1d: (1-4: Go to entry 44) (Go to entry 56).
II If EE and/or FF have been crossed out, see “Surprise at Iron Springs,”
56 Your luck changes. In one hand you’re dealt a flush, kings high. In the on page 35.
next hand, you’re dealt 2 queens and two 10s! You win both hands, gaining $20.
You may end the game go to entry 36, or play another hand by going to entry 57. JJ It’s Curly Bill Brosius (Cowboy 11, +1). The Range is R1d: (1-2: 1)
Roll 3 dice. If you roll 7 or more, go to 44; if you roll less than 7, go to 45. (3-4: 3) (5-6: 5). If you’ve killed or arrested a member of the Clanton-McLaury
faction, skip directly to the next paragraph. Otherwise, he passes by.
57 Roll 3 dice. If you roll 9 or more, go to 44. If you roll less than 9, go
to entry 45. Curly Bill snaps, “Earp, you’re lower than possum skum! Like lightning, he goes
for leather! Run the gunfight.
58 A young, unshaven cowboy who reeks of whiskey spits tobacco juice at
your feet! RRO.
KK Place board E-2, to the right of Board G. Needing to relieve yourself, you
go to the outhouse on Board G. Treat the home as the Tombstone Nugget Office.
Treat the outhouse as if it’s 2 squares further east (on Board E-2).
30 11
X Suddeenly a light shower begins falling. Then, just as suddenly, it stops. opens a brawl; he is Cowboy 7,0. Otherwise, he staggers by and walks out the
Go to the first Chance Encounter BEFORE this one that has not been read. saloon’s batwing doors. Return to entry 39.

Y See Chance Encounter G on page 26, even if crossed out. 59 Make a note to return to entry 36 when this entry ends. A stocky, seedy
stranger enters the saloon and approaches you. You think you’ve seen him before,
Z See Chance Encounter P on page 27, but substitute Pony Deal (Cowboy but you can’t place him. At Range 2 (4 yards) he sneers, “Try mindin’ your own
4, 0) for Tom McLaury. business, Wyatt!” RRO.
 If you replied, read either entry 1 or 2, whichever is closest to your reply.
AA Ned Buntline indicates he’s just heard that the McLaurys are changing
 If you entered combat, run it, using Cowboy 11 +1.
brands on some newly rustled cattle on their east range. You saddle up
and ride out to the McLaurys east range. Turn 2 maps over to represent 1. “I was until you came along,” you reply. Read Entry 7.
the range, then R2d: 2. “Ever try followin’ your own advice?” Read Entry 3.
3. He snarls, “You sow!” R1d (1-2: 4) (3: 5) (4: 6) (5-6: 7)
2-4 You arrive, but find the range empty. You figure it must have just been 4. Dutton sneers, then struts by and walks out the saloon’s batwing doors.
a rumor. The scenario ends with your long, uneventful ride back to 5. Dutton opens a Brawl!
town. 6. Dutton’s hand flashes to his belt for his S&W ‘45! Run the gunfight.
5-9 You arrive to find 2 rough-looking cowboys that you don’t know . Use Unless you took precautions, he has the first move.
chits 7 & 8 – both 0s - to represent these men. Decide whether you 7. Ed Dutton stares coldly. R1d: (1-3: 4) (4: 6) (5: 5) (6: 3)
dismount, then read on.
From Range R1d: (1-3: 2) (4-6: 4) roll for a Bellicose Reaction from 60 ORIENTAL SALOON The two-story Oriental
these men. If you survive, roll on the chart below which represents your on Board C is the largest saloon in Tombstone. You push through its bat-wing
examination of the brands on the cattle. doors and peer over the large, grand room and its papered walls. At the far end of
the room, by the stage a piano player plays a steady medley of popular tunes on a
2-8 The cattle bear the brand of the Rocking-L Ranch. You may
tinny sounding piano. An unoccupied roulette table sits behind the last row of
attempt arrest via the Arrest Chart on the back cover. If you
chairs which face the stage.
succeed in arresting both men, gain 1 EP.
You see 9 individuals in the room. Three men play cards at the last table back on
9-12 You examine the brands and determine that there is no proof
the left-hand wall. A man and woman sit at the table closest to the bar, talking to
whatsoever that the cattle were rustled. You apologize, climb up
each other. The bartender serves drinks to 3 men and a woman who stand at the
into your saddle, and ride back to Tombstone.
bar. You may:
BB You learn that “Old Man” Clanton – with Sheriff Behan’s blessings – has  Attempt to join the poker game by reading 61
bailed out any Clantons and/or McLaurys not wanted for murder. As the men  Play roulette and read entry 62
leave town the old man warns, “Earp! If you ever try to come after me, you’ll  Amble up to the bar for a drink by reading entry 63
never take me.”  Leave the saloon and return to entry 1.
