You are on page 1of 2

SHOWDOWN AT BONE ORCHARD by Panicmolt and Jet

You are a minor Deity, seeking power and Resolve each card (see below) starting with do one less damage, to a minimum of 1
followers. Your servants are Hunters, who the lowest (Ace) ending with the highest damage.
seek money and your strange blessings. You (King). High cards act later.
If needed, terrain can be Rough Going. Units
have given them a limited immortality, so At the end of the round, draw 5 cards from
that use any part of their Advance to go
long as they do your bidding. your deck, and perform a Resurrection for
all hunters. through Rough Going can move at most 5”.
Showdowns over ritual sites are incredibly
fast and brutal affairs. RESOLVING ASSIGNED CARDS KEYWORDS

Cards power hunter actions; higher-value Expend: This may only be used once per
KEY PRINCIPLES
cards allow for greater effects or farther game.
Most Important Rule: When rules are movement. AOE X: Choose a point within this ability’s
unclear, use common sense and what
When you resolve a card, spend it on an range, and this ability affects everything
makes for interesting stories.
Action listed on the Hunter Sheet that the within an X inch radius.
Resources: Notecards/paper for Hunter card was assigned to.
Sheets, pencils, a deck of 52 playing cards
SCENARIOS
(remove Jokers) for each player. You may spend it on any action on their
Draw two cards from any deck to create the
sheet with a Target Number or TN equal to scenarios. Re-draw so that you use two
The Decks: Each player has a 52-card deck; or less than the assigned card. After you different suits.
Aces are worth 1, Jacks 11, Queens 12, Kings resolve an action, discard the card.
13. These decks power the abilities of ♥Hearts - Places of Power:
hunters and represent your magical HUNTERS Place two objectives along the center line of
Pay them in coin, your Mark, and a taste of the table, each 12” from the table edge. At
influence. Discarded cards are gone forever.
immortality. the end of each round, for each objective
PREPARING THE GAME that a player has at least one living model
A hunter is a model and Hunter Sheet that touching, their opponent discards 5 cards
The Field: Set up a 3x3 board of terrain with lists their gear and blessings. Hiring a hunter from their deck.
25-50% covered in scenery. Follow any costs $5. Hunters have 1HP by default, but
scenario setup rules. this can be upgraded. ♠Spades – Desecration
Each player chooses one hunter to be the
The Hunters: Prepare your hunters and note Moving: All hunters have the Advance Carrier. If a player’s Carrier ends an Advance
their skills and equipment on note cards; action on their hunter sheet. The Advance touching the opponents’ table edge, that
this is a Hunter sheet. Each player has $100 ability is used to move and attack in melee. opponent discards 10 cards from their deck.
to spend on Hunters and their upgrades. ♣Clubs – Show of Force: The resurrection
Advance TN:0 – Move this model X
Each hunter is represented by one model. cost of all models increases by two cards.
inches, where X is equal to the value of the
Choose one player to deploy first; that assigned card. At the end of an Advance, ♦Diamonds: Harvest – Set up 8 Forsaken
player deploys all their Hunters within 4” of you may resolve an action with the Melee NPC monsters on the board, taking turns to
their board edge, then the other does the tag. place them. Forsaken are neutral, and act at
same. the end of every round, before
Hunters can move up or down vertical Resurrections, as if they were assigned a
Victory and Scenarios: A player loses when terrain like buildings at ½ movement, and King. They all take the same action.
their deck of cards is empty. can jump small gaps (up to 1”) freely.
Shambling Advance: Move this
It is recommended to use two scenarios Abilities: Buying an upgrade (gear or a Forsaken 8 inches towards the nearest
(below) to speed up the game. Scenarios blessing) for a hunter may give them that as Hunter. If the Forsaken ends its movement
give extra ways to damage your opponent’s an ability. touching a Hunter, then deal the Hunter 1
deck than just killing your opponents’ damage.
hunters. Attacking: When a hunter uses a weapon
ability, if the target is in its effective range At the end of each round, if you killed at
For scenario setup, reveal two cards from band and has line of sight, the target takes least 1 Forsaken, your opponent discards 5
any deck, and the suits of the two cards wounds equal to the weapon’s damage. cards from their deck.
become the objectives.
Wounds and Death: Whenever a model OPTIONS
Final Setup: Shuffle your deck, then draw 7 takes damage, mark on its sheet. When it
Monsters: If you wish, you can set up
cards from the deck to form starting hands. has damage equal to its Health Points (HP),
neutral Forsaken monsters, even if you are
that hunter dies and is no longer living.
PLAYING THE GAME not playing Harvest.
Mark it as dead but do not remove the
model. Longer Games: To lengthen the game,
Rounds and Assignments: The game is
reshuffle the deck once after it’s exhausted.
played in a series of rounds. Every round, Resurrection: At the end of a round, remove
each player assigns one or two cards from the damage from each dead Hunter and Resurrection: Remember, Resurrection is
their hand, facedown, to each of their return it to life. For each hunter resurrected good and bad; you keep your hunters, but it
controlled hunters. like this, discard 3 cards from your deck. costs you cards. If this feels too punishing,
you can make Resurrection optional, but
After cards have been assigned, players turn Terrain and Cover: Hunters that shoot at
make Scenarios worth more discards.
all cards faceup. Then, one at a time, enemies that are mostly in or behind cover
SHOWDOWN AT BONE ORCHARD by Panicmolt and Jet
BUILDING A HUNTER
You can have 1-7 Hunters in your roster. Each baseline Hunters costs $5 and comes with 1HP. You can (and should) buy more HP by using the
Extra Health universal upgrade.

