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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.
Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 2
DUSTY TRAILS
Have dice will travel
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
Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 5
DUSTY TRAILS
Have dice will travel
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:
Copyright © July 28, 2003 by Dan Van Horn of Dusty Dog Games 7