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Way out West

Blaise Sadler
Welcome to Way out West.
It is the spring of 1884. America’s west coast is slowly being
populated with small towns full of settlers who come to
prospect for precious metals, set up ranches and run dubious
saloons—and now the railroad is coming!
Cactus Gulch is one such small town. Founded twenty years
ago, tonight it has a festive air as the townsfolk get set to start
their 20th anniversary celebrations. However, all is not running
smoothly. Land disputes, disreputable card games, strange folk
from out of town, and quarrels with the Indians all add to a
tense atmosphere.
Join us in the Silver Dollar Saloon as celebrations begin, and
find out how the evening unfolds…
Blaise Sadler—Saloonkeeper
You are Blaise Sadler, the owner of the Silver Dollar Saloon. You
arrived at Cactus Gulch about fifteen years ago as a waitress, but ten
years ago, you moved into ‘management’ and have been doing okay
since.
But only okay. You are fed up with saloon life and look forward to a
comfortable retirement as a spinster in San Francisco.
Well, that’s a lie, actually. You had very much hoped to be made a
respectable wife here in Cactus Gulch—you have been ‘friends’ for
many years now with Zeke Calhoun, a wealthy prospector and
landowner. However, Zeke made it clear to you a few months ago
that, although he thinks a lot of you, he will never marry you.
So you have had to accept (bitterly, it’s true) that a spinster in San
Francisco it must be. But to ensure a comfortable retirement, you
will need to get your hands on another $2000 from somewhere.
A week ago, you were watching the now-infamous game of cards
between Zeke and Doc Faraday in which Zeke lost the Fat Bull
Range to Doc. You know for a fact that Doc was cheating—you saw
him palm the cards. In the resulting brawl after Doc ‘won’, you
pocketed the hand, including the marked cards.
Kalamata Kate, one of your waitresses, was there too. She may know
you have the cards, but you told everyone you were too distracted to
know what happened. Not surprisingly, everyone seems to believe
that. Kate has been trying to persuade you to do the right thing.
You spoke to Zeke and he promised to cut you in on a share from his
newly-found silver-rich mine if you prove that Doc cheated. To
prove his sincerity, he gave you half of the map showing how to find
the mine. You told him you would think about it.
You are torn. You are a good-hearted woman, but you resent Zeke
(and, by extension, Lucy) because he rejected you. You must now
look after yourself and get enough money for a peaceful retirement.
You are a little concerned because Clem Parham from Mid West
Rail has asked to talk to you later this evening, and there is
something frightening about that. You are also disconcerted by that
traveling preacher Elijah Entwhistle, who seems to watch you a lot,
which is unsettling.
You need some fun, and the Silver Dollar can certainly provide that.
However, it looks like the Bartender is climbing onto the bar and is
about to make an announcement…

Zeke’s death
You are shocked and horrified—who could want to kill good old
Zeke? It must be something to do with the poker game with Doc.
You are nervous and wonder if you might be next in line because of
what you know about Doc’s cheating. But though Doc may cheat at
cards, surely he’s no killer?

Your goals
▪ Your retirement: You need about $2000 to be able to retire
respectably to San Francisco. Alternatively, a share in Zeke’s
silver mine would do—as would finding a rich husband.
▪ The map: You have one half of the map—who has the other? The
map is worthless without both halves.
▪ The marked cards: Decide what to do about the marked cards.
Do you try to blackmail Doc or offer them to the judge?
Other people
Lucy Calhoun: Lucy is Zeke’s daughter and a spoiled brat. It’s
about time she left off those awful boy’s trousers and started wearin’
a skirt and actin’ more ladylike.
Elijah Entwhistle: This traveling preacher has been giving you the
creeps with his preaching. Also, he looks strangely familiar, but you
can’t quite put your finger on why.
Doc Faraday: You have known this old scoundrel for many years
and turned a blind eye on many occasions to him cheatin’ cowboys
out of a few weeks’ pay. Part of you wants to own up to the cards
now, and serve him right. But you never know, he might pay you
well to keep you quiet.
Etta Johnson: As a young waitress, you once tried to steal Etta’s
fiancé. Mortimer Sneed was awful cute, but he turned you down.
Later, he died in a cattle accident. Etta never remarried—and has
never forgiven you.
Kalamata Kate: You took Kate in when she was a destitute child
and have always treated her well. She is now one of your waitresses.
You have always respected each other.
Clem Parham: You are not happy that Clem suddenly wants to talk
to you. You have a horrible feeling this could all get out of hand.
You’ve heard Clem has a ruthless reputation, and you’re not sure
you can handle that.
Three Feathers and Runs Like a Deer: Some years ago, you caught
creek water fever and were saved by Indian medicine. You owe your
life to them and have been grateful ever since.

