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How to play

Two to four gunfighters, each on their own. Each turn has five segments. Every player secretly picks up to five time points of action cards, in the order they will do them, then the turn resolves: an action executes on the segment equal to the time points used so far plus its own cost plus the delay points on your sheet. Delay you gain during a segment counts from the next one; actions left after segment 5 are cancelled. At the end of the turn half of your delay (rounded up) goes away.

Setting up

The creator picks how many play, two to four, and is the marshal; the others take the next characters in the order they join: the kid, then the reb, then the yankee. Each player picks where to stand when calling or joining a showdown, among the hexes assigned to its character, inside the corral: marshal in A-D5 to A-E7, the kid in A-H5 to A-G7, reb in A-E8 to A-G8, yankee in A-E5 to A-G5; each faces any direction (0 N, 1 NE, 2 SE, 3 S, 4 SW, 5 NW; the marshal looks south-east, the kid north-west, the reb north and the yankee south unless told otherwise). All start upright with a loaded Colt 45 in the holster. Aims and shots name a character by seat (@1) or a hex. A character killed or passed out is out of the fight; one may surrender while the plans are collected, and the others fight on.

Plan string

A plan is a comma-separated list of card sides in play order, each <card><f|b>[:<direction>]. Directions are relative to your facing: ahead_left, ahead, ahead_right for forward moves and turns, back_left, back, back_right for backward ones. An empty plan passes.

Example: 1f:ahead_left,2f:ahead,3f advances ahead-left, runs ahead, then sprints straight.

Rules: one side per card per turn; the total cost must fit in 5 minus your delay; Run needs Advance in the same plan; Sprint needs Run.

Aiming and shooting need the target in your aim zone and in sight (rule 31). On board A only the horse trough (A-I11*) gets in the way: it hides two characters lying DOWN from each other, and a DOWN character next to it from anyone across it; standing characters see over it. An aim at a target out of sight is cancelled and AIM points on it are lost at the end of the segment; a shot at it is held, nothing spent, like a shot at a hex nobody stands in when it comes up.

Cards

Card Front Back
1 Advance (2) Back Up (3)
2 Run (1) Spin Around (2)
3 Sprint (1) Turn (1)
4 Sprint (1) Leap/Drop (1)
5 Cock/Aim/Shoot (2) Get Up/Down (3)
6 Cock/Aim/Shoot (2) Throw (2)
7 Shoot (1) Strength (2)
8 Load (3) Head Out/Back (2) *
9 Draw & Cock (3) Head Out/Back (2) *
10 Jab (2) * Duck (1) *
11 Swing (3) * Block (2) *
12 Belt (3) * Guard (2) *

Only foot actions are available for now; the others come with guns and brawling.