CC It’s Johnny Ringo (Cowboy 9, +1) at Range R1d: (1-3: 3) (4-6: 6). 61 There is an empty chair facing the SE corner of the saloon. No one minds
His pearl-handled Colt-45 hangs low in a tied-down holster. If you’ve arrested if you sit in. The minimum amount to enter is $10 per hand.
and/or shot Sheriff Behan skip directly to the next paragraph. Otherwise, Ringo
ambles cockily by, muttering, “Earp.” You’ll need pen and paper if you want to use the more realistic version of the
game. If not, skip directly to the next paragraph. If so, R1d for each NPC and
Like lightning Ringo draws! Run the gunfight, beginning with the draw. multiply times $20 to determine his cash on hand. If Clay Reed is a player (per
the next paragraph), he has $300 on hand. The sequence for poker playing follows:
1. Put your $10 in to enter.
2. R2d for your hand.
3. If you wish to remain in, place your bet. R1d: (1-3: The men open a brawl; however, if you drew, they follow suit! Run
4. R2d for each of the 2 layman player’s hands. [There’s a 2-7 chance that there the combat.) (4-6: The leader of the group spits on the floor, then leads the other
is a fourth player. If so, it’s Clay Reed (Cowboy 9,+1), a professional two out of the saloon.)
12
67-c Sheriff Behan places you in the county jail. Lose 1 EP. Six hours later,
5. gambler whose roll is modified +3 to simulate his superior skill .] In case of
your brother Virgil bails you out.
ties, the tied players roll off again. Your Gambling Rating is +2; it modifies
29
your card playing rolls.
proceeds down Freemont Street toward the Corral! Doc is armed with a six gun
6. At the end of each hand, R2d. On DOUBLES, roll for the possibility of a and a shotgun. The rest of you carry 2 six guns each.
Chance Encounter.
You, Virgil, Morgan and Doc walk 4 abreast, slowly and deliberately down
You may play poker for as long as you like or until you or all of the other players Freemont Street. Place your faction facing east, beginning with Virgil Earp on the
have run out of money. Once you’ve finished, return to entry 60 and select a “D” of Board D. The rest of the Earp faction is placed beside Virgil, on Board G.
different activity. Soon you see the men of the cowboy faction in vacant lot near Fly’s. The vacant
62 The roulette table sits behind the last row of chairs which face the stage. lot between the brothel and the bunk house on Board G simulates the alley. Place
Place you chit facing the stage. “Sweet Alice” May spins the wheel. The house the chits of available men and horses as follows.
minimum is 1 dollar; the maximum bet is $50. There are two ways to play. First, Ike Clanton Horse
you bet, then select a number from 1 to 6. Then R1d. If that number appears, you 8, 0) (2-10 chance)
win twice the amount you bet. Second, you bet, then select 2 numbers from 1 to Tom McLaury Horse
6. If one of your numbers hits, you win double your bet. (7, 0) (2-10 chance)
Billy Claibourne Frank McLaury Billy Clanton
You may play as long as you like or until you win $1,000 and have “broken the (9, 0) (7, +1) (11, 0)
house bank.” After each game, R2d. On DOUBLES, go to entry 100, then return
here.
When you’ve finished playing, return to entry 60 and Chose again.
Virgil Earp Morgan Earp Wyatt Earp Doc Holliday
63 You amble up to the bar. Place your chit. Your friend, bartender Ned (2, 0) (1, 0) (Blue +2)
Boyle asks, “What can I get you, Wyatt?” Make a note to return to the bullets in
entry 60 when you’ve finished drinking, then go to the chart below. As your party reaches the head of the alley at the range portrayed above, you hear
2 clicks as Billy Clanton and Frank McLaury cock their holstered six-guns! Virgil
R2d Beer or Sarsaparilla: 25 cents Whiskey: 50 cents calls out, “Hold! I want your guns!”
2-3 The drink tastes flat. Shot tastes watered down!
One of the cowboys yells, “Son-of-a-bitch!” Hands fly for pistols! Run the draw
4-6 The drink tastes cool and refreshing Shot has a bite to it! and the first round of the gunfight, then read the next paragraph.
7-8 The drink tastes flat Roll for a Shot has a harsh bite to it! Roll
possible Chance Encounter. for a possible Chance Encounter. At the end of the first round of the gunfight, make Courage Checks for Ike
9 The drink has too many suds Shot tastes good! Clanton and Billy Claibourne modifying each roll –2. Next, roll for NPC
10 The liquid good. Roll up a Chance Shot is strong! Roll up a Chance reactions for all characters – except for Wyatt – starting in the 2nd turn of the
Encounter, then return here. Encounter, then return here. gunfight.
11 It is cool. Go to entry 58 on page 11 It tastes smooth. Go to entry 58.

After each drink, roll for the possibility of a Chance Encounter. One occurs
W You must serve a writ to Diego Sanchez for trespassing on his neighbor’s
on DOUBLES. grazing land. Cowboy 5,0 represents Sanchez. Use the house on Board G to
represent Sanchez’s. After he yells, “Come in, Marshall,” you enter to see
64-65 These entries purposely left vacant. Sanchez seated behind the table. You stand just inside the door. Roll on the
Bellicose Reaction Chart to simulate Sanchez’s reaction to being served.
66 The 3 cowboys push back their chairs and stand up menacingly. RRO.
28 13
Q It’s Tom Shelby, Chairperson of the Town Council. If you’ve killed 67-d Sheriff Behan reluctantly thanks you.
and/or incapacitated 5 people, skip directly to the next paragraph. Otherwise, Mr.
Shelby offers you some brief words of encouragement and passes by. 67-i Sheriff Behan reluctantly thanks you. He tells you that tomorrow Wells
Fargo will give you the standard $300 reward for preventing the money from being
Mr. Shelby relays Council’s fears that cattlemen will avoid Tombstone because stolen.
they can no longer enjoy themselves without fear of arrest. He warns, “Ease up,
Wyatt. Some councilmen already want your badge! Make a note to go to entry 67-m This entry purposely left vacant.
