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Dueling Summary posse’s resolve.

Dealing with the devil


To use the Raise Calculator, locate the base Target Number (TN). The numbers to the right of that TN are its

Three of a Kind
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53
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55

Four of a Kind

Jacks or Better
Straight Flush
Five of a Kind
Duels last exactly three rounds. This is a major event that steels a

Full House

Ace High
Two Pair
Straight

HAND
Before the start of the first round, give

Flush
automatically gain Conviction.

Pair
each duelist a Hole Card, face down. and anyone who Supports her

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Round 1 & 2: Deal Action Cards
lowers the local Fear Level, she
as usual to participants and any
the Tale-Teller Edge successfully

Five sequential cards of the same suit (e.g. 4, 5, 6, 7, 8 of spades)


Five cards of the same value (requires use of a Joker)
Four cards of the same value (e.g. four Kings)
Three cards of one value, two of another (e.g. three 5s and two Kings)
Five cards of the same suit (e.g. 2, 6, 8, Queen, Ace of diamonds)
Five sequential cards (e.g. 3, 4, 5, 6, 7 of various suits)
Three cards of the same value (e.g. 6 of hearts, 6 of spades, 6 of clubs)
Two sets of two paired cards (e.g. pair of 5s and a pair of Kings)
As above, but the two cards must be Jacks or higher
Two cards of the same value (e.g. 7 of hearts and 7 of clubs)
One Ace
CARDS
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bystanders who want to get involved. Conviction: When a hero with
raises. If the TN is 9, for example, the next number (13) is one raise, then 17, 21, and so on.
They can perform actions (except actually increases by +1!
make an actual attack). afraid of the dark—the Fear Level

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Round 3: At the start of this round,
the notion that people should be
don’t deal Action Cards to the duelists does little more than reinforce
(deal bystanders in normally).

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sends the wrong message and
Instead, both simultaneously reveal Failure on the Persuasion roll
the Hole Card of their choice. That’s Level is reduced by 1. A Critical

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their Action Card for this round. With success the local Fear
Tests in a duel: Distracted and rousing tale of the victory.
Vulnerable conditions remain until

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Fear Level penalty to narrate a
the end of the third round. With a Performance roll modified by the
raise the target is not Shaken. Instead, and make a Persuasion or
the “attacker” can either draw an

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heroes can round up the locals
extra Hole Card for himself or force sufficiently nasty critter, the
the foe to randomly discard one of When the posse defeats a

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his (as long as he has more than one).
A Critical Failure when making or Tale-Tellin'
resisting a Test also gives the foe an

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additional Hole Card. Allies don’t get

EFFECT
As above and the huckster gains Conviction
15 Power Points, as above (see Deadlands)
15 Power Points, 2x damage, effect, or duration
10 Power Points, 2x damage, effect, or duration
10 Power Points
8 Power Points
6 Power Points
5 Power Points
4 Power Points
3 Power Points
2 Power Points
to affect either duelist’s Hole Cards.
Death & Damage: If the attacker

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−4 6
has additional Hole Cards higher
than his foe’s Action Card, he adds −3 5

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a d6 bonus die to the damage of first

Raise Calculator

9
−2 4
shot. The Grim Reaper loves a good
duel, so no one in a duel can Soak −1 3

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6
Wounds from anyone else in the duel. Penalty Fear Level
You gotta stand there and take it. It’s
the law of the West. After the third Fear Level Modifiers

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2
round of the duel, treat the carnage
and bloodshed as normal combat.

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