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STEP BY STEP CAMPAIGN TUR} 1/ PLAY AN OPENING SCENE Determine Winner & Allocate Fame Determine Injuries & Update Roster Spend Fame & Update Roster 2/ PLAY A SECOND SCENE Determine Winner & Allocate Fame Determine Injuries & Update Roster ‘Spend Fame & Update Roster 3/ PLAY A FINAL SCENE & Alloc: Determine Win! ume Determine Injuries & Update Roster ‘Spend Fame & Update Roster 4/ CHECK ALL SCHEMES & UPDATE ROSTER 5/ GENERATE A CAMPAIGN EVENT 6/ CHECK IF ANY GANG MEETS THE VICTORY CONDITIONS IF YES, CAMPAIGN ENDS IF NO, RETURN TO THE START “Men are gonna get killed here today...and I’m gonna kil il ‘em.” THE STORY SO FAR. Object of the Campaign SETTING UP YOUR GANG. HEMES. The Law of Schemes. ‘Common Schemes Lawmen Schemes. Outlaw Schemes... Cowboy Schemes Desperado Schemes. Bandito Schemes. k Renegade Indian Schemes. Pinkerton Schemes. 7th Cavalry Schemes “T OF SCHEMES... Staking You Claim. CAMPAIGN DIRECTIONS. Acts The Post-scene Edit... ‘The Post-act Euit WHICH SCENE TO PLAY?. Much Needed Help. Rogues’ Gallery DEATH AND INJURY At Death’s Door Duplicate Injuries. 5 What happens if My Boss Dies FAME resco BECOME A LEGEND... Common Henchmen Experience Citizen Experience. Lawmen Experience Outlaw Experience Cowboy Experience. Desperado Experience... Bandito Bxperience.....-- Renegade Indian Experience Pinkerton Experience... 7th Cavalry Experience. Legend of DMH Experience. [CAMPAIGN EVENTS. EFF CONTENTS PAGE GANGS Banditos, Renegade Indians. Pinkertons. 7th Cavalry... THE BALLAD OF DEAD MAN'S HAND. Today Is A Good Day. : Peace Is Only For The Dead And The Dying... LET THE BLOOD RUN DOWN You Sure You Wanna Quit Playin’, Jack? Here Was A Man. Requiem. THE DAWN IT WILL COME. In The Silence Of God. Like Blood Across The Sky Dawn It Will Come. THE DEAD MAN'S HAND MASSACRE. THE BATTLE OF DEAD MAN'S HAND. THE ROGUES GALLERY. SPECIAL RULES, Wagons... ‘Two Pistols. Using Citizen Gangs. Using the Roster CREDITS, 26 28 30 32 34 35 35, 36 37 38, 38 “They call it Satan’s Alley. It's the main road of this town and draws its nickname from thy 1 of blood that it has soaked up in its earth. It drowns in debauchery and drunkenness fal the sun goes down, and it demands its blood sacrifice in the light of day. It all event ot comes down to the determination and ambition of hard men standing their ground oir strect, all willing to pay the price of blood in Satan’s Alley.” is name of justice, interfere with their daily lives and even put them in the ground before it’s their time. e the law It's a town that is on the edge, where one day the meanest gunfighter can plague the place an don the emblem of the la. Good men come and go ~ Sherif Charlton was one of those ~ and bed na become top dog for a litle while before someone meaner takes their place. It's a town that needs men aes honour the values of peace and justice and the right ofall men to make their way in the world with g suffering the evils waged by those who crave money and power and will step on anyone to get it cd the next This town needs a saviour The Legend of Dead Man’s Hand is the campaign source book for Dead Man’s Hand. Whether you are destined to clean this town of all the trash that blights it, or set up a racketeering and protection enipite at the cost of the peace and of honest folk, this book charts the entry of your band of competent but, at first glance, unremarkable men into the story of Dead Man’s Hand, up until their entry into the legends the Old West, or their slide into obscurity and an early grave. So take a last sip of that neck oil, leave your women indoors, and grab your gun. LOS tear... THE STORY SO FAR You need a copy of the Dead Man's Hand rules, a town full of scenery and buildings, and a group of 3 or more players with painted gangs of miniatures. “Campaigns” in The Legend of Dead Man's Hand have a defined starting point and a defined ending. The objective of this journey is for your gang to retire. Such was the competitive nature of the Old West that for every man that made a name for himself most others lived a hard life, and sometimes a short one. Those who “made it” were in the minority. | In this story only one group of men will be the ones who earn the respect /notoriety and fame/infamy to be able to say that they made it. Their rise will be such that they will put the tough existence of the gunfight behind them. Perhaps one will emerge to be a congressman, his pockets fat with campaign contributions and his wealth secured; or attain his dream of building a highly profitable ranch running a thousand head of cattle; maybe he will stand above ordinary men to gain his peace and live happily surrounded by his grandchildren; or perhaps he'll go out in a blaze of glory, his story eventually entering American folklore and the silver screen. Whatever the ambition of your gang, it begins with modest circumstances that form the genesis of the ; Dib grekt etary that ie about to be played out | OBJECT OF THE CAMPAIGN F Men ‘have purpose, and the most successfull men of the American Old West have the drive, ruthlessness, talent and luck to make their mark. The objective of our Dead Man’s Hand gang bosses is to reach their goal. This goal can be whatever you choose it to be: to retire toa life full of peace and many grandchildren; to become the father of the town or even the region through economics or fear; to elevate yourself to the | United States senate, along with all the attached backhanders and privileges; to run a farm of a thousand | head of cattle over a vast acreage; or to simply go out in a blaze of glory and become the subject of a major motion picture a hundred years or so later. The list is only limited to the narrative that you imagine To sum it up in one campaign rule, the first gang to reach 31 Reputation wins the campaign, as long as he has at least three operable schemes. This Reputation level may be adjusted as you see fit dependant on the length of campaign you want. A target of 31 should give enough scope for around 3-6 typical club nights of gaming, The starting Rep value may also be adjusted (see page 4). © This goal of reaching 31 Reputation is achieved through winning games, growing your gang, gaining experience and running successful schemes. ‘Many men have come to Man’s Hand with ideas of glo: and wealth beyond their speed and ability with a gun. Others have come looking for a simple life, maybe trying to escape a dark past and have brought a small "amount of peace and tranquility to the streets, for a while at least.” “If the risk is little the reward is little.” Se ae i ha a el i tia i sii a aa ? SETTING UP YOUR GANG 3 of the DMH rule book and pages 26-39 ‘The profiles of the different gangs are found from volume, Each player is permitted to select a gang from those entries with the following restrict 1/ The gang's reputation value may be no more than 10 2/ The gang may not include a gunhand 3/ As per the DMH rules, the gang must have a boss. However, he may not use any of the gang sper, rules until his gang has a Rep of 21 or highe A sample roster is included in this book and is available to download from the Dead Mai a of our website at www.greatescapegames.co.uk. A gang name is appropriate for most gan, wane have one, but each individual model needs to be named. Their weapon choices are selected at the point which the gang is created. They may only be altered through advancements gained during the campaign Weapons may be swapped betwee members during the campaign, at no point may a model be ef with no weapon at all Ramke’s Brigade - Desperados [Name Weapons | Hite | Nerve iH [Rep _ | What He's Known For Herschel Ramke _ | Pistol 5 | 2 0 6 [Boss Jonny Bible Pistol 4 3+ oO 2 Nuthin’ Barnaby Cloisters | Shotgun 4 3+ 0 2 Nuthin’ Virgil's Vigilantes - Lawmen Name Wei Hits | Nerve | Shoot |_HaH What fe's Known For [Wirgil Stokes Pistol s [2 | 4 | o Boss Everett Murphy [Shotgun | 4 omy) mara 2 [Nuthin Denver Cole Pistol Soles Iba Ji 1 [Nuthin Robert Sands [Pistol 3 [per [ot 1 1 [Nuthin Player gangs will lose and gain members, start new schemes, earn experience, grow in reputation, and so on. The task of determining what has happened to your gang and adjusting your gang roster after a kes a minute or two, Effects are drawn using a full DMH deck (the gang specific cards ~Jack two sets of the common cards ~ 2 to 10 ~ and the joker of your colour) on a number a game, keep your roster, pencil and your deck handy to keep everything up to date: King, Ace es. So, afte! Now that you have a starting gang and all of the members have been named, the next step is to generate “You rode a 15 year old boy straight to his grave, And the rest of us, straight to hell” a, Driven and enterprising men in the Old West won their fame (or infamy) through ruthless exploitation of people and resources. In the Legend of Dead Man’s Hand, gangs participate in business, political and criminal schemes to increase their influence and wealth, represented by their Reputation score. At the start of the campaign, when the gang is first generated, the player determines which scheme his gang is involved in. Additional schemes may be “purchased” as the campaign progresses. If a player draws a duplicate scheme, redraw. The starting scheme is determined by drawing a card from a normal DMH full deck ~ all the cards of your suit, the 2-10 of the other suit of your colour and the joker of your colour. For this first scheme, the @rawing of a face card, ace or joker means the player chooses the scheme the gang is involved in from the Common Schemes table. When further schemes are purchased as the campaign progresses, the drawing ofa face card or joker has a different effect. ‘A gang must always have at least one scheme on its roster. If the gang finds itself with no schemes, it immediately generates a fresh one. In order to win the campaign, a gang must have at least three operable schemes. Once all of the gangs in the campaign have drawn their initial schemes, you can flip over to the Campaign Directions (page 13) and get started THE LAW OF SCHEMES ‘Schemes are an intregal part of the campain. The following Laws provide the rules for schemes. The Laws are in order of priority, this means for example that if a player has horses LAW 3, then this takes precident over LAW 4 the Law concerning the number of schemes to gang members. LAW 1 A gang must always have at least one scheme on its roster. If a gang finds itself with no schemes, it immediately generates a fresh one. LAW 2 To win the campaign, a gang must have at least three operable schemes. LAW 3 r ‘Owning horses allows the gang to retain twice as many schemes than it has gang members. LAW 4 Gangs may never have of fame, a gang has mor more schemes than gang members. If, at the end of a scene, following the spending ve schemes than gang members, it must discard the excess schemes. LAW 5 You may have no rule, you must remedy it by more men than the number of schemes plus 4. If the loss of a scheme contradicts this the end of the next scene or start losing characters from your roster. A who “L have enough schemes to support the number of men they have at the beginning of a . ee sae at lose the number of models needed to abide by the rule. The player can choose any. | model or models they Jose. Remove them from the roster along with any weapons that they are armed with, have come to an end.” comMon SCHEMES Effect ‘Scheme Saloon 2: 0 Reputation Cathouse 3-8: +1 Reputation Ranching 9-Q: +2 Reputation K+: +3 Reputation Gunsmith 2: 0 Reputation 3: +1 Reputation Qt: +2 Reputation As soon as this scheme is drawn, the player may equip half of his models (round up) with a second weapon. 