171 on page 33 after each subsequent killing or incapacitation by you. 68 This entry purposely left vacant.
R A light rain begins falling. Move 3 squares closer to your destination and 69 All 4 men open a brawl with you! RRO.
select another Chance Encounter.
If you go for leather, skip directly to the next paragraph.
T It’s Morgan Earp. He accompanies you for the rest of the day and night. Otherwise, if you pass an Observation Check, you may roll for
Move 3 more squares toward your next destination and roll for the possibility of Initiative; otherwise, they get the first turn in the brawl.
another Chance Encounter. Treat them all as Cowboy, 0s. They will only draw if you do so. If you prevail,
U Doc Holiday accompanies you for the rest of the day and night. In gain 1 EP and return to 64 and select again from the bulleted list. If you lose, you
addition to your later roll for a possible Chance Encounter, move 3 more squares are unconscious and must go to 70.
toward your destination and roll for the possibility of another Chance Encounter. 70 The stableman sizes you up. R2d: (2-7: Go to 71) (8-12: Go to 72).
V If 2 or more of your Adversaries (see scorecard) have been killed, 71-72 These entries are purposely left blank.
incapacitated, or arrested, skip directly to the next paragraph. Otherwise, do NOT
cross this entry out and roll for a different Chance Encounter. 73 The 4 men whose statistics appear in entry 65 brawl with you! Run the
Morgan Earp tells you that R1d: (1-5: 4) (6: 5) members of the Clanton- combat; as long as you don’t draw, neither will they. If you draw a weapon, the
McLaury faction are armed, drinking, and making threats in the lot between Fly’s brawl turns into a gunfight. If you prevail, go to 83. If you are knocked
and the adjacent residence. [If not killed, wounded, or in jail, the 5 will be Tom unconscious, go to 74.
and Frank McLaury, Ike and Billy Clanton, and Billy Claibourne. If any of the
above adversaries are unavailable, they are not replaced. If only 4 are present and 74 TOMBSTONE EPITAPH The Lawyer’s
all 4 are available, don’t use Claibourne.] Office located on the side street of Board H represents the newspaper office.
Tombstone Epitaph editor, Jeb Brady thanks you for coming. He says he’s doing a
You and Morgan meet Virgil at the Marshall’s Office. The three of you load your story about the ever-increasing conflict between the Clanton-McLaury cowboy
six guns. Virgil also loads his double-barreled shotgun, and the three of you, in faction and the Earps.
long coats and Stetsons, walk through town, heading for the area near the O.K.
Corral where the Clantons and McLaurys were sighted. Doc Holliday (if able) Deep inside you resent Brady’s dignification of the cowboy faction’s side.
joins your group and Virgil hands him the shotgun. Your group, dressed in coats Nevertheless, you answer his questions faithfully. Select your next destination
and Stetsons with ties dangling and guns handy proceeds and roll for possible Chance Encounters at the 1/3 and 2/3 points.
14
75 You’re seated in a chair reading the newspaper. Place your chit, then
read on here. As you read the Epitaph, 2 cowboys ride into town from the east 27
end of the map and dismount in front of the nearest saloon. Roll for the possibility S It’s your brother Virgil. He asks for a light and warns, “Be careful, Wyatt.
of a Chance Encounter. Got word there’s several Clantons ‘an McLaurys in town.”
Virgil walks with you to your next destination.
76 TOMBSTONE POST OFFICE The
T. It’s panhandler Buckshot Jenkins, “Marshall, can
bespectacled Marcus Dixon manages the small post office located on the back
spare two bits?”
street of Board C. It also houses the desk of telegraph operator, old Lem Adkins.
Once you reach the counter, R2d. On DOUBLES, a Chance Encounter occurs. O. Ned Boyle the bartender at the Occidental Saloon
Otherwise, you transact your business and leave. Remember to roll for the and says, “Marshall, Ike Clanton just had a run in at the
possibility of a Chance Encounter at the halfway point to your next destination. Occidental. Doc Holliday was furious when he saw Ike with
his woman! Doc tried to provoke a showdown! He, snarled at
77 WELLS FARGO BANK The sun reflects in Ike, “You son-of-a-bitch, cowboy, get out your gun and go to work!”
the bank’s front window as you approach the red-bricked bank. You open the door Ike cried, “I ain’t heeled!” And he took off runnin’! Doc headed for the
to see that it is occupied by R1d customers. As you enter, R1d: (1-3: Skip Alhambra, an’ a few minutes later we seen Ike outside with a rifle and a six gun!”
directly to the next paragraph. ) (4-5: Read 80) (6: Go to entry 78).
You head for the Alhambra, on Board A. You see him armed indeed with a rifle
You’re waited on by Jenny Davis a rather plain-looking teller in her early forties. and six gun. He stands in the square to the left of the left end of the boardwalk in
front of the saloon. You and Ike have words at a range of your choice. Determine
78 As you enter, make an Observation Check. If failed, read 79. If passed that range, then read on.
you catch a glimpse of a masked robber behind the door! He’s waiting to strike
you over the head with his gun butt! If you spotted him (via the passed check) you R1d: (1-4: You spot Billy Clanton and Tom McLaury across the street on the
may push the door into him and either run or draw. RRO. boardwalk (Board C) in front of the windows to the left of the saloon’s front
door! (5-6: You look around, but no one else is present. CHOICES:)
If you ran, there’s a 2-4 chance he shoots at you. Otherwise, run the scenario.