Suggested first moves


▪ See if Doc Faraday will make any deals with you for keeping
quiet about the marked cards.
▪ Talk to the other men, especially those you don’t know yet, to see
if any of them has potential as a rich husband.
Abilities
You have three abilities. Each ability explains how often it may be
used—check a circle each time you use it. Once they are all
checked, you may no longer use that ability.

P ick pock et
Tell the Bartender which item you want to
pickpocket from another player. If that
Abi li ty

player does not have what you seek, the


Bartender will take something else at
random.
Three uses: O O O

L et ’ s g ossip
Another player must first tell you who is
listed in their Other People section, and
then read out the details of a character of
Abi li ty

your choice.
You must then tell them who is listed in
your Other People section and read out the
details of a character of their choice.
Three uses: O O O

A stute judg e of c h ar ac ter


Abi li ty

You are an astute judge of character: another


player must reveal their Secret to you.
Three uses: O O O
Secret and Clue
Your Secret contains your guilty secret, while your Clue contains
one or more items of information you know. Both may be affected
by abilities.
While you can show your Secret and Clue to whomever you like,
you will probably not want to reveal your Secret too often.
(You can’t solve the mystery by looking at everyone’s Secret and
Clue—it’s not that easy!)

You know that Doc cheated


Zeke, as you kept three of
the marked cards he used.
S ecr et

Also, Zeke gave you half


the map to his new silver
discovery.

Elijah Entwhistle has been


keeping a very close eye on
Clue

you—there’s something
sinister about him.
Rules for Way out West
The Bartender’s Word is Law: The Bartender is impartial. If you
have a problem or want to do something unusual, see the Bartender.
The Bartender’s power is absolute—and cannot be affected by
abilities!
Winning and Losing: You can achieve most of your goals simply by
talking to people. The Bartender will announce when the game is
over. If you haven’t succeeded by that point—you’re too late! Be
warned—not everyone here will want you to succeed!
Doing Stuff: Ordinary actions are resolved by carrying them out—
but see the Bartender to try something unusual. The Bartender will
tell you the outcome of whatever you are trying to do.
Fighting: 1884 was a rough, tough time in Cactus Gulch! Your
character may wish to come to blows with, or shoot another
character. Please see the Bartender before fighting another
character.
Leaving the town: Cactus Gulch is in the middle of nowhere and
the surrounding territories can be hostile. You are advised not to
leave town during the course of the evening.
Item Cards: Items of importance within the game are represented
as item cards—and the only items that can affect the game are those
detailed on the cards. If you do not have an item card, you do not
have that item with you.
Time: Way out West is played over three hours, with extra time for
reading your character etc. There will be breaks to get drinks and
food! The Bartender will keep track of the time for you.
Money: Your character may start with money. Use this as you would
“real” money—to pay for goods, services, bribes and blackmail…
Dying: There is no guarantee that your character will survive Way
out West. You may have enemies, and those enemies may try to kill
you. However, nobody can die until the judgment has been made.
Until that point, you are safe. After that? That’s up to you…
Way out West—Cast List
L oc als
▪ Maxwell Jebediah Adams: Town drunkard and ne’er-do-well
▪ Minnie May Adams: Former Sunday School teacher
▪ Robert Barnaby: Young legal clerk
▪ Ol’ Barr: Reclusive fur trapper and Indian friend
▪ Able Blane: The town’s reliable sheriff
▪ Lucy Calhoun: Zeke Calhoun’s daughter, a tomboy
▪ Dan Fairweather: Honest deputy sheriff
▪ Doc Faraday: Notorious gambler
▪ Widder James: Grande Dame of the ladies in Cactus Gulch
▪ Etta Johnson: Local schoolmarm
▪ Kalamata Kate: Young waitress
▪ John Paulson: Town’s much-revered judge
▪ Blaise Sadler: Aging saloonkeeper
Nati ves
▪ Three Feathers: Revered Indian shaman
▪ Runs Like a Deer: Indian woman
O ut- of- tow ner s
▪ Mel Easton: South West Rail rep
▪ Elijah Entwhistle: Traveling preacher
▪ Soon Li: Chinese migrant worker
▪ Frederick Lloyd: Wealthy English mining investor
▪ Marco the Mesmerizing: Traveling stage magician
▪ Christy Martin: Storekeeper from out of town
▪ Slick O’Hare: Scruffy ranch hand for hire
▪ Clem Parham: Mid West Rail rep
▪ Ruby Sapphire: Flame-haired singer

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