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The d6 Shooters Designed by Eric Herman

© 2009
Version 1.1
Long Road to Reno grudunza@gmail.com

BACKGROUND

You are the leader of "The d6 Shooters" a posse who has been hired to escort the infamous outlaw, Billy Griggs, from his current
location in the town of Pyrite, California, to the courthouse in Reno where he is set to face charges for several crimes committed
there in recent years. The preliminary hearing is in 40 days and if Billy is not there in time for that, his lawyer will see to it that the
charges against him are dropped. So he must be back in time or your mission is a failure and you won’t be paid a dime.
Certainly, a train would be the fastest method for transporting the criminal, but there have been numerous train robberies as of
late, and with Griggs' gang still at large, the threat of a train incident to free Griggs is just too great. So you and your posse must
lead Griggs through the outlying California terrain, taking a route off the beaten path whenever possible.
However, as you set out and survey the paltry provisions and weapons you have, and hear word of a record heat wave that is
hitting California, you wonder if taking this job was the best decision you ever made. But rumors have it that the path you're taking
is ripe with untapped gold deposits, so perhaps, if you have any time to do some digging around in the hills and caves, it will have
been worth the trouble after all... Well, that is, if you even survive...

RULES

OBJECTIVE

Make it to Reno within 40 days. Making it there with some Gold in hand and at least a few other Posse members still alive would
be even better.

REQUIREMENTS

The playsheet. A pen or pencil. 3 red six-sided dice and 5 white six-sided dice (substitute colors as needed). 5 other six-sided
dice to track your Posse, Food and Ammo (or, if you prefer, use cubes or tokens or chips or some other items). Coins or chips
or other tokens or items to track your Gold (or just use gold nuggets if you have some).

STARTING RESOURCES

You start the game with 6 Food, 6 Ammo, 3 Gold and 12 Posse members.

GAMEPLAY

Each turn, roll three Red dice and five White dice. You get three rolls and can lock/unlock as many dice as you want each time,
but any 5's or 6's rolled on the Red dice on the first roll are immediately locked, and can't be unlocked!
What you can do each turn depends on what dice are locked after three rolls. Always include the Red dice when determining
the total number of dice.
Dice are resolved in numerical order (1's first). Dice that cannot be used (i.e. 3's less than a full set of three) are wasted.
When all dice are resolved, check off one Day on the chart.

DICE ACTIONS

Move: Move one space for each 1. If movement passes an Event, resolve the Event before resolving the other dice. If
movement reaches a Town, stop at the Town and resolve other dice only after visiting the Town. Towns must be
stopped at, even if you don't do anything there.

Find Food/Water: Receive one Food/Water for every two 2's

Prospect: Receive one Gold for every three 3's

Hide, Seek Shelter, Backroads and/or Fight!


(You may split up any 4’s rolled among the available choices.)
Hide = No Posse is lost from 6’s attacking if the number of 4's used to Hide are equal to or greater than the number of
attacking Gang members, but add an extra Day per every 6 die
Seek Shelter = Reroll one 5 die for every 4 used to Seek Shelter, lose one Posse (or 1 Food/Water) for each 5-6 rolled
Backroads Travel = Move one space for every two 4's used for Backroads Travel
Fight! = each 4 used to Fight allows one die to be rolled for a Shootout (See Shootout!)
The d6 Shooters
Long Road to Reno

Extreme Heat!
(immediately locks if rolled on a Red die on the first roll)
Reroll each 5 that wasn't already resolved by Seek Shelter. For each 3-6 rolled, lose one Posse. You may save Posse
members that would be lost for 1 Food/Water per person.

The Griggs Gang Attacks!


(immediately locks if rolled on a Red die on the first roll)
If any 4's are used to Fight, then all 6's are used for a Shootout (see Shootout!). Otherwise, reroll each 6 and lose
one Posse for each 3-6 rolled.

Shootout! When 6's are rolled, there will be a Shootout if any 4's are used to Fight. Reroll all 6's for the Griggs Gang and add
them together. Reroll the 4's used to Fight and add them together, plus the amount of Ammo you have, to get your
total. The high score wins (reroll any ties). Remove one die from the losing side and continue until one side has no
dice left. If you win, you’re safe for now. If the Gang wins, lose one Posse for each remaining Gang die.

After every Shootout, reduce your total Ammo by one.