 Leave Ike and meet a drunken Holiday in the Alhambra: There’s a 2-10
79 The masked robber strikes you across the skull! The room starts chance Doc is in the Alhambra. His rating is 1 worse since he’s drunk. If you
spinning around and around! Then you pass out. You awaken with one wound to return to the alley to the left of the Alhambra, there’s a 2-5 chance that any
find out that the bank has been robbed! adversaries you saw outside are still there.
80 Two dusty drovers in jeans and wide-brimmed hats enter the bank.  Grab Ike’s rifle with 1 hand and Pistol Whip him: R1d: (1-4: Ike goes down
You’re waited on by the diminutive teller, Carl Loomis. The scenario ends here as in a cross-eyed heap! If other Clantons and/or McLaurys are present, they
you smoothly transact your business. back off, threatening, “We’ll get you on our time!” (5-6: Ike goes down in a
cross-eyed heap! If any other Clantons and/or McLaurys are present, they
81 One of the Town Councilmen passes saying, “Hello, Marshall.” draw!)

82-84 These purposely left blank.  Draw: R2d: 2-7: All present adversaries go for their guns!
8-12: Adversaries surrender! You arrest Ike for
85 TOMBSTONE HOUSE HOTEL disturbing the peace.
The hotel on Board A is the only 3-story building in town. You climb its
boardwalk, then walk into the lobby. Straight ahead is the main stairway. A clerk
P It’s Tom McLaury (Cowboy 6,0). The Range is 1. If you’ve killed or
arrested a member of the Clanton-McLaury faction, skip directly to the next
stands behind the desk on your right. To go upstairs, go to 86, to go to the front
paragraph. Otherwise, he passes by.
desk, go to 87.
McLaury snaps, “Earp, you’re skum! I want you in a man-to-man fist fight!”
86 As you climb the main stairway, the clerk calls out, “Can I help you, sir?” RRO.
Only guests are
If you want to oblige Tom, you may run the brawl or attempt to pistol-whip him, K It’s Miss Behan, the Sheriff’s sister. She lectures you on interfering with
but you can’t arrest him. If you turn him down, see the Bellicose Reaction chart John’s attempts to discharge his duties as Cochise County’s sheriff.
on the back cover.
L. It’s “Old Man” Clanton! (Cowboy 4, -1) Unless you’ve killed or
incapacitated one of his sons in a gunfight, he disdainfully passes by. Otherwise,
26 he draws his pistol!
Edmund (Rating –1) brawls so long as you do not draw your gun. If you draw,
he’ll go for his pistol. Remember, to gain 1 EP if you prevail. If you try to avoid 15
the fight, R1d: (1-4: Edmund opens a brawl, getting 1 st move – unless you pass an allowed upstairs.” If you are a guest, you may continue upstairs
Observation Check!) (5-6: Edmund staggers away.) by reading 88 after the clerk apologies for not recognizing you. You may register
as a guest 87, or argue with the clerk entry 90.
E. You recognize Juan Chacon (Cowboy 5,0) at Range 6 (less if impossible)
as a Mexican whose brother you killed in a gunfight last year. If you’re outside, 87 Clerk Fred Jackson turns the register toward you for your signature.
there’s a 2-7 chance he’s mounted. R1d: (1-3: He stares darts at you as you pass  You may pay for a room ($1 per day or $5 per week, payable in
by) (4-6: He notices you and immediately goes for leather! Run the gunfight. If advance) and go to entry 89
you prevail, RRO. If you are defeated, go to 51.)  you may ask about who is staying there and read entry 103
F. Kirby Sparrow, a crusty 48 year old Wells Fargo driver approaches.  you may leave the hotel by going to entry 92.
“Marshall, Earp, can we talk…private-like.” You go to a more private place where
88 Your room has a bed, a night table with water pitcher and washing bowel, a
Sparrow tells you that he’s just seen Frank Stillwell, one of Sheriff Behan’s
standing closet and a large braided rug. You may stay in your room for any length
deputies and a friend of the Clantons, who was one of the men who robbed his
of time – up to the limit for which you paid. When you leave your room, go to
stage yesterday afternoon! He tells you that Stillwell is drinking right now at the
entry 92. If this is your second visit to your room, skip directly to the next
furthest saloon. You thank him, and check to make sure that your guns are fully
paragraph. Otherwise, stop reading here.
loaded as you stride purposefully toward the saloon.
R2d. On doubles you find that any valuables you left there have been stolen!
As you push through the saloon’s bat-wing doors, you immediately see Frank
Stillwell (Cowboy 11,0 ) at the NW table on your left. You must attempt to arrest 89 Having paid for your room, you may go up to it, entry 88, or you may
Stillwell. See the Arrest Chart on the back cover. leave the hotel by going to 92.
G. Ike Clanton (Cowboy 7,0) is passing by. He’s at range 1. If you’ve 90 Fred Jackson doesn’t take kindly to an argument. While not abusive, he
arrested or killed Frank Stilllwell, skip directly to the next paragraph; otherwise, answers you in the negative. As soon as an argument starts, he puts his hand on a
he sneers and ambles by. This encounter ends here. shotgun he keeps under the front desk. The argument gets you nowhere. You may
Clanton nastily warns, “Earp, if you ever come after me, you son-of-a-bitch, you’ll brawl by reading 91 or leave and go to 92.
have more trouble than you can imagine!”
