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Western Legends Solo

Disclaimer: I have just used a combination of the fantastic work that Robert
Carroll and Solo Games have done on BoardGameGeek. I have tweaked
them into one set of rules that hopefully balance the game more and
combine the best thematic parts of their work.
I wanted the game to evolve as you increased on the Wanted and Marshall
track, so have added some dynamic rules for the Sheriff and Bushwhacker
to reflect this. Also I wanted to stop a player just mining and going to the
Cabernet, (easy to win this way).

At the end of these rules for Solo variant, I am working on using these rules
for more than one player, to give a bit more flavour and complexity for
those seeking it. Please give any feedback to the forum on
BoardGameGeek.

Follow all Core rules except the rules set out in this Document.

Note: When the rules state “Marshall/Wanted points” for movement, this is
the points value your Player marker is on the track (1-9).

Set-up
Same as 2p game: except after setup:


1. Shuffle remaining Character cards to make Character deck. Discard the top card (so you
don’t know who it is), then the Bushwhacker starts as the next card’s Character. Choose a
player miniature and a coloured base to represent the Bushwhacker.

a. Place the Bushwhacker in Cabaret Space at Red Falls.
b. In fights, Bushwhacker is treated same as The Man in Black (i.e., like a Player).

c. Bushwhacker can be Arrested (same as a Player) or Robbed (same as The Man in Black),
but not Duelled.

d. For purposes of Story Cards, the Bushwhacker and The Man in Black are considered to
be a Player.
e. Place the yellow disc on the the 2 space of the LP track, this is the market value of gold
nuggets, being the space on the LP track x$10 (e.g. if the yellow disc is on space 1 of the LP
track, each gold nugget is worth $10 when deposited.)

2. Difficulty setting
Place The Man In Black’s cube on the following space of the LP track, must be setup as
long game:


Tenderfoot (Easy) = Start at 0 LP
Huckleberry (Normal) = Start at 5 LP
Curly Wolf (Hard) = Start at 10 LP
John Wesley Hardin (Hardcore!) = Start at 15 LP 


Turn Order


1. Start of Turn Phase

2. Draw and resolve The Man in Black deck (skip
first turn of game)

3. Player’s Action Phase

4. Draw and resolve The Man in Black deck

5. Sheriff Moves (Wanted/Marshal)

6. Bushwhacker Moves

7. End of Turn Phase



Sheriff Moves (This includes during the Sheriff moves phase of the turn, as
well as card and story effects that move the Sheriff):


1. If Player is Wanted – Sheriff moves spaces equal to the amount of Wanted
points the Player has toward the Player, if they enter that Player’s space, they
attempt to Arrest the player (follow core rules for this). But The Man In Black
gains 1LP.

2. If Player is Marshal – Sheriff moves spaces equal to the amount of Marshall
Points the Player has toward nearest Bandit hideout containing a Bandit and
removes that Bandit once it reaches the hideout. Man in Black gains 1LP.
3. If Player is neither Wanted nor Marshal – Sheriff moves up to 3 spaces with the
active Player choosing.



Bushwhacker

(Optional rule): To give a bit of theme to the Bushwhacker character, when the
character is revealed, check the back of their card and give them the weapon
described as starting weapon. If you defeat the Bushwhacker in any fight, you loot
this weapon. Place it onto your player board and you may equip it. (please note if
character for Bushwhacker has an upgraded weapon, it’s effects take place too).

Bushwhacker movement


If Player is Neutral (neither Wanted nor Marshal) – Bushwhacker moves 1 space
toward Player.

If Player is Wanted or Marshal – roll a prospecting die:

Gold Nugget = Bushwhacker moves spaces equal to the Active Player’s Wanted or
Marshal Points on the track towards the Player.

Any other result = Bushwhacker stays put.

If ever in same space as the Player, Bushwhacker will Rob if against a Marshall
player, or Arrest for Wanted player (see below for resolution rules).

If player is Wanted:
If player is Marshall:
• If Bushwhacker is Successful: The
• If Bushwhacker is Successful: The Man In Black gains 1 LP (he has
Man In Black gains 1 LP (he has several minions) and The Player is
several minions) and The Player loses placed in the Sheriff’s office space
all their gold nuggets, of if no gold with the Sheriff. The Arrested player
nuggets, then loses all their money; also loses all Wanted points, all cattle
and The Player loses all their cattle tokens, and half their money and gold
tokens. Player gains 1 wound and nuggets rounded up. (same as
draws 1 poker card. Arrested in game rules). Player gains
• If Bushwhacker is unsuccessful: The 1 wound and draws 1 poker card.
Player gains 1 Marshal Point and 1 • If Bushwhacker Unsuccessful: The
wound and Place Bushwhacker in the player gains 1 Wanted Point and
Sheriff’s Office.
 chooses to steal $60 or 2 Gold
Nuggets.

When the Bushwhacker is defeated in a fight, replace the Character with a


new random Character Card by discarding the top card, then choosing the
next Character card. (Remember if the Man in Black is at 5LP at least, use
the Character ability if it applies)

Fights
As with any fight in the core rules, if the Player loses, they gain 1 wound
and draw 1 poker card.


The Man in Black: Reveal 3 Fight cards and reduce the player's card by
1.
Refer to the Rules on The Man Black card for resolution of fight.