2-3: 0 Reputation 4+: +1 Reputation Once per storyline, one gang member may redraw his injury. 2-4: 0 Reputation 5-Q: +1 Reputation K-A: +2 Reputation On a result of 5+, may redraw the result for a single scheme at the end of the next Act; must abide by the second result. Land Registry/ Railroad 2-4: 0 Reputation 5-J: +1 Reputation Q-A: +2 Reputation On a result of 5+, may redraw a new scheme purchased after the following] scene if the initial draw isn’t wanted; must abide by the second result. Or may redraw a Land Purchase/Rail\road scheme. Telegraph Office/ Postal Service 2-3: 0 Reputation 4+: 1 Reputation plus, at the start of the next scene, may discard your| whole hand and redraw it. Mining 2: Collapse, -2 Reputation, scheme destroyed 3: Dry, -1 Reputation 4-5: Poor yield, 0 Reputation 6-8; Profitable, +1 Reputation 9-J; Booming, +2 Reputation Q-K: Goldrush, +3 Reputation A: Jackpot, +4 Reputation ‘Note: some the common schemes may not seem appropriate to Renegade Indians at first, but a little imagination is all that is required. A Saloon scheme might be translated as traders, Gunsmith as gun runners, Land Registry as Sacred Ground and Ranching as dealing in buffalo skin. ‘Scheme Texas Ranger 0 Reputation, Ranger leaves, scheme destroyed or Posse 4-10: +1 Reputation J+: +1 Reputation plus the Texas Ranger*/Posse member joins roster for the following Act's third scene. Politics 2: -1 Reputation, scheme destroyed 3-5: 0 Reputation 6-8: +1 Reputation 9-Q: +2 Reputation K+: +2 Reputation plus the scheme evolves to “State Politics”, Any further 9+ result adds a cumulative +1 Rep to any positive result (e.g. a result of 6-8 becomes +2 Rep, if 9+ is drawn again it becomes +3 Rep, and so on) but results of 2 deduct the cumulative Rep built so far and destroys the scheme (it’s a long way down...). Further K+ results simply add Reputation. Gireuit Judge 2-3: -1 Reputation, scheme destroyed 4-5: 0 Reputation 6-J: +1 Reputation Qt: +1 Reputation plus destroys an opponent's scheme of your choice. ‘Strict Enforcement | Targets a specific opponent's scheme. 2-4: 0 Reputation 5+: +1 Reputation, an opponent’s scheme is nullified and he may not draw on it or benefit from it until after the next Act. Joker | A joker drawn against any scheme yields 0 Reputation but destroys an opponent's scheme of your choice. “Has the same profile as a deputy and carries a repeater or a pistol and his Rep value does not count for determining the gang’s Reputation for the final scene OUTLAW SCHEMES ‘Scheme Effect Protection Racket | Once per Act nominate a rival scheme before the opposing player draws on it. If it generates any Reputation, you steal 1 Reputation from the ‘opponent. 2: -1 Reputation, scheme destroyed 3-5: 0 Reputation 6-8: +1 Reputation 9-Q: +2 Reputation K+: +2 Reputation plus the scheme evolves to “State Politics”. See Lawmen Scheme above. Well Planned 2:-1 Reputation, lose 1 dude from your roster Robbery 3-5: 0 Reputation 6-10: +1 Reputation J-K: +2 Reputation A: +3 Reputation Targets a specific opponent's Doctor, Lawyer, Land Registry or Telegraph Office scheme, 2: -1 Reputation, lose 1 dude from your roster 3-5: 0 Reputation 6+; +1 Reputation, an opponent's scheme is nullified and he may not draw on it or benefit from it until after the next Act ‘A joker drawn against any scheme yields 0 Reputation but destroys an opponent's scheme of your choice. “If we're caught, we're gonna hang... But there's many a slip twixt the cup and the lip.” ” i _ = COWBOY SCHEMES Sanit] Benes ities " = Satie RusUing [Ae soon as tis echeme ie drawn, the player may equlp half of His moda Heer a iioraba: Ma) 08 neal alan) cattle or eon rustling. { Stealing: Reputation, lose 1 dude from your roster 3-6: 0 Reputation 7+: +1 Reputation Prot Redraw Cattle Drive scheme if desired; must abicle by second result Q [Cattle Drive As soon as this scheme is drawn, the player may equip half of his models (round up) with horses. 2-3: -1 Reputation 4-6: 0 Reputation 7-Q: +1 Reputation K+: +2 Reputation K [Extra Manpower | 2-5: 0 Reputation 6-8: +1 Reputation 9-J: +1 Reputation plus may redraw Cattle Drive/Rustling result this Act Qe: +1 Reputation plus a ranch hand* joins roster for the following Act's final scene. A | Land Purchase T Reputation 3-5: 0 Reputation 6-10; +1 Reputation J+: +2 Reputation Joker |A joker drawn against any scheme yields 0 Reputation but destroys an opponent's scheme of| your choice. “Has the same profile as a cowboy and carries a repeater or a pistol and his Rep value does not count for determining the gang’s Reputation for the final scene DESPERADO SCHEMES Scheme. Effect Blaze of Glory 2-4: 0 Reputation St: For each of your own gang members that dies in the following Act, the gang adds +1 Reputation Grudge The Desperado gang earns +1 Reputation for each scene that it wins in the following Act. However, all injury results of 2 to 4 (even if your own suit) result in death for the whole of the following Act in scenes involving _| the two gangs. Notorious Murders 2-3: -1 Reputation, lose 1 dude from your roster 4-6: -1 Reputation 7-9: +1 Reputation 10-Q: +2 Reputation K+: +3 Reputation Reign of Terror 2-3: -1 Reputation, scheme destroyed plus lose another scheme. 4-7: 0 Reputation 8-10: +1 Reputation plus destroy an opponent's scheme. J+: +2 Reputation plus destroy two schemes owned by separate opponents. A joker drawn agai your choice. inst any scheme yields 0 Reputation but destroys an opponent's scheme of BANDITO SCHEMES Effect 2-4: 0 Reputation, scheme destroyed 5+: +1 Reputation plus, at the start of one scene in the next Act, may discard one card in your hand and pick any card from your deck as @ replacement Kidnapping 2-3: -1 Reputation, scheme destroyed 4-5: 0 Reputation 6-10: +1 Reputation Je: +2 Reputation Payroll Robbery 2: 0 Reputation, lose 1 dude from your roster 3-6: 0 Reputation 7-J; +1 Reputation Qt: +2 Reputation Targets a specific opponent's Ranch, Gunsmith or Mining scheme. 2: -1 Reputation, lose 1 dude from your roster 3-5: 0 Reputation 6+: +1 Reputation, an opponent's scheme is nullified and he may not draw on it or benefit from it until after the next Act 7A joker drawn agai your choice. mst any scheme yields 0 Reputation but destroys an opponent's scheme of| i 7 ‘ . DIANS SCHEMES ~ ee RENEGADE IN: Scheme Bifect Scouts 2-4: 0 Reputation, scout leaves, scheme destroyed 5+: +1 Reputation plus, at the start of one scene in the next Act, ma discard one card in your hand and pick any card from your deck ay replacement Whiskey or 2: -1 Reputation, scheme destroyed Gun Running 3-5: 0 Reputation 6-J: +1 Reputation Qe: +2 Reputation, plus reduces the Reputation of one opposing gang with a Gunsmith of Saloon scheme by 1 2: 0 Reputation, lose 1 dude from your roster 3-6: 0 Reputation 7-J: +1 Reputation Qi: 42 Reputation War Party 2-5: -1 Reputation, scheme destroyed plus lose another scheme. 6: 0 Reputation 7-10: +1 Reputation plus destroy an opponent's scheme. J4: 42 Reputation plus destroy two separate opponents’ schemes. A joker drawn against any scheme yields 0 Reputation but destroys an opponent's scheme i] = your choice. PINKERTON SCHEMES Effect ‘Nominate a rival player before drawing for this scheme. 2: -1 Reputation 3-6: 0 Reputation 7-J: +1 Reputation Q-K: +2 Reputation, rival loses 1 Rep A: +2 Reputation, rival loses 2 Rep 2: 0 Reputation 3-J: +1 Reputation Q-A: +2 Reputation On a result of 5+, one of your own schemes may be saved from destruction! by another player during this Act. It may only be used to save a scheme targeted following the drawing of this result. Bounty Hunters | 2-3: -1 Reputation, lose 1 dude from your roster 4-6: 0 Reputation 7-J: +1 Reputation Q-K: +2 Reputation A: +8 Reputation Political Influence | 2-3: -1 Reputation, scheme destroyed 4-5: 0 Reputation 6-Q: +1 Reputation K+: +2 Reputation plus destroys one opponent's politics scheme al jeme Joker |A joker drawn against any scheme yields 0 Reputation but destroys an opponent’s sch your choice. “If you're honest, you're poor your whole life, and in the end you wind up dyin’ all alone on some dirty street.” ' * em ees $ 7TH CAVALRY SCHEMES Card_[Scheme Biffect J [Local guide 2-4: 0 Reputation, exra wooper, scheme destroyed Sort Reputaion J+: +1 Reputation plus th entra trooper jing rots fon plus the extra tebpe jina roster for the flo Act's third ne. ; 5 Q | Patrois 2: 0 Reputation, lose 1 dude from your roster 3-6: 0 Reputation 7-J: +1 Reputation Qt: +2 Reputation K_ [Escort 2-3: -1 Reputation, scheme destroyed, lose 1 dude 4-6: 0 Reputation ! 7-J: +1 Reputation Qt: +2 Reputation A | Plains War 2: Humilliating defeat, -2 Reputation, scheme destroyed, lose 1 dude 3-4: No contact , -1 Reputation 5-6: Minor skirmish, 0 Reputation 7-9: Minor battle won, +1 Reputation | 10-J: Efficient military response, +2 Reputation | Q-K: Massacre, +3 Reputation A: Extermination, +4 Reputation Joker | joker drawn against any scheme yields 0 Reputation but destroys an opponent's scheme of your choice. | “Has the same profile as a trooper and carries a rifle and a pistol and his Rep value does not count for determining the gang’s Reputation for the final scene. “This country needs to be tamed. This town is like a blister on the land, one of many. We will | be the knife that lances these blisters. We will remove the evil that lurks in this town and the | many others like it. With this we will bring order to this land removing outlaws and savages alike. ~ Anybody, man or woman, who gets in the way will i be crushed under the iron foot of civilisation.” J | : aS ¥ EFFECTS OF SCHEMES Schemes are checked for profitability after each storyline of three scenes in the post-act phase (see Campaign directions, page 14). Each player, starting with one with the highest Rep, takes a full pyqy deck of 23 cards, deciares which scheme he will be using, and draws a card. The tables above deter the effects, Players will surely wish to write their own narrative into the effect of the scheme, ming Once the effects of the first scheme have been applied, and gang rosters and Reputation have been adjusted, the process takes place with any unused schemes, again starting with the player with the highest Rep. This process continues until all of the schemes have been drawn against. Most results affect the gang's Reputation, for better or worse, and some results have additional effects, either in this phase of the act or in an upcoming game. Some results allow you to destroy an opponent's j scheme; immediately choose a rival who removes the targeted scheme from his roster. Real life means that some players wi also draw cards to determine the effects of their schern ‘opposing players’ schemes. be unable to attend a particular gaming session. These players mat ignore any results that destroy or nullify an STAKING YOUR CLAIM Players may risk one of their schemes in a final scene of an Act. The motive for this should be to drive