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DUSTY TRAILS

Have dice will travel

Introduction Faction Cards


Represents the different gangs or groups that
make up the old west. There should be one
faction card for each figure in the gang or posse.
Wild Cards
There are four wild cards in the deck, one for
each character level. The levels are Greenhorn,
Gunman, Shootist, and Legend.
The Joker
Determines the end of the round and when the
deck gets shuffled.

CHARACTER SHEETS
Dusty Trails or “Have Dice, Will Travel” is a fast Character sheets are used to keep track of damage
paced western gunfight miniature game. The game is done to a character. When a character is hit, the
played with two or more players, each playing a player marks on the sheet the location of the hit.
different gang or faction. Dice are used to determine
hits and wounds in a unique way.
SCENARIOS
What is needed There will be a short list of possible scenarios
1. A set of fourteen six-sided dice (14D6); two red, available at www.dustydoggames.com.
four blue, and eight white.
2. Two ten-sided dice (2D10).
3. One twenty-sided die (1D20). The Scenario will determine how the miniatures
4. A dice bag big enough for the gamers to reach would be setup.
their hands into.
5. Pencil and paper. FACTIONS
6. Action deck. There are endless sources for the creation of factions.
7. Character sheets. Just watch a couple of westerns. Here are just a few.
8. Western miniatures. I use Peter Pig’s line of
15mm miniatures, but you could use 25mm Lawman: Every town in the old west has a
miniatures if that is what you have. lawman, not always good or sober. Any one who
9. Some terrain and buildings. There are an endless would be helping the local lawman would be part
number of companies online from which to buy of that faction.
both terrain and buildings. I’m posting some of Outlaws: These are the guys the Lawmen are
my buildings and terrain on after.
www.dustydoggames.com. Take a look! Marshal: They can be federal or state marshals.
Banditos: Outlaws from south of the border.
ACTION DECK Townsfolk: The people who live in the town.
The Action deck governs the order that the characters
are able to perform actions. The deck consists of The list goes on.
faction cards, four wild cards, and the joker.
FACTION CARDS
When a faction card is drawn from the Action Deck,
the player controlling that faction chooses one of his

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 1
DUSTY TRAILS
Have dice will travel

figures that have not been activated. That character WILD CARDS
is now activated and can perform one of the There are four types of wild cards, one for each level
following actions. of character.

Walk: The four levels are:


The player rolls two dice; this is the maximum Greenhorn:
distance in inches that he can move. At the end This is your every day town folk, who have never
of his move, he can turn to face any direction. used a gun. If they fire a gun during a gunfight,
Run: they go to the next level. Greenhorns can never
The player rolls three dice; this is the maximum move and shoot at the same time.
distance in inches that he can move. At the end of Gunman:
his move he can turn to face any direction. This is the cowboy or plainsman; they wear a gun
Character can not run two turns in a row. as part of their dress; like their boots. They have
Move and Shoot: used a gun; maybe even shot someone, once. If a
The player rolls one die; this is the maximum gunman kills six or more people, he goes up to
distance in inches that he can move. He can shoot the next level.
at any time during his movement. At the end of Shootist:
his move he can turn to face any direction. They make a living by using a gun. They can be
Shoot: anything from an outlaw to army solder. If they
When character does not move or change facing kill twenty or more people, they become a Living
they get bonus die when firing. Legend. Shootist gets one bonus die in all
Repair Gun: gunplay.
When character does not move or change facing Living Legend:
they may attempt to fix a jammed gun. They are the stars of the dime novel. A legend
Reload: gets two-bonus dice in all gunplay.
When character does not move or change facing
they may reload a gun. If any one kills a Legend in a duel, they become a
The Things Legends are Made Of: Legend themselves.
This is an action that is not on this list, but would
seem impossible to do -- like leaping from a When a wild card is drawn, if it is the same or higher
moving horse, diving through a window, drawing level as the last activated character, the player
your gun and shooting the bad guy. The player controlling the character takes the card. He can
rolls D10. If he rolls equal to or less than his immediately play the card and activate any of the
Difficulty Rating, the player achieves the amazing characters he controls, even if they have already been
deed. activated that round. He can also hold the card and
use it to interrupt the game and activate one of his
Character Level Difficulty Rating characters. If a character has not taken a turn in that
Greenhorn 3 round and is activated with a wild card, he cannot be
Gunman 4 activated again unless the controlling player uses
Shootist 5 another wild card.
Legend 6
THE JOKER
The Gamemaster can add to Difficulty Rating, if he is
When the joker is drawn, the round is over. All
determined to do so.
unused wild cards are returned to the deck. One of
the players shuffles the deck, the top card is turned
over and the next round begins

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 2
DUSTY TRAILS
Have dice will travel

GUNNING THEM DOWN WOUNDS


Each area of the body has a maximum amount of
damage it can withstand. When that level is reached
that part of the body is useless or in the case of the
head and chest the character dies.