Sheriff: Reveal 2 Fight Card if the player reveals 1 Poker Card worth 2 to
7.
Reveal 3 Fight Cards if the player reveals 1 Poker Card worth 8 to Ace.

Bushwhacker: Reveal 2 Poker Card if the player reveals 1 Poker Card


worth 2 to 7.
Reveal 2 Poker Cards if the player reveals 1 Poker Card worth 8 to Ace.
Always reduce the player’s card by 1. Any ability will trigger for the
Bushwhacker on their revealed poker cards if applicable.
Refer to the Bushwhacker section above for resolution of fight.

Bandit: Reveal 1 Fight Card if the player reveals 1 Poker Card worth 2 to
7.
Reveal 2 Fight Cards if the player reveals 1 Poker Card worth 8 to Ace.

Guard: Reveal 2 Fight Card if the player reveals 1 Poker Card worth 2 to 7.
Reveal 3 Fight Cards if the player reveals 1 Poker Card worth 8 to Ace.

Poker


1. Whenever playing poker, there is a chance a Card Shark is at the table, roll a
prospecting die:

a. Gold Nugget or Gravel = Regular “Dealer” – 4 cards, make the best hand after
flop.

b. Tailings or Gold Dust = Card Shark – 5 cards, make the best hand after flop.
2. If Card Shark wins the poker hand, The Man In Black gains 1 LP (I done told ya
he has his posse).
3. If the player wins against the Card Shark, gain an +1 LP and +$10.
4. If you play Dead Man’s Hand (2 Aces/2 Eights) in a poker game, you automatically
win: $50 + $10 ante, plus gain +1 LP and 1 Wound.
5. The Man in Black (only at Cabaret per his card) – 4 cards, make best hand.

Story Cards

Still can only contribute to one story in a turn.

1. Only required to place one disc on the story card, once placed the Story
Triggers immediately.

2. When instructed to move the Sheriff, follow the Sheriff movement rules
above instead.

Prospect for gold and depositing at the bank.


Gold has a variable value. Every 4 gold that is deposited reduces the value of
gold by 1, move the yellow disc 1 space lower on the LP track, therefore can
have no value. Remember, the space on the LP track is value of gold x$10.
When a Player takes a successful Heist action, increase the value of gold by
moving the yellow disc up one space on the LP track.
This should give a dynamic gameplay to stop a player just farming for gold then
going to the cabaret (with a packhorse, this would be 10LP points for one
journey!). Also the value can be above 2 on the LP track meaning, if you Heist
multiple times gold is rarer so more valuable. However, watch out robbing the
bank puts a big target on your back!


Game End Scoring and Achievement
Same as 2p game


0 LP ≤ The Man in Black – Hang up your guns and go back East, ya
ain’t ready for life out West!


1 to 3 LP > The Man in Black – “I deserve this fate. It is a debt I owe
for my wild, reckless life.”


4 to 9 LP > The Man in Black – You look good in black.


10+ LP > The Man in Black – . . . and that is How the West was
Won . . .


Character Adjustments:


Billy the Kid – Gets $10 from The Man in Black when in the same space

Annie Oakley – The Man in Black discards a fight card

Butch Cassidy – Can Rob the Bushwhacker

Joaquin Murrieta – as Wanted = +1 LP vs. Sheriff; as Marshal = +1 LP vs.
Bandits (total of 2 LP)

Allan Pinkerton – Can look at fight cards of Bandit, Sheriff, or Bushwhacker
and may discard 1 fight card of Bandit or Sheriff
More than one-player Variant
Rules are the same as above, except the Turn Phase, the Sheriff and
Difficulty, see below:

Turn Order


1. Start of Turn Phase

2. Player’s Action Phase

3. Draw and resolve The Man in Black deck

4. Sheriff Moves (Wanted/Marshal)

5. Bushwhacker Moves

6. End of Turn Phase
Set-up
Same as normal game: except after setup:


1. Shuffle remaining Character cards to make Character deck. Discard the top card (so you
don’t know who it is), then the Bushwhacker starts as the next card’s Character. Choose a
player miniature and a coloured base to represent the Bushwhacker.

a. Place the Bushwhacker in Cabaret Space at Red Falls.

c. In fights, Bushwhacker is treated same as The Man in Black (i.e., like a Player).

d. Bushwhacker can be Arrested (same as a Player) or Robbed (same as The Man in
Black), but not Duelled.

e. For purposes of Story Cards, the Bushwhacker and The Man in Black are considered to
be a Player.

2. Difficulty setting
Place The Man In Black’s cube on the following space of the LP track, must be setup as
long game:


Tenderfoot (Easy) = Start at 0 LP, Players start at 3 LP
Huckleberry (Normal) = Start at 0 LP
Curly Wolf (Hard) = Start at 5 LP
John Wesley Hardin (Hardcore!) = Start at 10 LP 


Story Cards

Players can still only contribute to one story in a turn.

1. Required to place discs on the story card as normal, once the Story is complete
by filling required participation spaces, the Story Triggers immediately (e.g. 2-4
players needs 2 discs, 5-6 players needs 3 discs).

2. When instructed to move the Sheriff, follow the Sheriff movement rules
above instead.

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