the narrative of the campaign. One gang may risk a gunsmith scheme against an opponent's robbery scheme, or even an opponent's gunsmith scheme; the final scene might represent a clash that will see one side gain dominance in the particular area of business concerned. The loser of the scene has his scheme destroyed and the winner may redraw the result of his scheme (if desired) at the end of the Act. This is purely optional and both players need to agree “This can be a great opportunity to get ahead and drag the other guy down at the same time. Look at that fella, thinks he runs this town. Well Tive got news for him, I run this town. There are a whole heap of strangers who need to understand how this town works and, most importantly, who it works for. Looks like this is the first fella to learn that hard lesson...” “I think you came here to make a fight with me, and if you did, you can have one here right now“ CAMPAIGN DIRECTIONS Now that you have a group of players and you have all named your starting characters, and each game the sequence of a Dead Man’s Hand ampaign in all its steps. START * has a budding business enterprise to grow, it's time to start the shootin? The flow diagram below shows Generate your gang, name the characters and draw a starting scheme Determine winner & allocate fame Check Injuries & update roster a Play a scene xX Check if any gang has 31 Rep or higher & at least 3 schernes AFTER SCENE Spend fame & update roster AFTER SCENE 3 Check alll schemes & update roster YES Generate a campaign event Campaign ends I'd stop robbing him.” “{f he'd just pay me what he’s spending to make me stop robbing him, ; ACTS mod The campaign is divided into storylines or ‘acts’. An act consists of 3 scenes. Injuries and experience arg generated following each scene. Schemes are checked and campaign events are generated following each act, This completes the act and we then move onto the following act. An act should be completed in « single gaming session of from 2-3 hours. ‘THE POST-SCENE EDIT 4 PN eahich Once everybody has finished a game, there is a “post-scene edit” (see page 14) at which point they generate any injuries and spend Fame (see page 17 & 18) points won in the scene. All players update their roster land then move onto scene 2 in the act. Following scene 2, the same post-scene sequence is done and we move onto the final scene in the storyline. THE POST-ACT EDIT Following the final scene, the post-scene edit is again done a post-act edit in which the gangs check their schemes for profitabi part of the act involves drawing an Event card (see page 25). and rosters updated accordingly. Then we do ity and update their rosters. The final When the effects of the event card are applied, we move onto the next act. The player with the lowest Rep at the start of the Act chooses which gang he will fight, and then the next lowest unmatched player will choose, and so on. “Fast is fine but accuracy is final. You must learn to be slow in a hurry.” 5 To start the campaign, pair off the players and each Pair chooses an opening scene to play. The lowest Rep gang of the pair may choose the scene to play. If you have an even number of pasate; oul pair will play a storyline of 3 scenes. If you have an odd number of players, the gang with the highest Rep (draw a card for ties) will sit out the first two scenes in the storyline but will replace the pla! i scenes in the storyline but will replac + with the highest Rep after the first two games, for the third scene. i ie “ All the scenes published have a recommended Rep value for each gang but most are easily adjusted to suit our gangs. For the scenes where both sides have equal Rep, it is ok if one side is only able to field models that are a total of one Rep difference. There may be some imbalance with opening scenes if a gang's lowest Reputation member has a high Rep, but that’s life! Remember, the lowest Rep gang chooses the scene, so this sort of imbalance should be easily avoided. Guidelines for using the scenes in the DMH rule book are noted below. For the final scenes in each os the whole gang may be used. If one side has a lower Rep, it gains some much needed help (see below) ‘The Rep referred to do is the value of the models participating in a game not including any Rep gained through schemes. ‘The Good, the Lead and the Ugly Opening Scene: The Stranger - The bad guys have two to three guys with a total of up to 7 Rep. The good guys have a single model (may be a boss) worth up to 6 Rep. Second Scene: This Town Ain’t Big Enough ~ Both sides have equal Rep. The game ends as detailed in the scene, or when one side fails a Big Nerve Test or has no models remaining in action. Final Scene: We Will be Waitin... - Both sides have equal Rep. The good guys start the game with as close to one third of their Rep as possible off set. ‘The Quick and the Lead Opening Scene: The Duel - no adjustment Second Scene: There Will Be Blood - Both sides have equal Rep. Final Scene: The Gunfight - no adjustment For a Few Models More ‘Opening Scene: Hang ‘Em High - Each side has two to three models worth up to a total of 7 Rep. Second Scene. Get Me Out! - The bad guys have 2 or more models worth up to 8 Rep. The good guys have two or more models worth up to9 Rep. Final Scene: Fast Train to Justice ~ no adjustment A Fistful of Models Opening Scene; Ambush - The bad guys have 2 or more models worth up to 5 Rep. The good guys have more models worth up to 7 Rep. eects poth sides have equal Rep, The number of models available may, of course, be less than normal, but the bad guys must start with at least two guys in the bank. The number of loot markers equals the number of starting guys in the bank. Final Scene: Showdown — no adjustment MUCH NEEDED HELP. As a player’s whole gang may be used in the final scene, an opponent with a lower Rep will be considerable disadvantage. The lowest Rep player may bring his gang's Rep closer to his opponent choosing extra help as detailed below. He gets to spend an amount to bring him within one Rep of 1 higher Rep gang. For example, a gang with 15 Rep of models plays one with 24. The lower Rep ga 8 Rep to spend on much needed help. : 7 1/ May hire extra dudes (2 Rep each) or amateurs (1 Rep each) 2/ May take an extra card for his hand (1 Rep) 3/ May recruit a hired gun from the Rogues’ Gallery (See below) All of this bought afterwards much needed help is lost following the scene. Dudes or amateurs hired for the game may be nd may be given experience ROGUES’ GALLERY This book provides two Rogues for you to field in your games on page 46. Great Escape Games will be am producing additional hired guns for the Rogues’ Gallery which may be recruited for single scenes. These a Rogues’ are sold seperatley and are sold with their own special play card which replaces any gang specific card of the players choice. Player may generate a hired gun to add to the Rogues’ Gallery by adding experience to a dude character brought in as “much needed help”. As soon as he is recruited, simply generate either one (3 Rep) or two (4 Rep) experience on the Common Henchman table or table of your gang type as appropriate. Most importantly, he'll need a suitable name. If the hired gun survives he will be available for the rest of the campaign for an appropriate employer. Players may also wish to pre-generate suitably interesting characters before or during the campaign “Many men will sell their gun for money, few are as quick with the gun as they are to sell theit services. There are a few men though who are truly dangerous, men who must be respected and feared in equal measure. Some fight for justice and their 7 ‘own sense of right. For some of these men the ideas of justice and right are alien; they’re only interested in the dollar they’re paid. These aren’t the most dangerous, the most dangerous are the ones who are fighting for something other than money or principles, the ones who fight because they know nothing j else. The only purpose to their life is death.” Z af lst Pes } “If you're gonna kill me, just as soon get to it.” DEATH & INJURIES DEATH AND INJURY IN DMH Going “out of action” in a game of Dead Man's Hand is not necessarily fatal, Characters may just be lightly wounded, their courage failing under intense fire or suffering from a serious but non-life threatening gunshot. Of course, it may also mean that the target is dead and being measured up for a coffin as his still-warm body still twitches At the end of a scene, each player draws a card to determine each character's fate. Use a normal DMH full deck ~ all the cards of your suit, the 2-10 of the other suit of your colour and the joker of your colour, Results will differ whether the card is of your own suit or not Card [Result Effect Reputation 2-10 Own Suit | Flesh wound None No change 2 [oftto the boneyard [Dead Remove from roster Buzzard food Dead Remove from roster Bitten the dust Dead Remove from roster ‘Shot in the eye =I penalty to Shoot attribute -l Developing a yellow streak +1 penalty to Nerve attribute 1/2 ‘Any move action beyond the first is only Gammy leg Sem and the character counts as taking | -1/2 2 moves for shooting modifiers. “1/2 and remove from Shot to bits Miss 1 scene and -1 to Hits attribute | ose gor 1 scene Needs to keep his | 5:5 1 scene Remove from roster for 1 boots off awhile scene Atdeath’s door [See below See below. Marked for For further injuries, the character may | |). greatness Graw 2 cards and choose one This character will never develop a 5 yellow streak, and the ladies love it Gunning for -1 bonus to Nerve attribute, even if Over revenge the Hill Impressive scars 41/2 No change except from Touched by fate _| Fulll recovery and generate a bonus skill | 8. (range Gunned down like | 5.24 a dog AT DEATH'S DOOR 5 A character at death’s door is getting measured up for his coffin, He may not take part in the next scene, ‘iter which he draws a card. If he draws one of his own suit, he miraculously recovers; if he draws any other card, he dies. Duplicate injuries Some permanent injuries can be applied cumulatively, but being shot in the eye or receiving a gammy leg ‘second time will result in the character retiring. , What happens if my boss dies? 3 ~ if your boss dies then the character with the next highest Rep takes over the job. If you have @ narrative reason for someone else stepping into the shoes of the dead boss, then feel free to do so. If the death of " the boss brings the gang under 10 Rep, and the guy taking over has less than § Rep, then he may take any or all of the following bonuses to his profile: _ Upgrade Shoot from 0 to 1 (+1 Rep) Upgrade Hits from 4 to 5 (+1 Rep) _ Improve Nerve to 2+ (+1 Rep) ‘that warriors such as we meet in the struggle of life De After each scene played, the gangs are awarded Fame points. The number of Fame points available y, 3 aries according to the level of scene as shown below: Scene Winner gets Toser gets Draw, both sides gen Opening 3 Fame 2 Fame 2 Fame each Second 3 Fame 2 Fame 2 Fame cach Final 5 Fame 3 Fame 2 Fame each Fame points are spent immediately on the following categories. You may not spend all of your fame on q single category. The first fame point must be spent on experience. A gang does not have to spend all of jtg fame and may carry it over to the next scene. Any fame not spent at the end of an Act is lost. 1/ Experience: for each Fame point spent, one experience cards is drawn. The character(s) receiving the experience must be nominated before a card is drawn; you cannot look at the card then give it tog character of your choice. Nominated characters must have appeared in the previous scene to qualify, 4 single character may only receive one experience card following a scene. Some characters may instead spend three Fame on drawing a card on the Legend of Dead Man’s Hand table. This may only be done after final scenes and may only be done with characters that have 3 or more Rep, and are not bosses. 