Each character level can withstand only so many


FACING
FRONT chest wounds. They are:

Character Level Chest Wounds


Greenhorn 3
When a character does not move or change facing Gunman 4
they get a +1 bonus die. Their target must be within Shootist 5
the firing arc as above. Legend 6
When a character is shooting at a target, the
Legs: when a leg reaches its damage maximum (2),
controlling player reaches into the dice bag and takes
the character rolls –1 on all movement dice. If both
out the correct number of dice and rolls them. The
legs have maximum damage, they are useless and the
color of the dice and the numbers rolled determine
character loses all movement.
the results.
Arms: when an arm reaches its damage maximum, it
White dice only wound on a roll of a 6, and
can no longer be used. If it is the character’s gun
players controlling the target character decide
arm, they can use the other, but at a –1 on all die
where to place the hit.
rolls. If he is using a rifle with one arm, they fire at
–1 on all dice rolls.
Blue dice hit the chest area on 5 or 6. All
wounds are recorded in the chest area.
Mortal Wounds: when at least half the head or chest
area is marked off with damage points, the character
Red dice hit the head area on 5 or 6. If the
is mortally wounded.
die roll result is a 6, the target character dies
from the head shot. All other wounds are
COVER
recorded in the head area.
Cover is anything that might stop or slow down a
bullet; i.e., a side of a building or a stone wall.
“Fill them full of lead”
If a Character is using a revolver or a lever action
Soft Cover is anything that would slow down a bullet
rifle, it can “fill them full of lead” rolling the
or obstruct line of sight; such as a wood fence or
maximum number of dice the gun can fire in a round.
bushes. The shooter fires at a –1 on all dice.
If they roll more 1’s than 5’s or 6’s, the gun is
Hard Cover is anything that stops a bullet, like the
jammed and must be repaired. Greenhorns can never
side of a building or a boulder. The shooter subtracts
“fill them full of lead”. After filling them full of lead
one dice from his die roll and gets a –1 on their dice.
a character’s gun is empty until they take an action to
reload.
The gamemaster is the final word when it comes to
deciding what determines hard or soft cover.
Have Dice Will Travel is a Hollywood western
gunfight game, so nobody ever runs out ammo.

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 3
DUSTY TRAILS
Have dice will travel

CLOSE COMBAT friends are dying around you, there’s a chance you
Close combat occurs when two or more characters will lose your nerve. When any of the following
are locked in hand-to-hand combat. things occur, a character must take a panic test.

When in close combat, the two opponents each rolls a If a character is seriously wounded; they lose the
1D10 combat die. They add or subtract all their use of an arm or leg.
combat modifiers to the roll of die. The character
that has the highest roll wins that round of combat. Greenhorn takes a wound.
When the roll is tied, both characters take damage.
Gunman is mortally wounded; more than half of
Close Combat Modifiers. the head or chest boxes is marked off.
-1 if fighting more than one opponent at the same
time. Shootist is mortally wounded; more than half of
+1 if armed with a melee weapon. the head or chest boxes is marked off.
+1 if attacking from behind.
-1 if the character is a Greenhorn Legend is mortally wounded; more than half of
+1 if character is a Shootist the head or chest boxes is marked off.
+2 if the character is a Legend
When half of your friends are killed, mortally
Some skills and the Gamemaster can add or subtract wounded, or have panicked.
to the modifiers.
If the bossman refuses a challenge, all his gang
To determine the damage and hit location, the player members must take the panic test.
that won then rolls 1D10. If the character rolls:
1-4 - the character is hit in the body and takes one Whenever the Gamemaster determines one should
point of damage to the chest. be taken.
5-7- the character is hit in the body and takes two
points of damage. TAKING A PANIC TEST
8-9- the character is hit in the head and takes one When taking a panic test, a character must roll a ten-
point of damage. sided die and roll equal to or under their panic rating.
10 - the character is hit in the head and takes two Character Level Panic Rating
points of damage. Greenhorn 3
Gunman 4
When a character has taken more damage than the Shootist 5
chest or head can withstand, the character is knocked Legend 6
out and is taken out of the game.
Some skills and the gamemaster can add or subtract
The fight is over when one of the characters is from a character’s panic rating.
knocked out. The winner then rolls a 1D6 and
subtracts that from the damage he took during the If a character fails its panic test, it rolls 2D6 and
fight. Only the damage from the fight he has just moves that distance in inches away from the nearest
won can be healed. opponent. It must make a panic test each time it is
activated. If it passes it can make any action. If it
PANIC fails, it must roll 2D6 and move away from the
There are times when even the bravest gunmen will nearest opponent.
turn tail and run. When you are wounded or all your

