Have Gun Will Travel Scenario (assuming you have the western town and figures to populate it).
Need:
1 "Have Gun Will Travel" game board
Outlaw cards from original board game or cards labeled with Outlaw names
Up to 10 players represented by a miniature of famous Marshals, Texas Rangers, Bounty Hunters, etc.
20 miniatures representing the 20 Outlaws on the "Have Gun Will Travel" board game board
6 sided dice
rulers, tape measures
TRWNN (available in pdf online)
deck of cards labeled for use in TRWNN
– deck of damage cards (purchased on line)
Each player picks a "Bounty Hunter" and an Outlaw. Place your figure at the start of the board game board. Roll 3D6 and move along the roads and trails on the board until you reach the town where your Outlaw is located. Each player will transfer over to the miniature board at either the train depot or stagecoach stop.
A word about the miniature board. We populate the town liberally with shop keepers, banker, hotel clerks, bar keepers, lawyers, the sheriff and Rosa, our Miss Kitty, plus many more.. The 20 Outlaws are hidden all over the board, in hotel rooms, walking the streets, terrorizing the homesteaders, attending a funeral on Boot Hill, in the mine and many other places.
The people in the town can help the bounty hunters locate their outlaws. We have a list of the 3 miniatures in the town that know the exact location of each outlaw. Bounty Hunters can talk to any figure that is within 2" of their figure.
Using TRWNN (The Rules With No Name) the players move around the board talking to the various townspeople until they find and apprehend their outlaw. Repeat the process and apprehend a second Outlaw then we place the Bounty Hunter on the board game board once again in the town his last outlaw was located in and rolling 2D6 move to the finish. Roll the exact number of spaces to the finish and you win the overall game.
I really like TRWNN for this game. They are well written and easy to learn in several moves. Things I really like include movement which is 3D6 with no shooting or 2D6 and still be able to shoot with a -1 die for moving and shooting. This rule has come into play several times when the Bounty Hunters will go around a building corner or enter a room and come face to face with their outlaw. The difference between regular controlled shooting versus blazing away is easy to play with and does not require keeping track of ammo or breaking a gun until you are abusing your weapon by blazing away. We also purchase a deck of damage cards which greatly decreases the amount of time and effort for determining the results of shooting and hand to hand combat.
This was the 3rd time we have brought the western town to the HMGS conventions. I want to thank everyone who has played, stopped by to look, talk and photograph the tables, commented here on TMP or Facebook. A huge thank you to my teammates Rich Greenaway and Marie Alcock-Hubley without whom this could never happen.