2/ Scheme: 2 Fame point may be spent on drawing a single scheme. Only one scheme may be bought per scene. Note: you must have at least 3 running schemes to win the campaign. Gangs may never have more schemes than gang members. If, at the end of a scene, following the spending of fame, a gang has more schemes than gang members, it must discard the excess schemes. 3/ Buy guns/horses: up to half (round down) of the models in the gang may be given a second weapon or a horse. No matter how few in number the gang is, at least two weapons/horses are gained. No model may have more than two pistols and one two-handed weapon (shotgun, repeaters, rifles). Models may have two pistols in which case they ignore an out of ammo result on the shooting table. This has no effect against the “For a few bullets more” card. Only Renegade Indians may buy hand-to-hand weapons as additional arms. A second purchase of horses allows all gang members to be mounted. Horses are also utilised in the ‘operation of schemes. Owning horses allows the gang to retain twice as many schemes than it has geng members. 4/ Hire more men: only dudes and amateurs may be hired and you may never have more than 10 models in your gang. Dudes cost 2 fame, amateurs 1. Add their Rep to the total Rep of the gang, New hirelings are armed with a pistol. You may have no more men than the number of schemes plus 4. If the loss of a scheme contradicts this rule, you must remedy it by the end of the next scene or start losing characters from your roster. A player who doesn't have enough schemes to support the number of men they have at the beginning of & ‘campaign turn must lose the number of models needed to abide by the rule. The player can choose any model or models they lose. Remove them from the roster along with any weapons that they are armed | stimes the difference in af are armed with; nad se =a . a BECOME A LEGEND racter advancement. Experience and cl Whether seeking simple wealth, a quiet life, or fame and infamy, characters may improve attributes or gain new skills as their gunfighting career progresses. As with injuries, the card deck is used to determine character advancement, Experience gained is written in the “What he’s known for” column of the record sheet The experience gained varies according to the card value, suit and whether the card drawn is your own suit or not. Some results allow a character to unlock access to certain extra experience tables. Use a normal DMH full deck ~ all the cards of your suit, the 2-10 of the other suit of your colour and the joker of your colour. In summary Amateurs may choose to draw from the Citizens table. Ifyou pull a 2 ~ 10 then you check the card against the “Common Henchman" table. Ifyou pull a J, Q, K, A then you check the card against the perience table of your gang type If you pull the Joker then you may draw one advancement from the “Legend of the Dead Man’s Hand” table. Ifa duplicate result is draw the character may redraw but must abide by the second result. This may ender some draws irrelevant (e.g. Quickdraw), in which case the draw is wasted The maximum values a character may attain are detailed in the table below A character’s Rep may be no lower than ¥; any additional experience or injury that takes the character's value below ¥ is disregarded. Maximum profile Hits Nerve Shoot Hand to Hand 6 1+ +6 +6 ‘Some experience results mean that a character will have a shoot bonus for one weapon and a different value for other weapons. hat EE en Ct ACS: “| wouldn't give you the combination to the gates of hell.” EXPERIENCE, Card_|What He's Known For Lost in the joy juice, permanent patron of the cathouse, hapless gambler or common Effect His descent into the bottle, lust for the ladies, slavish devotion to poker, or simple mediocrity means he may no longer progress and the character may gain no further experience {thug Tangle-footed Counts as Drunk and Complacent (see DMH page 29) in every scene Tough as an ox May draw 2 cards for injuries and choose 1 Cool as a cucumber -1 bonus to Nerve attribute Pugilist +1 bonus to HtH attribute, suffers 1 less under fire marker when beaten in HtH ‘Trick Shooter Quickdraw +2 bonus to hit with one aim action taken ina tum The character may swap initiative cards with any friendly model within 10cm at the start of a turn, as long as the new card is, higher Big Fella +1 bonus to Hits attribute Expert Shot +1 bonus to Shoot attribute with main weapon Professional Gunfighter NS EXPERIENCE Draw a card from the Legend of Dead Man’s Hand table (page 24) What He’s Known For Effect Nuthin’ under his hat but hair Civilian Dude May not interrupt opponents’ actions or have cards played on him by his own side The character may no longer be given experience The character is promoted to the profile of a dude. He retains any injuries Political Connections May redraw Lawyer, Land registry or Ranching scheme if desired, must abide by second result May redraw Cathouse or Doctor scheme if desired, must abide by second result May redraw Cathouse, Mining or Saloon scheme if desired, must abide by the second result ‘May redraw Land Registry, Circuit Judge, Protection Racket, Land Purchase, Politics or Political Influence scheme if desired; must abide by second result May only take 2 actions in a turn Card What He’s Known For Effect Reputation J Sober as a judge, Educated gentleman May trump a card that affects this character with any card of equal or greater value +1/2 Q Thinking man’s gunfighter May burn his activation to draw an extra card for the player's hand +1/2 Hell’s comin’ with him Opposing models activated when within 10cm of this vengeful lawman that have at least one under fire marker may only take 2 actions Dead eye shot +1 bonus to Shoot attribute with any weapon or draw from the Legend of DMH table EXPERIENCE TABLE ‘What He's Known For Effect Reputation Sly as a fox May take 2 shoot actions or take 2 move actions when interrupting +1/2 Heartless ‘Once per turn may transfer an under fire marker received in the same turn to a friendly model or unarmed civilian within 10cm. Does not apply to out of action results Done a deal with the Devil -1 on all shooting against this character Ruthless gunslinger +1 bonus to Shoot attribute with any weapon or draw from the Legend of DMH table EXPERIENCE TABLE What He’s Known For Effect Lone Wolf ‘Always gains 1 to nerve for friend within 15cm and any ‘10’ result he rolls from a nerve test removes an under fire marker In the right place at the right time ‘Once per scene may steal any of his own initiative cards still on the table and apply it right away as if it was a card from his hand, The initiative card is then placed back on the model it came from Hard as nails +1 bonus to Hits and -1 bonus to Nerve attributes Dead eye shot +1 bonus to Shoot attribute with any weapon or draw from the Legend of DMH table “almost got hung once myself, Didn't care for it much. “ ERIENCE TABLE What He's Known For Effect St pass nerve test to move Ugly as a burnt boot ea Obst Pi Tgnores all negative modifiers for under fire markers and, even if he is put out of Not right in the head | ction, may still activate before expiring at the end of the turn Passes any nerve test for being shot at Thinks he can't be killed | [0s 94 and modifiers do not ae “+1 bonus to Shoot attribute with any Unfiinching killer weapon or draw from the Legend of DMH table BANDITO EXPERIENCE TABLE Card [What He's Known For [Effect Reputation ‘Any target receiving an “under fire and ; nerve test” result from shooting from eo DAY this character has no better than a 5+ soe required to pass the test ‘When the character declares a “Duck back" interruption, he takes a “free” ee shoot action first. He must declare the end point of the duck back prior to the shot, and execute it regardless of the result of the shot If the character takes 3 shoot actions in Full of beans a tum, he may take a fourth as long as. all shots are at the same target +1 bonus to Shoot attribute with any Ruthless gunslinger _ | weapon or draw from the Legend of DMH table RENEGADE INDIAN EXPERIENCE TABLE What He’s Known For __ [Effect Reputation ‘Speed of the puma May move 15cm with each move action +1/2 Always counts as in cover. If actually Stealth of the cougar _| behind substantial cover, enemy tt shooting is at -2 to hit instead of -1 May use a shoot action to throw a knife/ tomahawk. This may be the only shoot action of the turn but the character adds his Shoot and HTH scores to the roll to hit. Maximum range 20cm, +2 to hit at ranges of 10cm or less +1 bonus to Shoot attribute with ani Bye of the hawk weapon or draw from the Legend of DMH table Talon of the eagle Card | What He’s Known For _ [Effect Reputation At the start of the turn, this model may J Tactician wap his initiative card for another on +1/2 his own side ‘asia soe An renee gn ieee ce a Q ae eee maximum of one move marker when fired upon by this character Re ae Any enemy model within line of sight a suffers a +1 nerve penalty +1 bonus to Shoot attribute with any A | Trained weapon or draw from the Legend of +1 DMH table & 7TH CAVALRY EXPERIENCE TABLE r Card What He’s Known For Reputation Any modified shooting result of 12 or J Grizaled : 11/2 4 less against the model counts as a miss ES Any friendly model within 15cm of the Q Veteran soldier veteran gains a -1 bonus for nerve tests +1 (cumulative with any other effects) Fe ‘One aim action confers a +2 bonus to K Marksman i se +1 & hit +1 bonus to Shoot attribute with any A Sniper weapon or draw from the Legend of +1 DMH table “You will be alive when I bury you in the grave of my son.” fi ee me F i r LEGEND OF DEAD MAN’S HAND TABLE Card_[What He’s Known For __| Effect Reputation | ‘Once per scene, may trump a card that 4 woe affects this model with any card 1/2 : Never suffers any shooting penalty for 3 jer fire ' peciender having under fire markers a ‘omatically loses 1 under fire marker at 4 |Stern constitution Ao +1 the end of each turn. jay Swap weapons once per turn without eed Sia hands May swap weapons once per turn withou 4 using an action First shot every turn counts as aimed. May 6 | Heartless killer use an aim action in conjunction with this +1 ability 7__ [Hard to hit Opponents’ shots suffer a -1 to the roll +1 8 _|Grizzied and scarred _| +1 to Hits and -1 bonus to Nerve attributes 7 Any model wishing to shoot at this character cs 9 | Awesome presence must first pass a Nerve test. Once this test 41 is passed it is no longer required The character may swap initiative cards 10 | Fast as lightning with any model (friend or foe) within 10cm +1 as long as he ends up with a higher card BO tarcapi master The character is never out of ammo with 5 any weapon, for any reason Q +1 To Legendary gunfighter | +2 to Shoot attribute with any weapon a s 5 a | esend of Dead Man's | Draw twice on this table As result JOKER | Professional May choose a result of 2 to 10 on this table | As result Each result on this table may only be gained once, so redraw duplications. "This is the West, sir. When the legend becomes fact...print the legend.” ae ee a Hy: Following each act, after schemes have been checked and rosters updated, the player with the lowest Rep {draw a card to separate equal players) draws a card from his standard DMH deck of 23 cards to generate ‘campaign event. The campaign event is drawn and applied before checking if any one gang has won the campaign and represents a final chance to scupper a gang that is about to win. One card is drawn and the results are 2-3 Nothing much ‘The chaos that has been going on in this town is enough! Thankfully, nothing else blights the poor people here for now.. 4 Yellow Fever Plague comes to town! Bach player randomly selects a character other than his boss. That character then draws a card from a standard DMH deck of 23 cards, If it is a card of his own suit, he’s fine. Otherwise, hhe suffers the applicable result below: JOKER, 2-3 Dead 45 Miss next act 6-10 Miss next scene S Something in the Wind... Storms batter the settlement over the next few days, playing havoc with the gentlemanly pursuit of gunfighting and general mayhem. For the entire following act, no weapon may fire at long range. 