91 As soon as Jackson senses a brawl, he raises his shotgun! RRO.
You reply, “If I ever catch you breathing out of rhythm, Clanton, I’ll arrest you on  If you back down, you leave, via entry 92
the spot. See Bellicose Reactions on the back cover.  You may brawl by reading 93
H Go to entry 170 on page 24.  You may draw, by reading 93

I It’s 53 year old Frank Dutson. He says, “Marshall Earp, you better come
92 You walk out the hotel’s front door, and pause on the boardwalk. Roll
for the possibility of a Chance Encounter, then select another destination and roll
quick. Billy Clanton’s been drinking heavy ‘an he’s giving a young dance hall girl
for the possibility of a Chance Encounter at the halfway point.
over at the (farthest saloon) a rough time. Randomly place Clanton (Cowboy 11,
0) in the saloon. When you approach him, see Bellicose Reactions, but modify the 93 The clerk doesn’t brawl so long as he can shoot you, and he continues to
roll –4. try to shoot so long as his weapon is not pinned. If you survive the fight, go to 94 .
J Billie and Lottie Hutchinson pass and mention that they’ve missed seeing If no fight develops, go to 92. If you’re shot unconscious, go to the Doctor’s
Office,
you at the Bird Cage Saloon-Theater.
94 If the fight with the clerk took only 1 turn, go to 95. Otherwise, go to 96 .
95 You may you may select another destination, remembering to roll for a
possible Chance Encounter at the halfway point, or stay and go to 96.
107 WELLS FARGO BANK If is at night, skip
directly to the next paragraph; if it’s during the daylight, go to entry 77 on page 14.
96 Within 2 turns after it started town folk rush in and break up the fight. You try the front door, but it’s locked. You check the side/back and find another
R1d: (1-3: There were no witnesses to the fight, and the townfolk assume that door. You may knock on the door and say, “Hello, who’s in there?” to see if
you are at fault. Sheriff Behan (Cowboy 1,0) tries to arrest you for assault anyone answers 123, you may quietly open the door and look inside by seeing
(attempted murder, or possibly murder, if you fired a gun. Go to entry 97). (4-6: entry 124, you may open the door and walk in 126, or you may go for the Sheriff
16 25
There was a witness to the fight. If you killed Jackson, your plea of self-defense
holds. Go to entry 97).
171 You see Tom Shelby, Chairperson of Town Council. R2d. On results of
2-5, skip directly to the next paragraph. Otherwise, he nods and moves by.
97 If you’ve been arrested, go to 67-c. If the townsfolk accept your plea of Shelby says, “Wyatt, I warned you.” He takes your badge and indicates that he’s
self-defense, return to the lobby, 85, and re-choose. If the fight continues (e.g. you put Sheriff Behan in charge until an election for your position can be held next
fight the newcomers), go to 98. month. Behan’s first move is to release any Clanton or McLaurys who is in jail for
any charge other than murder!
98 If the fight lasts another 3 turns, the 4 town folk guests upstairs come
down and join in! If you are defeated, they arrest you and you should go to 76c. There is a 2-10 chance you win next month’s election. If you lose the election,
If you prevailed, go to 99. you and the rest of the Earps leave Tombstone and head west, ending the module
unsuccessfully.
99 You’ve obviously aroused the wrath of the good folk of Tombstone by
successfully fighting so many of its citizens. You may stay in town and read 101, 100 CHANCE ENCOUNTERS
or you may run for the nearest horse, and ride out of town as fast as you can by
After each Chance Encounter ends, go to the next segment of the day (eg. If it’s
reading 102.
day, go to night; if it’s night, go to the next day). Remember, every time an entry
is used, cross its letter off the list on the scorecard– unless specifically directed not
101 R1d. After that many turns, any citizen who sees you and passes a Courage to do so.
Check, tries to shoot you on sight. If shot unconscious, you are lynched. If you
remain in town, select another destination and remember to roll for a possible A It’s Tombstone Epitaph editor, Jeb Brady who asks you for a comment on
Chance Encounter at the halfway point. Sheriff Behan’s arrest of Doc Holliday on suspicion of killing a stage driver during
an attempted hold-up. You may post Doc’s $25 bail or leave him sit in jail. His
102 Before you can get out of town, 2 pistol shots ring out at you from range 6 hearing is scheduled for next Monday at 11:00 a.m. Make a note that next
as you are galloping down the street. If the shots do not kill or incapacitate you, Monday there is a 2-10 chance charges will be dropped as a result of the hearing.
you escape town and have ended the adventure alive. The module ends here.
B It’s young cowboy Ben Shontz (Cowboy 7,0). He’s drunk and quite
103 You walk deliberately over to the hotel (on Board A). Inside you ask belligerent. You hear him brag, “I’ll handle that high-faluttin Earp!” See
desk clerk Frank Jackson, “You have a drover named Blackie King stayin’ here?” Bellicose Reactions on the back cover, but modify the roll –2.

“Nope, sorry.” RRO, then go to 104. C. A dust covered rider reins in and breathlessly reports that he’s spotted 6
missing Army mules on the McLaury spread! You go to the livery, saddle up, and
104 If you decided to go upstairs, read 105, if you thought that King might ride out to the McLaury ranch.
be registered under another name and describe him, go to 106. If you decided to
leave, determine where you want to go, then read entry 1. A caustic Frank McLaury stands in the square outside the front door of the house
on Board G. You’re on horseback 2 squares in front of him. McLaury claims that
105 If you’re a guest in the hotel, go to entry 109; otherwise, go to 108. the mules were his, but that they were just rustled. RRO.

