Professional Documents
Culture Documents
“Tension. Cowboy films always contain tension, and that’s level of unpredictability to the games.
One minute everything is going fine,
not something I felt was reflected in any other Western and your plan is that you are going to
Gunfight game I’ve played. I wanted to make a game that do X, Y and Z, and then, on the turn
captured the action and tension of the cowboy films I have of your opponent’s card, your man
stumbles or his weapon jams, something
grown up loving”. unpredictable which changes the flow of
the game and adds to that tension we are
Mark Wheatley of Great Escape Games Dead Man’s Hand is a card driven
looking to create with the game.
and I were in casual discussion whilst game. Each gang, of which there are
packing away the MDF buildings, metal four in the rulebook - Cowboys, Lawmen, “Another thing I really like about the
figures, dice and other paraphernalia we Desperados and Outlaws - has a set of game” explained Mark, “is that it’s really
had been using to play my first game of cards, based on the design of a standard quick and easy to play. The scenarios are
Dead Man’s Hand. set of playing cards, with a different suite set up like films, split into three scenes,
for each gang. Cards two through ten are the game we played today was a middle
I continued to quiz Mark about Dead
identical in each suite/for each gang, the scene, prior to that you would ordinarily
Man’s Hand, the third game release from
‘picture cards’ however are unique to play an opening scene, and follow it
the Great Escape Games stable -
the gangs. with the finale. You don’t have to play
“I said to my Great Escape partner, Stu; all three scenes (we didn’t) but the three
The cards serve two purposes in the
we should make an Old West/Cowboy linked scenarios route is the general plan/
game, to dictate the order of play - the
game, and he said, that would be really guideline for a complete Dead Man’s
figure having the highest card assigned to
good, but it’s very different to anything Hand game”.
it going first, and players also keep
we’ve done already. How should we go
a ‘hand’ of three cards which they can ON WITH THE SHOOTOUT
about it? We need to get that tension in
use to play abilities on their figures or
before everyone starts blasting, as well Prior to this discussion and the
their opponents, like “Stumble” or “Dirt
as the carnage that ultimately ensues, just simultaneous clearing of the table, we
in your Eyes”.
like in the movies! We mulled over ideas had played our game - The Shootout at
for quite a long time before we came up “I really like the way the cards work” Old Lenton. Picking a simple scenario to
with the idea of the cards”. Mark continued, “they add an exciting ease me into the rules Mark had chosen
96
1800 - 1900
y each pe
OLD west
who were tasked with either sending the outlaws to Boot
o rd e r to dictate pla top of his pack)
In the
Hill in a hail of bullets, or making their way across town self (from over and looks
deals him rn s
from their starting position and taking back the Sheriff’s
a card, w
hich h e tu card next
Office. I was quietly confident my Lawmen would see o w e d to place this ards
ll c
off the vermin, they always did in the movies (well, at. He is a figures. The other
a n y o f his a lt u n se e n, and
to ) are de
almost always)! e r fi g u re y e r’s other
(one p n y o f the pla
xt to a d over.
With our two gangs in place, it was time to take three placed ne re then being turne hest
cards from our decks for our respective hands, and to figures, b
e fo as the ig h
w h ose card h est
see who had the initiative (went first), by attributing The fi g u re cond high
e g o e s fi rst, the se ll figure have
more cards to each of our figures, of which I had three valu until a
nd so on, e turn is
(lawmen) and Mark had four (outlaws). second, a a c ti ons and th
perform e d th e ir s are re-
This first flop was kind to Mark, with his first two cards h p o in t the card
hic
over, at w ay.
higher than mine, so he moved, or rather could perform
e a lt in th e same w
d dictate
actions for two of his Outlaws before I had a chance to do s used to
so much as chew tobacca’. s w e ll a s the card c a rd s are also
A
f p la y; three h card
the ord e r o
p la y e r’s hand. ac E
From here on in we’ll let the photos from the game guide the ese
dealt into d when th too
you through the action…. ta in s a n ability, an h a n d , so
co n e
re p la y e d from th
cards a
bilities.
OUTLAWS LAWMEN are their a
THE FIRS
T FLOP OF
LAWMEN
CARDS.
97
ROLLS TO HIT
ARE MADE
USING A D20,
WITH 11 BEING
THE DESIRED
MINIMUM SCORE.
ALL ROLLS ARE
SUBJECT TO
MODIFIERS (+1 IF
YOUR MAN IS A
GUNSLINGER ETC),
AND THE HIGHER
THE FINAL
RESULT, THE
MORE DAMAGE
IS INFLICTED.
98
MOVEM
ENT
The move
me
loose, if th nt rules are very
ere is a w
nearby yo ind
u can clim ow
it without b through
an
is a roof y y penalty, if there
ou can ju
onto it, so mp
the terrain up
a feature b
of the gam ecomes
than an o e, rather
bsta
giving a v cle to movement,
ery
feel to DM three dimensiona
H games. l
3
PENALTY OF -1 FOR THEIR TO HIT ROLLS AND NERVE TESTS
TUR N
FOR EACH MARKER.
100
N 4
THE FIRST
TU R
LAWMAN DIES.
101
UNFORTUNATELY
GRANDMA‛S SHOT MISSES,
THEN THE OUTLAW TURNS
HIS GUNS ON HER, BRUTALLY
SHOOTING HER DEAD.
TU R N 5
ATTENTION IS NOW FULLY
FOCUSED AROUND THE
SHERIFF‛S OFFICE AS THE
REMAINING LAWMEN BOLT
DOWN THE STREET AND TRY
TO GET INSIDE, WHILST THE
TWO REMAINING OUTLAWS
PEPPER THEM WITH LEAD.
102