6 —_ Turncoat The drawing player nominates a rival gang member with a Rep of less than 3. He draws a card and, as long as that card is not a Joker, the rival member deserts and joins his gang, If he draws a Joker, the target gang will be filled with a desire for revenge and the Vengeance result below will apply in all gunfights involving the gang that drew the turncoat card whether against the target of it or not. 7 Business Partnership ‘A great opportunity arises for the gang but a partner is required to complete the deal. Nominate a rival "gang; that gang gains 1 Rep. The drawing player then draws a further card. If it is his own suit, he generates a free scheme. If it is a Joker, then the player to whom he gave this opportunity may choose to rip him off and steal 1 Rep off him, no doubt creating a bit of enmity between them! Any other card drawn hhas no effect. 8-10 Vengeance Bitterness festers with time and it’s taken little time at all for the rivalry between rival organisations to transform into lethal hatred. The Vengeance event is sure to signal a boom in business for the local carpenter and undertaker! For the following Act alll injury results of 2-4, regardless of suit, are fatal. J-Q The Dead Man’s Hand Massacre | When one man gets to a point when all others see him as a problem they soon won't be able to compete with, there’s only one solution: kill him! The drawing player chooses a rival gang as his temporary ally. ‘This gang must accept or lose 2 Rep for being cowardly, yellow dogs. Ifit declines, he approaches another which must accept or lose 3 Rep, and so on, until one gang accepts. The last possible ally has no choice but to accept. Then the two gangs square off against the gang with the highest Rep for the one off Dead ‘Man’s Hand Massacre scene (see page 44). This is fought before tallying up to see if one gang has won the campaign and before the start of the next act. /&A The Battle of Dead Man’s Hand ‘Who knows who is your friend and who is your enemy? With a total breakdown of any slight semblance of order, the town erupts into open warfare that will surely be the subject of a major motion picture in the " following century. The Battle of Dead Man’s Hand (see page 45) is another one off and fought before the "next act as noted above. All gangs in the campaign play. JOKERChoose an event ‘The drawing player chooses the event, Choose wisely boy, you don't want to rile somebody unnecessarily, - but you've gotta look after the interests of you and yours and all the rest of them can go to hell! "My Mama taught me never put off till tomorrow someone you can kill today. years we have watched escape the law. We have es, this path has lead us north on to the streets of “Man's Hand. The north is full of rich cattle barons and banks’ ursting with so much money and gold that they struggle cep it all in. We are here to help out., taking on the burde from those too weak to carry or protect it themselves.” ‘The roster for Banditos is detailed below and at least half of the gang must be armed with a pistol as. their sole ranged weapon. Bandito special rules are detailed below; one of these abilities may be used per game turn in scenes that include the Honcho in the cast. BANDITOS Model Weapons 1 Honcho Plethora of Pistols 0-1 Charro Plethora of Pistols Plethora of Pistols, rifle or 2+ Caballeros repeater; up to 1 may have a. shotgun Pistol; up to half may have rifles 0-4 Vaqueros PLETHORA OF PISTOLS ‘A model armed with a plethora of pistol may have no other weapon. The model ignores the out of ammo result on the shooting table and instead counts it as a miss. STRENGTH IN NUMBERS Whenever called upon to make a nerve test against shooting, the target gets a -1 bonus if the Bandito player has more models on the gaming table. AMBUSH Played at the start of the game after models have been set up. The Bandito player may remove a dude from the game. This model has set up an ambush. At the start of any turn, before initiative cards are placed, this model may be set up ‘anywhere on the gaming table, as long as it is not within 20cm of any enemy. "We don't need no stinkin’ badges” Banditos - They're mean and ruthless and will do any! thing to get what they want. Quick to and quicker still to start shooting, ease ie cn iio they're a tight bunch, cross one and you cross them all. J Let’s see how he likes a bit of Mexican home cooking. You light the Dynamte fuse and let fly, any second now and they'll be finding pieces of him mt all over town for the next month at least! e ies oo Pa acd On This is a true one hit kill, you hit they're out of the game, no nerve Se sed tests, no markers, nothing, just gone. Of course if you miss badly oe re en you're heading the same way, but hey who said life was easy? io mtn 10 om con © 2 rene) Conant: apa esa thrower out of Pa eae ot en ee ae Mr the wae Seles intone sie pt Renee deo aaces The mode! rept se Q - You know this town, you've walked the streets and alleys till you the seart of the following Know them like the back of your hand, Now to put that knowledge to fim before iit use, you slip into the shadows, moving swiftly and silently waiting to ota Phe. This Bay est batted ccm ready totualtech pee Teel or bc ap see nen Sometimes you'll find one of your guys is in the wrong place, too far 22% hin 20m of any away from the action or maybe too close, and could do with some ae breathing room. This card allows you to remove the figure and then redeploy next turn K - The best laid plans of mice and men... Well you're a man and the ee dent ned 0 plans of other men and mice don’t matter to you, you're always one sete step ahead. Pioyed os 2 oe This card is fantastic, no matter what card your opponent plays you rec pine! rheient, is lifes can use this one to trump it! ad of any vale A- What's this fool doing in the street? Not one to look a gift horse in _ the mouth you grab the unsuspecting fool, let them get the first taste / of lead. © You're bullet proof, well kind of, this card allows you to negate the > first hit that you take from enemy shooting, Kinda handy if you're up to neck in Gringos, ee ke eee SEE re RENEGADE INDIANS , TT “CF too long my people have been pushed around by the |) white devil. Our traditions and way of life have been crushed | ‘under the iron hoof as it progresses from east to west, No more. We have taken the white man’s ways and his weapons and brought them to war. We will take our place at the white man’s table, we will eat his food, drink his fire water and take his guns. These guns we will use to take our land back one town at a time.” The roster for Renegade Indians is detailed below and at least half of the gang must be armed with a pistol as their sole ranged weapon. Renegade Indian special rules are detailed below; one of these abilities may be used per game turn in scenes that include the Chief in the cast. era RENEGADE INDIANS aT PEG Model Weapons Hits | Nerve | Shoot | HtH Rep 1 Chief Pistol, hand weapon 5 2s +1 +2 6 0-1 Dog Soldier | Pistol, hand weapon. 4 3+ +2. +1 5 Hand to hand weapon plus 2+ Warriors P a+ ° +1 2 k. pistol. Rifle or repeater 2 i 0-4 Braves Hand to hand weapon. 3 6 A 0 1 j HAND TO HAND WEAPON 7 All Indian Renegades with pistols as their sole weapon are armed with a fighting knife, tomahawk, war club or similar close combat weapon. This confers an additional +1 to their HTH value. KEEN AS THE HARE Once per turn, a model may move 20cm when using a Duck , Back interruption, instead of the normal 10cm. COUNTING COUP This ability may be used once per game when an opposing | model is killed by one of yours in Hand to Hand combat. The killer makes an immediate 10cm move if the move results in getting into base contact with another enemy model. An immediate hand-to-hand fight is resolved. Ifthe target of this attack survives and has not yet activated, he may “break off” from the combat (see DMH, page 13) “You white eyes want us all dead, but when I die, it will not be as a reservation Indian. ” it i ia m e, F r £ Renegade Indians - Experts in hand to hand combat the Renegade Indians have combined their own. traditions with new weapons to bring death and destruction to the streets of Dead Man's Hand, J- You are a warrior, you have tested yourself countless times before, Woon with a blade in your hand you are unstoppable, You scream your tus cat lows male warery and charge toward the nearest fool, the look of horror on his Temi ent face is enough to let you know you will be victorious. °c mt the le tat ‘The combination of the Renegade Indians increased Hand to Hand ere Nat sop whe value and a figure armed with a pistol and hand to hand weapon. per Dem aa fom A make this card very good. You can cover a larger distance before tour mos getting to grips with the other guy, which should be good news for you at least, Ere of th Haul, This card may be fod th ro Q - The spirit of your ancestors is strong within you, you feel their Pande due power flow through you. You search the spirit world looking for a guide. has ple wod dec are You soar above the battlefield looking down on the men below, suddenly liste “tthe sane everything is clear, you come back to earth knowing what needs to be PW eed pc ue done. Every now and then the cards in your hand just don't cut it. None suit the situation your are faced with, nothing is going to help you or make enough trouble for the other guy. Best to simply pick up all the cards, shuffie them and deal yourself a new hand, well with this card you can & do just that! K - You and your men have hunted since you were boys, tracking your prey, moving swiftly and silently. All that practice has helped even here in the canyons created by the building all around. You whistle, the sound carries and your men know what it means, each one silently advances towards the enemy. Moye about ike ie “Thin crd must be paved Tian of oh SF ads a ¥ seed AT del Well how’s about a free 10cm move for all your gang before anybody the indian Renegade activates! This can be used to get closer to the enemy or into cover te yates and out of the way if your opponent has better cards on the table. Fer and docs nox fe. ier te anon reir freer ie SPP st soy cine, No pene ose! ie nwt acto A. The drums sound loud around the town, the echoes added to by forthe rest ofthis en, the voices of your warriors. As each man chants his own death song '/teady for the fight ahead. Many brave men have fled before the fight hhas even started in the face of the sound, ., This card can be a real game changer, best used when you have the "Upper hand with initiative cards you can limit your opponents choices pe ju playing the cards in their hand or letting the turn play out is, “1 will die Apache - killing my enemies. ‘needed and i is to other men to make the differe 3 ill not waver in the face of impossible is, my men cannot be sv by emotion, task no matter what that is. The roster for Pinkertons is detailed below and at least half of the gang must be armed with a pistol as their sole ranged weapon. Pinkerton special rules are detailed below; one of these abilities may be used Per game turn in scenes that include the Special Agent in the cast. PINKERTONS Model Weapons. 