106 You ask, “Mr. Jackson, do you have any drovers in here with dark, black If you search the place, skip directly to the next paragraph. Otherwise, lose 1 EP
hair, heavy set, wearing a bushy mustache?” for your carelessness in discharging your duties.
You search the barn and the range fruitlessly. You return to question Frank
He responds, R1d: (1-2: “Nope. Nobody like that. Go to 110.) (3-6: “Yep,
McLaury further. He obviously harbors a deep dislike for you. See Bellicose
room 101, top eh’ the stairs.” Go to entry 109.)
Reactions. Make a note that if you survive you must read entry 169 on page 24.
D It’s Edmund Thomas (Town Folk Chit) at Range 1. Edmund appears to
be in his late 50s. Dressed in an old gray suit, he reeks of booze and is
belligerently drunk! He drawls, “Earp…I don’t like your looks! Never did!” He
tries to pick a fight with you! RRO.
24 17
163 As you reach the hitchpost in front of the brothel on Board D, a fireball by going to 67-m.
explodes from inside the Tombstone Nugget office! You may try to raise the alarm
for a fire and read 157, or ignore the situation and go to another destination and
108 As you climb the main stairway, the clerk calls out, “Can I help you?”
read 164. Only guests are allowed upstairs.” You may leave and go to another destination,
or argue with the clerk. If you argue with the clerk and prevail, made a note to
164 The Tombstone Nugget office burns to the ground. Lose 1 EP for your eventually go to 109. For now, go to entry 90 to argue.
cowardice. Select and go to another destination.
109 As you start up the stairs you hear running bootsteps! Thinking Blackie
165 Unfortunately the Tombstone Nugget building burns to the ground. Go to may have overheard you asking the clerk about him, you draw your Remington
entry 161. and rush up the stairs! You hear bootsteps running away, down the carpeted hall
toward the back of the building. As you run down the hall, you hear footsteps
166 This entry purposely left blank. running down the outside stairs! You follow! As you descend the stairs, you spot
Blackie running down the alley toward the east end of town!
167 Go to 143 on page 29, but ignore the instructions about tying the man up
if he is dead. Place your chit behind the hotel on Board A in Square 8-A. Randomly place 2
horses in the corral on board G. Place Blackie’s chit on Board G, in Square 4-A,
168 This entry purposely left blank. behind the bunk house. R1d: (1-3: He carries a rifle and a pistol) (4-6: Blackie
carries his pistol in his hand). RRO.
169 McLaury insists he had nothing to do with the robbery. This scenario ends
here. Gain 1 EP if you won the brawl; lose 1 EP if you lost the brawl. Determine your actions/movements and run them only so far as you could move
without possibly sighting Blackie at the earliest, then read the next paragraph.
170 Cowboy Jamey Tolbert alerts you, “Marshall Earp, Billy Claiborne’s just
ridden into town ‘an tethered that bay that was stolen from you outside Bauer’s You peer around cautiously, looking for King. R1d: (1-3: See a) (4-6: See b).
Market!” RRO. a. No matter what you do, Blackie King will attempt to continue running
Use the Dry Goods Store on Board D to represent Bauer’s Market. Cowboy If you away! R1d: (1-3: Blackie turns left, running up the alley beside the bunk
go there immediately, see A; otherwise, read B. house’s east wall..) (4-6: Blackie runs for the corral. Perhaps to get a horse and
escape. There’s a 1 of 6 chance per horse that it’s saddled. If it is not saddled,
a. At the hitch rail outside Bauer’s Market you examine the big bay. R1d: reduce its movement by 3. Run the chase and finish the scenario on your own. If
(1-4: It’s yours! Read C). (5-6: It’s not yours. This scenario ends here.) you survive - select another location and roll for a Chance Encounter at the
b. As you approach the bay, R1d: (1-3: Claibourne and the bay are gone! halfway point.)
There’s no trace of them.) (4-6: See a).
b. Blackie awaits in ambush behind cover. Randomly determine the cover
c. CHOICE: Wait for Claiborne’s exit with your gun(s) drawn and see D,
and run the gunfight. If you survive - select another location and roll for a Chance
or await Claiborne’s exit with weapons holstered and see E.
Encounter at the halfway point.)
d R1d: (1-2 Claibourne has escaped out the back door! There’s no trail or
trace of him. You may keep the bay.) (3-4: Billy exits and draws! Use 110 You decide to leave. Go to entry 92.
Cowboy 11,0 to represent Claibourne) (5: Billy walks out the door and
submits to arrest.) (6: See F) 111 This entry is purposely left blank.
e. R1d: (1-4: As Billy exits, you step out and attempt to place him under
arrest! See Arrest Attempts on the back cover.) (5-6: See g).
f. Billy and his friend (Cowboy 8,0) are just leaving the store! They see
you and draw! Run the gunfight.
g. Suddenly shots ring out from across the street! The first bullet splinters
wood behind you! Run the second shot from Cowboy 8,0 who fires from
behind cover at the SW corner of the House on Board G. This is a
deliberate ambush, with you caught in a crossfire! Claibourne comes out
the door firing at you! The next shot is the ambusher’s second shot from
cover. Finish the gunfight.