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 4
DUSTY TRAILS
Have dice will travel

SKILLS WEAPONS TABLE


When creating a character the controlling player rolls
on the skill table. Gunman gets one 1D20 roll on the WEAPON DICE PER RANGE
skill table, Shootist two rolls, and Legends three rolls. TYPE ROUND SHORT LONG
When a character goes up a level they get a skill roll. *Pistol 1/6* 4” 8”
*Muzzle Rifle 2 6” 12”
SKILL TABLE Breach Rifle 2 6” 12”
1. Ambidextrous: may fire two guns, one in each Buffalo Rifle 3 12” 24”
hand without a penalty. Lever Action 2/4* 6” 12”
2. Brawler: add +2 to all hand-to-hand combat Rifle
rolls. Shotgun 4 4” **
3. Charmed: once per gunfight he may re-roll any Double Barrel 8 4” **
dice roll, or make an opponent do the same. Shotgun
4. Crack Shot: add one firing die.
5. Deadeye: add +1 to die roll when firing a single *The first number is the maximum number of dice
shot. that are normally rolled. The second is used when
6. Boozer: at the start of the game the character “filling full of lead”.
rolls a D6, if it rolls three or below it is drunk and *Subtract one die if firing at long range.
have the following skills during the game. ** Subtract one dies for each inch pass short range
Clumsy, Nerves of Steel, and Hard as Nails. i.e. if the target is 6 inches away 2D6 would be
7. Clumsy: falls when he rolls a 1 on movement rolled.
dice. When he roll a –1 attempting to repair their SPECIAL RULES
gun. Muzzle Loaded:
8. Hard as Nails: ignores the effect of the first It must be reloaded each time it’s fired.
wound. Shotgun:
9. Blade Combat: add +2 in hand-to-hand combat It must be reloaded each time it’s fired.
with a blade weapon. Double Barrel Shotgun:
10. Lightning Fast: may fire at a group of characters One or both barrel can be fired. It must be
within four inches of each other and distribute reloaded each time it’s fired.
any hits between them as he chooses.
11. Lucky: once per gunfight he may re-roll one dice UNJAMMING Weapons
roll. For a character to repair a jammed gun they must roll
12. Marksmanship: gets +1 on all shooting die. their skill rating or less on a D10. Each round they
13. Nerves of Steel: subtracts two from panic test. fail to fix the gun they add +1 to their next attempt
14. Quick Shot: add +3 to fast draw die rolls. until the gun is repair.
15. Runt: subtract two in hand-to-hand combat.
16. Swift: add one die to all movement rolls, and add Character Level Skill Rating
one to fast draw die rolls or hand-to-hand combat. Greenhorn 3
17. Terrifying character causes fear in his opponents. Gunman 4
When he shoots at someone, they must make a Shootist 5
panic test. Legend 6
18. Tough: subtract one from all damage dice.
19. True Grit: subtract 2 from panic test rolls.
20. Yellow: add 2 to panic test rolls.

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 5
DUSTY TRAILS
Have dice will travel

Calling Them Out

Any time during the game, a character can be called


out. This is a challenge to a fast draw, mano a mano.
It also interrupts the game. All other actions are put
on hold until the fast draw is over.

When a character is at a lower level then the


character calling them out, they can decline the
challenge and not lose face.

The characters stand eight inches apart. Each player


rolls a ten-sided die and adds all modifiers. The one
with the highest roll gets to take the first action.
They can choose any action, but in the initial round,
the characters must shoot at each other. This
continues until one of them is dead or panics. At the
end of the gunfight, the surviving character gets an
additional action to get off the street and find cover.
After that, the game continues normally.

Fast Draw Modifiers


-1 if the character is a Greenhorn
+1 if the character is a Shootist
+2 if the character is a Legend

Some skills and the Gamemaster can add or subtract


to the modifiers.

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 6
DUSTY TRAILS
Have dice will travel

Character sheet
N am e: L evel:

W eapon s:

N otch es:

Sk ills:

P erm ission by D usty D og G am es to ph otocopy th e ch aracter sh eet.

Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 7

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