1 Special Agent Pistol 0-1 Bounty Hunter _| Pistol Pistol or repeater, up to 2 may have shotguns 0-4 Nightwatchmen | Pistol or repeater 2+ Detectives RELENTLESS Once per game, for a single turn, all Pinkerton models may ignore negative modifiers for Nerve tests. “WE NEVER SLEEP” ‘Once per turn, one Pinkerton that has line of sight to an opposing model, may take a free move as long as it brings him closer to an enemy model. This move does not affect the model’s three actions in any way, including for shooting modifiers. “I couldn't do that. Could you do that? Why can they do it? Who are those guys?* Pinkertons - Once on the trail there is nothing that gets between a Pinkerton and his man. This determination is carving out a place in town for them which nobody is going to rock without a fight. J ~ As with everything else in life timing is key. Knowing when to fight ulm ahem and when to run is crucial. Taking that choice away from your enemy ey can make all the difference, He’s trapped in there, hasn't found an yw the ot of exit yet, before he does you're going to go in there and end this. Sana ede O78 Opponents ducking back can bring your well laid plans crashing Dak Bak er down around you. Well after playing this card for this turn at least eee dat tet you don't need to worry about that. Bock Back, ost ke 9 ik Show insted Toth end ofthe ea Poy hen oe dc oll saton Aer fe ee om Q- You've got him spooked. Each time he thinks he’s managed to Heiman ine get some distance between you and him you reveal your position and Fim and then cakes hie show him how wrong he is. Now as you close again you decide that his torment is coming to an end as you plan to finish him This card is very simple and easy. When your opponent ducks back play this card to follow up for free. Just be careful your free move doesn't leave you exposed to more enemy fi K - You have to admire the bravery of the man, well for the next “Dead x Alec” few seconds before he’s cut down that is. You call out to the others 2 around you and seal his fate, “he’s the one”, the attention of you and a all your men is now on this one poor, brave soul. ‘the Panienoa_slnet =e en ‘This card can be particularly helpful if there is one specific enemy fur. All shoring ag8inet that you want to remove from the game. The only downside to be har enol this carn fs 8 aware of is that it will encourage the majority of your fire on to that slo hit one individual. In your rush to finish off that one guy don’t overlook the rest. ee ‘em BG cares oe A- Sometimes words are enough. You have the bank surrounded, Se tot The it medal a you can see one of the robbers inside the doorway. He's been hit at BAS neve te oocal least once and is doing everything he can to keep out of sight, no feeder. nonh) ar longer interested in trying to fight. “Come out now with your hands Bane The moda up and the shooting stops.” Let’s see how his nerve holds out now. 8 ou faction A failed nerve test can take one of the enemy out of the game. To make sure that the test is failed it may be wise to get a few shots in ‘on them, those markers could make all the difference. For campaign Purposes, the model must draw two cards for his “injury”. Any dead Tesult means he has been transported to face trial for his crimes and swiftly dealt with! don't run late, That's why they're paid eighteen dollars a day.” “We bring justice to the far ifying the savages or Tinea down gangs of outlaws a symbol of the United States for all to see. For many is symbol is something to fight against; they buck again: inevitability of civilisation that follows in our wake. Thes ren must either change or be changed and we will be th it of that change,” ‘The roster for 7th Cavalry is detailed below other than the Officer and Indian Figifter all other models must be armed with a Carbine as their sole ranged weapon. 7th Cavalry special rules are detailed below, ‘one of these abilities may be used per game turn in scenes that include the Officer in the cast. 7TH CAVALRY Model Weapons 1 Officer, Pistol, Sword 0-1 Indian Fighter_| Pistol ‘2+ Troopers Carbine 0-4 Recruits Carbine CARBINE Carbine N/A May Aim Twice SWORD The Officer is armed with a sword which allows him to force an opponent to reroll his HTH score. NCO In scenes without an officer, one trooper acts as an NCO, receiving a -1 bonus to his Nerve. BUGLE Any trooper may be designated as the troop's bugler (best to use a model with a bugle to avoid confusion) whilst alive the gang receives an additional +1 to any Big Nerve Tests that have to be taken. This ability works whether the officer is present or not. DRILLED 7th Cavalry do not receive a -1 penalty for shooting with a carbine when they take two move actions. CAVALRY For one off games, 7th Cavalry troops may all be mounted in final scenes at a cost of 1 Rep instead of 3. “You know, you could become a living legend... or get yourself killed. Dead men make better legends 7th Cavalry - The horse soldiers bring a sense of uniform to Dead Man's Hand, they represent the cities of the east, civilisation, although their behaviour itself sometimes leaves something to be desived. J - The Bugle sounds across the blare of gunfire getting your men’s rae attention. First call, you use it to get the men together and prepare for the action ahead. Now they're all focussed, prepared to take the Re a ves fight to the enemy. nls Getting rid of your hand and starting again can be a great way to get mn. Beware though in scenes where to a number of runs through your deck are limited, this card could prove better used to counter your opponent than charge through your own cards, Discard at Skew yourself out of a tricky situat fw your be Reve Poy aw eat a fo Bem of» bugee tic lowing actvation remot: sa Q- It’s been a hard fight, most of the troopers have taken some fire, under fire masker some of the troopers have taken a lot of fire. You glance round and see trooper Calhoun cowering behind a wagon, he seems to have attracted as much fire as the rest of the men combined. You give a nod to the bugler who sounds Reveille, that should wake Calhoun up, he looks over and you give him an assured smile and a nod. He grins back, some of the weight lifted. Sometimes it seems like one of your guys is a bit of a bullet magnet. Everybody seems to want to kill him, help the guy out with this card and remove an underfire marker and get him back in the fight. K - It’s important in situations such as these for your men to amore remember who and what they are; the proud tradition that they follow and represent. These are more than just men, these are cavairymen. oo ‘The bugle call reminds them of fallen comrades, of battles fought and Fee cam before a7 won and drives them on to greater deeds. fe sce: Al See oom a Nerve tests are where the fight is won and lost in DMH. This cards ism ae J allows you to ignore them for one turn, that turn could be all you a need to swing things in your favour. /A - The drill call has sounded in camp twice a day since you took folly ane command of the troop. Initially each sound was greeted with groans ea from the men, now in the thick of action they hear it’s eall and thes turn, _ Understand the importance of all those hours of practice. "As the majority of your troop will be armed with carbines this card can a oe alec on the aoe Combined with the Drilled cavalry rule your men can make sure that they get into the best position Possible to shoot or shoot and then get out of the way. This card makes that single shot all the more effective. “1 need horse soldiers - men who can ride, men who can shoot.” - » BOT ee ee) SCENES Scenarios (Scenes) are playable as stand alone games or as a series over an evening of gaming. Each scene sets out “The Cast” (point values of opposing gangs), “The Story So Far” (consequences of earlier games if played as a series), “The Set” (how terrain is laid out), “Directions” (deployment and special scene rules), “Action!” (what happens at the start of the game), and “The End” (victory conditions). If played as a series of games, the terrain should be set out and, in most cases, remains in place over several scenes. The opening scenes of a series are often quick and relatively indecisive; the victory conditions for these early games are achieved in short order. The stakes rise in the following scene before rising to a climax in the final game. Bach scene has consequences that lead in to the following scene, providing one side with a bonus for performing to script in carlier scenes and punishing the side that fluffed its lines. ple using scene 1 from ind, finally, scene 3 from Players can pick and choose scenes from the series presented in the book, for “The Ballad of Dead Man’s Hand”, then scene 2 from “Let the Blood Run Dow1 “The Ballad of Dead Man’s Hand”. yed as a series) is e storylines (listed If played as one-off games, “The Story So Far” (consequences of earlier games if pla ignored. “The Set” is usually defined in the first scene of the series. There are thré below) in this book and further ones are published at www.greatescapegames.co.uk. THE BALLAD OF DEAD MAN’S HAND Opening Scene ~ Today is a Good Day Second Scene - Arm Yourselves and Run Final Scene ~ Peace is Only for the Dead and the Dying LET THE BLOOD RUN DOWN Opening Scene ~ Sure you Wanna Quit Playin’, Jack? ‘Second Scene ~ Here was a Man Final Scene ~ Requiem THE DAWN IT WILL COME Opening Scene ~ In the Silence of God Second Scene ~ Like Blood Across the Sky Final Scene - Dawn it Will Come THE DEAD MAN’S HAND MASSACRE THE BATTLE OF DEAD MAN’S HAND = RE See |e ee. ee THE BALLAD OF DEAD MAN’S HAND OPENING SCENE : TODAY IS A GOOD DAY THE CAST Each side has equal sides of up to two models worth up to a total of 6 Rep. THE STORY SO FAR New companies of men come into the settlement to set up their nascent ente ir nascent enterprises. Nervous