18 Observation Check. If you get and pass the check, you see Chez aiming his pistol
112 JACKSON’S GENERAL STORE at you and may take evasive action! In any case, run the gunfight.
This 1 story structure on Board C has high shelves and counters that run along
23
both side walls. Larger barrels of various goods stand to the left of the door as
fire on the arsonist 156, or you may run away and raise the alarm for the fire and
well as in the center aisle. R1d customers are present. There’s a 2-6 chance that
read entry 157.
you should roll for a Chance Encounter.
Inventory includes the following items which are for sale. 154 The man is Sam Archer (Cowboy 7,0). You draw and get 1 shot as the
man hurls the bottle into the Nugget office! On turn 2 of the gunfight, the man
Item Cost Item Cost will attempt to draw and fire at you; roll for Initiative for turn 2.
Bullets (Box of 500) $1.50 Shotgun (Dble barrel) $25.00
Gun belt & holster $ 5.00 Saddle bags $ 6.00 On turn 3 and each turn thereafter, Sam will attempt to get to his horse which is
Knife $ 2.00 Saddle & Blanket $35.00 tethered in Square A-8 of Board D. If able, he’ll attempt to flee down the alley
Pants (Work) $ 4.00 Shirt (Dress) $ 3.00 that runs between the Livery and the Barber Shop on Map Board B.
Pants (Dress) $ 5.00 Shirt (Work) $ 2.00
If you prevail, go to 158. If you are unconscious, go to 159. If you are conscious,
Rifle $30.00 Six Gun $20.00
Rope $ 2.00 Shotgun $25.00 but the arsonist escaped, go to 161.

155 You duck around the corner of the outhouse! Inside the Tombstone
113RAMROD RESTAURANT / Nugget Office the bottle explodes and the sky is lit by a fireball. The windows are
blown out. As the fireball dies down, the building begins to burn. The arsonist
RANCHOUSE RESTAURANT starts running out of town! Add 2 to whatever range is indicated in the next entry.
The restaurants are located on Boards H or C. A bell tinkles your arrival. You see You may yell at him to “Stop!” and see 160 , you may start shooting 156 , or you
several tables covered with red checkered tablecloths. The food aromas are may ignore him and try to rouse the town to fight the fire by reading 157.
pleasant. Two tables are occupied by customers. A sign reads, “Coffee free –
with meals.” 156 The Tombstone Nugget office has caught fire and is burning down! Go to
entry 154.
Order: There’s a 2-6 chance per the table you want, that it’s vacant. Place your
chit at a table. Make your order, deduct the cost from your cash on hand, then roll 157 Everyone from the Tombstone Hotel runs out to help you fight the fire!
on “The Food” Chart below. The arsonist escapes, but the Tombstone Nugget office is saved with only minor
Menu Item Cost Menu Item Cost damage thanks to your quick actions. You’re given a lifetime subscription to the
Chicken $ .50 Salami Sandwich $ . 50 Tombstone Nugget (its lifetime or yours, whichever is shorter). Go to 161.
Ham Sandwich $ .50 Steak $ 1.00
Lemonade $ .25 Toast & Bacon $ .50 158 If the man is unconscious, you tie him up so that he can’t escape. RRO.
Potatoes $ .25 Toast $ .25 If you raise the fire alarm go to 157 , if you ignored the situation, go to a new
Pie or Cake $ .50 destination.
The Food R2d 159 You wake in the doctor’s office on Board B. The sheriff listens to your
2-5 The food takes a long time coming. It tastes quite plain, hardly worth the story while the doctor treats you. Go to 161.
long wait.
6-8 The food arrives. It tastes fairly good. Roll for a possible Chance 160 The man keeps running! You may ignore him and raise the fire alarm by
Encounter here in the restaurant. reading 157, or you may start shooting at him and read 162.
9-11 The attractive waitress delivers the food. “Here you are, Mr. Earp.” The 161 Sheriff Behan takes down your description of the arsonist. He says,
food tastes hearty and delicious. “Sounds like Sam Archer to me. Sam’s been the focus of a series of rather vicious
12 The waitress delivers the food. It’s mundane at best. R1d: (1-2: A lampoons recently run in the Tombstone Nugget and apparently has taken a direct
miner enters and takes the closest table to the window. (3-6: See 114). hand in stopping the presses.” Select another destination.
114 Indian Joe (Cowboy 5,0) attempts to ambush you from outside the 162 The man is Sam Archer (Cowboy 7,0). He runs and dodges, trying to
window nearest to your table. If you have a possible sightline, roll for an escape. Open the gunfight at Range 6, with Sam running away, West, down the
street. He fires 1 shot per turn as he flees. If you prevail, go to 158. If Sam
reaches any map edge west of Board D, he escapes, and you go to 161. If you are
unconscious, go to 159.
22
149 BELLE’S BROTHEL The house at the NE corner 19
of Board A represents this establishment. You climb the steps to its wooden porch, 115-119 These entries purposely left blank.
then let yourself in. You squeeze by a young drover who leaves with an
embarrassed look on his face. Place your chit on the L-shaped couch. Three of 120 The range is 2. You get a +1 bonus for surprise. Run the combat. If you
the women sit scattered about the parlor. R2d. On rolls of 2 or 12, a Chance survive, RRO.