Hunters can buy any Gear in the table below. You can mix and match from different Bloodline Blessings if you adhere to any requirements
they have. You can always buy from the Universal bloodline upgrades
Hunters only start with 1 HP.

$ Bucks Name Range Band (in inches) Activation Target Damage Extras
Cost Number
5 Revolver 0-6 3+ 1
7 Repeating Carbine 2-10 5+ 1
15 Nitro Express Rifle 8-16 7+ 4
5 Buckshot Shotgun 0-4 5+ 3 AOE2
11 Modern Rifle 4-16 6+ 2
3 Knuckledusters Touch 1+ 1
5 A Blade or Two Touch 2+ 2
7 Lance 0-2 4+ 2
5 Dynamite Stick 1-8 10+ 2 AOE 3 expend

Universal
$X - Extra Health: $5 for the first extra HP, $7 for the second extra HP, $9 for the third. (Example: a 2HP hunter costs $10, 3HP costs 17, 4HP
costs 26)
$5 – Quick: When this model advances, it always moves at least 5”, even if the card was less than 5.
$6 - Deadeye Scope: +2 range on all attacks with firearms.
$5 - Quick reflexes: The TN is reduced by one on all weapons.
$2 – Bear Trap: When this model resolves an Advance, place a Bear Trap token at the end of its move. If any enemy model moves over the
Bear Trap, it takes 1 damage unless it has Quick Reflexes.
$7 – Jar of Hornets: Gain an ability: Throw Jar – TN8 – Place a 3” AOE. Hunters that move through it take 1 damage. At the end of the round,
move this AOE 4” towards the nearest hunter.
Solitary
Requirements: If you have any Solitary hunters, you can only take one or two Hunters total, but you can assign 1-3 cards to them.
$10 – Camo: This model is always in cover.
$10 – Hornskin: This model has +3HP (can be taken multiple times)
$10 – Vigor: Gain this attack: TN6, Rng0-1, Damage = this hunter’s remaining HP
$5 – Vulture: Gain this ability: Take Things – TN8 – Pick a card and choose a hunter within Rng6. Use an ability from that hunter’s sheet with a
TN of 8 or less.
$6 – My Land: Set up three extra pieces of Corrupted Terrain. If an enemy Hunter walks through Corrupted Terrain, their controller discards a
card.
Night
$0 - Damned: This model can’t be resurrected. (This can be a good thing.)
$10 – Grave-eater: When discarding cards during resurrection, instead assign the discarded cards to this hunter.
$5 – Puppeteer: During deployment, this hunter can deploy anywhere. Only one hunter can take this.
$5 – Necropotence: When you draw, draw one from your discard pile. Only one hunter can take this.

Gilded
$5 – Armor Plates: Get +1 Max HP. Can only be taken once per hunter.
$16- Kelly’s Full Plate: Get +3 Max HP. This hunter can now only buy Revolvers from the Gear table.
$0 - Symbolic tools: TN2, Rng0-1, Dam1
$5 Razorwire Mine: TN5 AOE3”, Dmg1. This area is now Rough Going.
$15 - Gas Bomb: TN11: AOE5”, DMG4
The Law
Requirements: Choose a single hunter to be the sheriff. You may not take any hunters with Night bloodline abilities.
$0 – Sheriff: This Hunter is The Sheriff. Only one hunter can take this.
$5 - Deputize: This hunter is a Deputy.
$10 – Shout Orders: When this Hunter resolves an action, any one deputy can move 4”. (Only Sheriff)
$20 – Fill With Daylight: When an enemy in LoS is about to resolve, spend a Red Card to shoot them before they resolve their card. Deputy
only. Expend.
$10 - My Boy: When this Hunter dies, remove it from the game. The enemy player discards two cards from their hand

You might also like