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"Western with quick fire rules" Topic


3 Posts

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307 hits since 2 Jun 2024
©1994-2024 Bill Armintrout
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westernmini02 Jun 2024 3:54 a.m. PST

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I will be Quick and to the point

3 green dice, and 3 Red

green = available actions
red = blocking actions of the green dice

roll green 1 = move,+ any other 1s = more moves
roll green 2 same as 1
roll 3 green climb 1 level
roll 4 defend and attack
roll 5 interact like reload, pickup, mount, etc….
roll 6 attack

roll red dice and matching numbers to green block them

this is generic, but i use it for westerns gunfights. I wanted paperless and no record keeping for an easy solo game, you can alter some of the above eg roll 5 to attack aswell

westernmini03 Jun 2024 10:37 a.m. PST

just used the INTERACT roll 4 to push wagon forwards towards gallowd for cover, the mission was to resue man from being hung.

westernmini03 Jun 2024 10:59 a.m. PST

each side plays alternate per cowboy

if you roll 3 green dice, you have 3 green result eg if you roll 1,1,6 you can move your cowboy twice and attack, but the red dice may be 2,5,6 so the 6 blocks your green 6, so no attack

attacks are 5,6 to kill enemy, but if enemy is in cover ony 6 hits

if you roll a 4 you can choose defend, this allows your cowboy to evade the next attack , but only for one roll.

you apply common sence, like a move maybe 8inches, or what suits your game

roll all 3 green and 3 red dice together, any red that matches a green is void.

you can get as many moves as you roll, so 1,1, and a 2 is three moves.

interact is like breaking down a door, or mounting a horse

when you roll an attack, then you roll 1 dice per attack a 6 kills if enemy is in cover, 5 or 6 if in open

if you roll a defend then next player to roll cant attack the unit that is defending

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