Encounter occurs. If a Chance Encounter occurs, roll for it; otherwise, read on If you decided to report the incident to the sheriff, go to 67-d. Otherwise, go to
here. the destination you chose, remembering to roll for a Chance Encounter at the
Services cost $10 for a basic experience, $14 for a typical experience, and $18 for halfway point.
a grand experience. Kate, the heavy-set, lantern jawed madam explains that her
services cost nothing extra; Jane, a slender, attractive-young redhead charges 121 WO CHINS’ LAUNDRY
$2.00 extra; and Tess Reed, a stunning brunette charges $4.00 extra for her The Lawyer’s Office on the side street on Board H represents the laundry. It is
services. Belle adds that Tess and Jane require that customers have had a bath in usually manned by Wo Chin, or his daughter Wo Lynn. A bell tinkles your arrival.
the last day. (If you’ve selected one of those women and have not had the Behind the counter you see steam escaping from the numerous wash barrels that
necessary bath, you may select another woman or go to the bath house, entry 10 on line the back wall behind the counter. The cost of laundry is 25 cents per garment.
page 5. There’s a 2-3 chance you should roll for a Chance Encounter inside Wo Chin’s.
You may leave and select another destination, or pay for the services of one of the 122 This entry purposely left blank.
workers and go to 151. If you require a bath, you may get it and then return,
regardless of the 1 visit per establishment rule. 123-128 Thise entries purposely left blank.

150 This entry purposely left blank.

151 The woman you selected seductively leads you into the last room on the
left. She closes the door and begins removing clothes. Things heat up. R2d and
apply the result to the following chart.
R2d Result
2-4 The business-like and mundane experience ends.
5-9 The experience ends pleasurably.
10-12 The experience ends extremely pleasurably!
You dress and leave the establishment. Select another destination and roll for the
possibility of a Chance Encounter at the halfway point.

152 Select the bullet that most closely approximates your reaction.
 You draw your gun and yell, “Stop!” Go to 153.
 You draw your gun and open fire! Go to 154.
 You run for cover behind the outhouse! Go to 155.
 You ignore the man and go to another destination in town and read 163.

153 The man throws the bottle into the Tombstone Nugget office, ignoring your
shouts! From inside the office comes the explosion of a fireball! You may open
20 into the open before firing, then will open fire as soon as
possible!
129 MARSHAL’S OFFICE You’re sitting 21
behind your desk doing some paperwork and looking through some newly-arrived
wanted posters. R2d: 132 R1d: (1-3: Go to 140 ) (4-6: Go to 138 ).
2-4 Bat Masterson arrives and sides you for the rest of the day / night. Roll 133-136 These entries purposely left blank.
2 dice; if the result is DOUBLES, roll for a possible Chance Encounter.
5-6 Judge Miller enters, sits down, and discusses the current state of the
Clanton-McLaury problem. 137 Since he did not know you were there, he doesn’t evade and you hit him
7-8 Things are quiet so far. Roll for the possibility of a Chance Encounter over the head! He takes 2 wounds. R2d (2-5: Go to 142) (6-12: He is stunned,
9-10 Time passes slowly and uneventfully. If you’ve not done so lately, you go to 143).
check the ammunition in the shotguns and rifles on the wall.
11 “Mr. Earp, Mr. Earp!” your deputy breathlessly calls as he enters 138 The man raises his hands and lets you take his gun and march him to the
your office. “That Coulton drover you threw out of the Top Dollar last Sheriff’s Behan’s office. Go to 67-I on page 13.
night is back in town! He’s carryin’ a rifle. I just saw him across the
street at the Oriental Saloon, yellin’ ‘an calllin’ you out!” RRO,
making plans, then see entry 131. 139-143 These entries purposely left blank.
12 “Mr. Earp, Mr. Earp!” your deputy breathlessly calls as he enters your
office. “That Coulton drover you threw out of the Oriental Saloon last
night is back there! He’s yellin’ ‘an breakin’ up the place, calllin’ you
144 The module ends here with a reward of $250 on your head!
out!” See entry 130. 145 This entry purposely left blank.
130 You strap on your guns and check to see that they’re fully loaded. Then
you walk purposefully acorss the street and down the boardwalk toward the 146 You open the door and walk into the dark room. R1d: (1-3: Go to entry
Oriental Saloon on Board C. RRO, making plans. 127 ) (4: Go to 147) (5-6: Go to 128) .

Randomly place Todd Coulton [Cowboy 7, R1d: (1-4: 0) (5: -1) (6: +1) inside 147-148 These entries purposely left blank.
the Oriental Saloon. Next, give Coulton a Courage Check. If failed, he will
attempt – if possible - to ambush you, drawing & shooting as soon as he spots you.
If appropriate roll for Stealth and possible Observation. If he can’t ambush you,
he’ll yell, “Draw, Earp!” as he draws. He won’t be talked to.

131 Todd Coulton [Cowboy 7, R1d: (1-4: 0) (5: -1) (6: +1) is armed with
a rifle! Once you move outside, R2d for his placement. If possible, he’ll use
Stealth and even attempt back-shoot you with his rifle!
2-4 Coulter stands outside the window to his left of the Oriental’s
batwing doors! He opens fire as soon as he sees you!
5 Same as above, but is behind a crate.
6 Coulter stands 2 squares north of the ‘C’ in Board C, using the
corner of the restaurant for cover. He opens fire as soon as he
sees you!
7-8 Coulter stands in the alley in the square even with the desk in the
Doctor’s Office! He opens fire as soon as he sees you!
9 Coulter stands inside the Oriental, at the window to the left of its
batwing doors. He opens fire as soon as he sees you!
10-12 Coulter squats down behind a crate 1 square to the right of the
Laundry’s front door on Board H. He’ll wait until you move

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