eyes, protective of their own business interests and with a tendency for pre-emptive violence, wateh the roweaeere rol into town, THE SET Mark the centre of the table with a coin or a suitable terrain feature, such as a well. No substantial terrain may be within 20cm of this point. One player (the one with the meanest eyes, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from. Aroad runs from one player's table edge to the opposite. Set up the gaming area according to the section in the DMH rule book entitled Arranging the Set (page 28). Only one piece of substantial scenery (that is not a building) may be placed in the main thoroughfare, none may be placed in side roads DIRECTIONS One good guy is placed first, in open ground within 20cm of the centre of the town. A bad guy is then placed in open ground exactly 30cm away from the good guy. ‘The second good guy is placed anywhere on the table at least 30cm from the bad guy. The second bad guy is then placed, at least 30cm from any good guy. ACTION! Each side uses a full deck of 23 cards. Shuffle your cards, cut the deck and deal out your hand. Each side gets two cards. If one side has a lower Rep than the other, that player gets an extra card. THE END ‘The scene ends when any one of two things happen: 1/ Both guys on one side are out of action 2/ Either deck runs out of cards Result 1 means a win, result 2 means a win for the side with two models in play. If both sides have one model in play each, it’s a draw. ’ THE BALLAD OF DEAD MAN’S HAND SECOND SCENE : ARM YOURSELVES AND RUN THE CAST Both sides are equally matched; we recommend up to 9 Reputation per side. Bosses may not be used, THE STORY SO FAR For some of the newcomers, this place is just too violent. For others, the intimidation turns them into pillars of righteousness indignation! With their business interests entwined, the latter help the former get ‘out of town before others interfere in their legitimate dealings. If played as a continuing story, whichever side won scene | gets to draw an extra card for their hand, THE SET ‘Same as scene 1. A wagon or stagecoach is used in this scene, and starts the game at one end of the town, DIRECTIONS The wagon is placed at one end of town on the main street, right on the edge of the gaming area. At least one and up to two good guys may be placed on the wagon. The rest of the good guys are placed within | 20cm of the wagon. They may not be inside any building. ‘The wagon has a driver who is unarmed and has the same profile as an amateur. The important passenger may not be targeted unless a bad guy is on the wagon. See the wagon rules on page 47. A single hit result from shooting is enough to kill the him. ‘The bad guys are placed anywhere that is more than 20cm from any good guy. ACTION! Each side uses their standard deck of 23 cards. ‘Shuffle your cards, cut the deck and deal out your hand. Both sides get three cards for their hand ‘The good guys must exit the gaming area at the opposite end. The wagon may take one move action in the first turn (measure its move from the edge of the table), two in second and three in the third. This is its maximum speed. The wagon moves as if it has a3 for its initiative card. Cards may not be played on the ‘wagon (by either side), but may be played on gang members upon it as normal. THE END ‘The scene ends when one of four things occurs: 1/ the bad guys have three men out of action 2/ the wagon exits the table 3/ the important passenger is dead 4/ the good guys’ deck runs out of cards twice Result 1 and 2 means a win for the goodies (coach escorts), results 3 and 4 a win for the bad EWS (assassins). Note: the directions above assume a table length of approximately 90cm (3). If playing on a smaller ing area, then restrict the wagon’s speed to 1 move for the first two turns, 2 moves for the next (WO: ‘Ona 60cm (2) gaming area, the wagon should be able to complete its journey off the table on tum 5: - ” a 7" ae Es THE BALLAD OF DEAD MAN’S HAND t FINAL SCENE : PEACE IS ONLY FOR THE DEAD AND THE DYING 4 THE CAST Both sides are equally matched THE STORY SO FAR Business rivalries explode into all out war! If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand. E THE SET | Same as Opening Scene. DIRECTIONS The side that won the last scene places all his men of individual buildings or areas of substantial cover last two are placed together in a building on any floor. All but two are place as outhouses, walled a ingly in the ground floor wagons, etc.). The The other side’s models e all placed in the street and must be more than 20cm from any enemy model. Seo ACTION! Each side uses their standard deck of 23 cards. Shuffle your cards, cut the deck and deal out your hand Both sides get five cards for their hand THE END The scene ends when one side is wiped out or fails a big nerve test If both sides are wiped out or fail their test at the same time, the result is draw. Sy a “When you've waited fifteen years to find a man..... it’s a shame you can only kill him once!” eT ee eT LET THE BLOOD RUN DOWN OPENING SCENE : SURE YOU WANNA QUIT PLAYIN’, JACK? THE CAST Each side has one normal dude worth up to 3 Rep. THE STORY SO FAR Poker can eat up a man and the regular game between two 1 day it all boils over... als has been slowly simmering until one THE SET Mark the centre of the table with coin or a suitable terrain feature, such as a well, No substantial terrain may be within 20cm of this point. One player (the one with the fanciest shirt, or determine some other way) may place all scenery pieces after which the opposing player may select which end of the main thoroughfare he will play from. A road runs from one player's table edge to the opposite. Set up the gaming area according to the section in the DMH rule book entitled Arranging the Set (page 28). a Only one piece of substantial scenery (that is not a building) may be placed in the main thoroughfare, none may be placed in side roads. DIRECTIONS ‘The good guy is placed in a building. The bad guy is placed more than 20cm away, outside the building, ACTION! Each side uses a half deck of 14 cards. é Shuffle your cards, cut the deck and deal out your hand. Each side gets one card. The good guy is surprised (see page 29) for the first turn. THE END The scene ends when any one of four things happen: 1/ One model is out of action 2/ Bither deck runs out of cards Result 1 means a win, result 2 means a draw. = nis ee Le ee LET THE BLOOD RUN DOWN SECOND SCENE : HERE WAS A MAN THE CAST ‘The vengeful gang has a Rep value of no more than 9, the other (the perpetrator’s gang) has no more than 8 THE STORY SO FAR Any fragile semblance of peace between two feuding parties is shattered by recent events. In vengeful mood, a strong showing of one gang goes looking for the perpetrators of the recent shooting of one of their If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand THE SET “ Same as scene 1 DIRECTIONS As one man (the alleged perpetrator) flees the vengeful gang and holds up with his pals in a friendly saloon, the enemy close in bent on taking their price of blood. Models equal to around half the Rep value of the perpetrator’s gang are placed inside one building. The vengeful gang members are placed anywhere that is more than 20cm, but no more than 30cm, from any good guy. Remaining members of the perpetrator’s gang are then placed as the owning player wishes but must be more than 30cm from any model (friend or foe) initially placed. ACTION! Each side uses their standard deck of 23 cards Shuffle your cards, cut the deck and deal out your hand Each side get three cards for their hand. THE END The scene ends when one of four things occurs: 1/ all the models from one gang are out of action 2/ one side fails a Big Nerve Test 3/ the vengeful gang goes through two decks of cards In the event of the vengeful gang using one deck, reshufiling it, then going through another deck, the other side wins the scene. “What the hell? I'll kill anything. Never a kid, Be like killin’ a priest, Catholic priest, that is.” 2 Oe Oe ae ee 4 LET THE BLOOD RUN DOWN FINAL SCENE : REQUIEM THE CAST Both sides are equally matched, THE STORY SO FAR What began as petty squabbling has escalated into revenge attacks and now into a turf war between ri 1 groups of very dangerous men! One side decides to end it here and now as the other moves goods for sale, THE SET Same as scene 1 except as noted below. DIRECTIONS ‘The side that lost the last scene is the ambusher. They place one man in a building facing the main street, ‘The defender then places a wagon on its side exactly 20cm away with four of his models behind it. A pair of dead horses will look good next to the wagon. ‘The ambusher places the rest of his men, bar one, within 20cm of the first. All of these models must be more than 20cm away from any enemy model. The remaining defenders are placed more than 40cm away from any ambushing models. The last ambusher is then placed on the table and must be more than 30cm away from any enemy model ACTION! Each side uses their standard deck of 23 cards. Shuffle your cards, cut the deck and deal out your hand The ambusher gets 5 cards, the defender gets 6 respectively for their hands. THE END ‘The scene ends when one side is wiped out or fails a big nerve test. If both sides are wiped out or fail their test at the same time, the result is a draw. THE DAWN IT WILL COME ~ OPENING SCENE : IN THE SILENCE OF GOD THE CAST Bach side has equal sides. To begin with, only one model is 2. In reserve is a further model per player, with a Rep of up THE STORY SO FAR In the dead hours of night, a deputy /concerned citizen, shady character. He decides to investigate... used per player with a Rep of no more than to2. /business rival spots the suspicious activity of a THE SET ‘One player (the one with the biggest boots, or determine som: ‘Aroad runs from one player’s table edge to the opposite, Set in the DMH rule book entitled Arranging the Set (page 28). Only one piece of substantial scenery (that is not a buildin, none may be placed in side roads. fe other way) may place all scenery piece up the gaming area according to the section '@) may be placed in the main thoroughfare, DIRECTIONS ‘The shady character is placed in open ground next to a building or wagon. ‘The investigating character is placed between 20 and 30cm away. ACTION! Bach side uses a full deck of 23 cards. Shuffie your cards, cut the deck and deal out your hand. Each side gets one card which we refer to as the “reserve” card. This one card in the hand is used to determine when the reserve model for each side will arrive and not for special actions as in normally the case, The owning player may look at his reserve card. Reserve models appear at any point that is more than 30cm from any opposing model. At the start of the scene, deal a card for initiative to each model as normal. The players may decide to talk + and move rather than shoot. If any player decides to shoot first, this is the only action he may take in a tum (i.e. you only get one action in total if you decide to shoot). rom this point forward, shooting actions take place as normal. At the start of the second and subsequent turns, the shady character draws a card and places it face up on the table. If any player’s reserve card is greater than this card, place the reserve model as described above. If both reserves arrive, the player with the highest reserve card may choose to place his first or second, THE END ‘The scene ends when any one of two things happen: 1/ The shady character or investigator is out of action _ 2/ Bither deck runs out of cards Result 2 indicates a draw. 7 a THE DAWN IT WILL COME SECOND SCENE : LIKE BLOOD ACROSS THE SKY THE CAST Both sides are equally matched; we recommend up to 11 Reputation per side. Bosses may not be used THE STORY SO FAR The confused events of the early hours rouse posses of men in order to move contraband/arrest wrongdoers, ete., or just as a pretext to jump a rival claim or business! If played as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand, THE SET Same as scene 1. A wagon is placed within 10cm of a building near the centre of the gaming area. DIRECTIONS All but one of the members of one gang ~ he may not be the one with the highest Rep (but may be equal highest) are placed within 10cm of the wagon. The members of the other gang are placed anywhere that is more than 20cm from any opponent. The last member of the first gang is placed anywhere that is further than 20cm from an opposing model. ACTION! Each side uses their standard deck of 23 cards. Shuffie your cards, cut the deck and deal out your hand Both sides get three cards for their hand. THE END ‘The scene ends when two models on any side are out of action THE DAWN IT WILL COME FINAL SCENE : DAWN IT WILL COME 4 THE CAST Both sides are equally matched THE STORY SO FAR The events of this new day have turned simmering rivalry into open warfare. One side the ambushers to strike fast and strike hard. mbushi decides Ifplayed as a continuing story, whichever side won scene 1 gets to draw an extra card for their hand. THE SET Same as scene 1 DIRECTIONS. The side that lost the last scene places all his men first. They are all placed in open ground more than 10cm from any building, They may be no closer than 10cm to another friendly model and no further than 20cm away ‘Theambush who must be p are placed more than 20cm from any opposing model and must be in cover. One ambusher, tol armed, is placed within 20cm of an opposing model in open ground. ACTION! side uses their standard deck of 23 cai le your cards, cut the deck and deal out your hand. ides get five cards for their hand THE END ‘The scene ends when one side is wiped out or If both sides are wiped out or fail their test at ¢ “You say one more word, and I'll cut you down right here.” xx THE DEAD MAN'S HAND MASSACRE THE CAST Pull gangs are used. The outnumbered gang may hire extra henchmen/rogues to bring it within 4 Rep of the total of the other two gangs. ; THE STORY SO FAR i One group of men is getting too big for their boots. It’s time to cut them down to size before they swallow 4 THE SET Same as the previous Act d DIRECTIONS The outnumbered gang is placed first, all within 10cm of each other and all within 20cm of the centre of town. The other gangs are placed at cither side of town and must be more than 40cm from an opponent and within 20cm of town ACTION! Each side uses their standard deck of 23 cards, Shuffle your cards, cut the deck and deal out your hand. Bach gang gets 5 cards. The outnumbered gang may replenish 2 cards per turn instead of 1 THE END The scene ends when one side is wiped out or fails a big nerve test. Each gang tests independently If both sides are wiped out or fail their test at the same time, the result is a draw. ‘sill Fi 1 EC EL e i Ki a Th “When you win, you calll it a victory; when we win, you call it a massacre” _ 2. oan THE BATTLE OF DEAD MAN THE CAST es e used. No additional henchmen or rou e pail gangs are iges can be hired to even u of the Re ee ge > war wit OAR SER Up the rep ofthe gangs ’S HAND im THE STORY SO FAR Lock up your doors and shutter the windows! THE SET Same as the previous Act. DIRECTIONS Gang members are placed one at a time. No mode! may be place: highest Rep places a model first, then the second highest place: placed within 10cm of a friendly model and must be place dd inside a building, The gang with the $a model, and so on. Models must be d more than 20cm from a rival model. ACTION! Each side uses their standard deck of 23 cards. Shuffie your cards, cut the deck and deal out your hand. Each gang gets 5 cards. The lowest value gang gets a bonus 2 cards, the second lowest gets one fer a building, draw a card: a 5 or better means the m« jodel enters as normal; a 2, 3 or 4 means yy is blocked by some means - the action stop: s there; a joker means that entry is made but that a civilian inside fires as the model enters. Place an appropriate model and make a normal shooting attack with no modifiers immediately. The civilian (who has the same profile as an Upstanding Citizen in the Lawmen gang) will keep fighting as if pistol armed until the intruder leaves or is dead. THE END The scene ends when one side remains. Each gang takes Big Nerve tests independently, Ifthe final two (or more) sides are wiped out or fail their big nerve test at the same time, the result is a draw for those sides. ‘The two scenes above involve multiple players and are used as a result of events rolled following an act. They are also lots of fun for one off games. “No guns, No bullets could ever kill me.” These Rogues are sold seperately and are sold with their own special play card which replaces the players ‘gang specific Ace card. ELY FERGUS The stories concerning Fergus’ past are many and varied. Some say he’s a half breed, a mix of escaped slave and apache indian. The only thing anybody is sure of is that he's a mean tough son of a gun and a rack shot with his repeater. He works for the railroad, keeping the peace amongst the people who travel with the iron horse as it cuts its way across from east to west. Name Weapons | Hits | Nerve | Shoot [Hil Rep _ | What He's Known For D Repeater, Ely Fergus Reps 4 +a/o| +1 4 — | Pugilist Notes: Bly is a crack shot with the rifle and gets a +2 bonus with his repeater. He has no additional bonus when using a pistol Pugilist: +1 bonus to HtH attribute, suffers 1 less under fire marker when beaten in HtH. JOHN BRIDGES There are many types of men who wear the badge of the U.S Marshals and then there’s John Bridges. He's the meanest, he’s a pitiless man, double tough and fear don't enter into his thinking. As he himself always says, “I never shot nobody I didn’t have to.” Name Weapons | Hits | Nerve | Shoot ‘What He's Known For John Bridges Pistol s | [aA ‘True Grit, Steady Hand Notes: ‘True Grit: Suffers no negative modifiers for nerve tests, or for shooting for having under fire markers. Steady Hand: Does not suffer the -1 shooting penalty when he takes two move actions. Ely Fergus John Bridges “I'm gonna kill you if I have to ride all the way to Hell to do it.” SPECIAL RULES WAGONS agons activate at a point in the turn noted in the AC 7 Mobile wagons activate at a p he ACTION! section of the scer aa can ir tet ot un, to OSE th wasovns may only make a single turn of up to 45° oom in a straight line ) ne. From a standstill, their second, and up to 30cm in their third: many turn. In rural settings , wagon may move up ro mount a moving wagon, a model simply has to get into contact and spend a further the wagon. A model may fall from a wagon in the same manner as from a building ( 10) action to get onto ¢ DMH rules, page TWO PISTOLS Models may have two pistols in which case they ignore an out of ammo result on th: has no effect against the “For a few bullets more” card, USING CITIZEN GANGS IN THE LEGEND OF DEAD MAN'S HAND The rules for Citizen gangs from Wargames Illustrated 315 may be used, but the leader of the gang has the A profile for a Sheriff. The rest of the gang consists of 1 Rep Citizens and uses the scheme and experience | tables of Lawmen. If you come up with a reason why they should use another gang's tables, then that’s fine too, as long as it provides a narrative. USING THE ROSTER ‘The roster on the inside cover is available as a pdf at www.greatescapegames.co.uk. A sample roster of | one of our own campaign gangs is also on the website. Details of characters are recorded in pencil as they may change from scene to scene. The “What He’s Known For” section is for any skills or injuries the character has accumulated. The “Notes” section may be used to record the game rules for skills and any other details of use, such as grudges or kills. In the “Schemes and Events” section, the results of schemes from act to act are recorded, along with any effects from events. At the top of the roster, the “Rep” score is the total of the characters’ Rep scores plus any bonuses from schemes. like as not, he'll kill ya.” “A man who will keep his head and not get rattled under fire, aia. THE DEAD MAN'S HAND A Great Escape Games Studio Production Directed & Produced by ‘Stuart McCorquodale and Mark Wheatley Visual Effects Production Supervisor Mark Wheatley Make Up Stuart “Sleepy” McCorquodale, Mark “The Giant” Wheatley and introducing Dave “The Hat” Woodward Miniature Costume Designer Steve “The Magnificent” Saleh Mark “Don’t push me” Evans Art Director Phil “Hedgehog” Tonge Set Design Stuart McCorquodale, Mark Wheatley, Ben “Mongo” Jeal Director of Photography ‘Mark Wheatley Second Location Photographic Assistant Dan “I Never Watch it Twice” Faulconbridge Many thanks to: Mark “Grizzly” Mainwaring, “Deadly” Lee Delancy, Nick Bennett, Wayne Richards, Karl “The Cheat” Tebbutt, Dave “The Hat” Woodward, Dave “The Scenario's Broken" King, Wayne “Can I fan | that pistol?” Bollands, Blackhearts, Wargames Association of Reading, lan “G’Day Mate” Crabb at War & 01) Peace Games, Nick “Spiders!” Eyre at North Star Military Figures, Ben and the “Jeal boys’ Adam & Cad from 4Ground, Rob “Go" West at Firestorm Games, Chris “My table's bigger than yours” Hall, Duncan “The Wordsmith” Macfarlane, Goose, Ray “I never shot nobody I didn’t have to” Earle, “Old Man" Ken Butt, Darryl “Misfire” Morton, Dean “Nobody breaks anything skiing” Winson, Tony “Come on Baz’ Slocombe, Paul “the Imperialist” Phelan, Bill and Dan Atherton, “The Fight’n Windrams” Mark & Paul Windram, Steve “Don't make me angry” Wood from Arcane Scenery, lan ‘I Killed Something!” Jones, Lewis “Like father like son” Jones, James “Quiet man” Churchill, Phil “The Doc” Hendry, Sabee! “The Gun" Javaid, mention... ‘The events and characters depicted in this book are fictitious, including many of the contributors. Any similarity between such fictitious persons or events and actual persons living or dead or actual events is 5 purely coincidental Copyright © Great Escape Games 2021. All rights reserved. ‘No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form of \ by any means without the prior written permission of the publisher, nor be otherwise circulated in @ny @ form of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser, Buildings and wagons are from the 4Ground Dead Man's Hand range, All figures from the Great Escape Games DMH range. Scenery available from Great Escape Games, Renedra, Slug Industries and Ainst Castings. www.greatescapegames.co.uk “1 seen the angel of death Ned, an’I seen the river.. He’s a snake, he got... snake eyes,” [XaLsou ONVD

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