YOUR POSSE

You begin with 11 other people in your Posse, plus yourself. Use 2 six-sided dice (or other markers) to represent your total Posse.
You can regain people for your Posse at Towns and through certain Events, but you can never have more than 12 in your Posse.
If you and your Posse are ever killed off entirely, you lose the game. (Note that Billy Griggs is never considered a member of the
Posse when counting for Rations, etc.)

DAYS

Each turn is considered to be one Day. Some turns may end up costing more Days due to Events or other situations. Mark off
the number of Days as you go. Your goal is to reach your destination within 40 Days. If a "Hide" action or "Lost" Event adds a
Day, mark that off immediately. If that reaches a "Rations" day, Food must be payed immediately before continuing.

FOOD

You begin the game with 6 Food. At the end of every 5th Day you must give out Rations and spend one Food per person in your
Posse, including you. If you don't have enough Food to feed everyone, you lose as many people as were not fed. If you have no
Food left at a Rations day, you lose the game. You cannot carry more than 12 Food at a time. If you reach the final destination
and a 5th Day has passed, no Food is required.

EVENTS

Events occur every time you move past one of the red squares on the map. If your movement passes an Event, mark off the
spaces past the Event first, but then resolve the Event before doing anything else. Some Events are "nothing happens" and others
have a choice to make or a situation that occurs that must be resolved. (Disregard the Items/Poker sections of the cards when
drawing for Events.)

If you don’t have the Event deck, or don’t wish to use it, roll a die when an Event is encountered:
1 = SHORTCUT: Move 3 additional spaces immediately
2 = ANIMAL HERD: You may spend 1 Ammo for 2 food
3 = WAGON TRAIN: You may buy (1 Gold = 2 Food or 2 Ammo) or sell (2 Food or 2 Ammo = 1 Gold)
4 = OPEN ROAD: Nothing happens.
5 = LOST: Add 1 Day and lose 1 Food
6 = DEMANDS: Either lose 1 Posse -or- lose 1 Gold and 1 Food

If you cannot fulfill the requirements of an Event (e.g. you are “Lost” and have no Food left), you lose the game.

TOWNS

At each Town, you can buy Items or play Poker in the local saloon. Movement always stops at a Town, even if you have more
movement dice available, and whether or not you want to make use of the Items or Poker available there.
The d6 Shooters
Long Road to Reno

ITEMS

Items include fast horses for better travel, more ammo, new posse members, food, maps for better prospecting, etc. To see the
available Items at a Town, draw the top card from the deck (disregard the Event/Poker sections of the card). You may buy as
many Items as you wish and can afford, or none if you choose. You may buy Items at any time while in a Town (e.g. before or
after playing Poker).

If you do not have the Event/Item/Poker deck, or do not wish to use it, then use the following reference:

ITEMS THAT ARE ALWAYS AVAILABLE (only used in place of the Item deck)
2 Food for 1 Gold, or 5 Food for 2 Gold
Up to 3 Posse Members for 1 Gold each
2 Ammo for 1 Gold, or 5 Ammo for 2 Gold

SPECIAL ITEMS (only used in place of the Item deck)


Roll a die to see what Special Item is available (only one per Town, reroll if you already have the Item rolled):
1 = Fast Horses Red 1's count as 2 moves
2 = Hunter Counts as a Posse member; when Finding Food/Water, any Red 2's count as 2 dice
(Hunter is lost if Posse is ever reduced to 1)
3 = Prospector's Map Gain one Gold for every two 3's rolled
4 = Binoculars May reroll one Red 5 rolled from the first roll
5 = Medicine/Bandages Prevent all Posse loss from a single source, then discard
6 = Better Rifles Add +2 to final total during every Shootout

POKER

At each Town, you can opt to play Poker. Wager an amount of Gold, Food and/or Ammo and roll the best hand you can in three
rolls with the White dice, then draw the top card from the Event/item/Poker deck (disregard the Event/Item section of the card)
and compare your hand to the hand on the card. You win or lose the amount of Gold that you wagered. If there is a tie, start over.

Poker hand rankings:


Five of a Kind > Four of a Kind> Straight > Full House > Three of a Kind > Two Pair > One Pair > High card

If you do not have the Event/Item/Poker deck, or do not wish to use it, roll a die after your hand is locked to determine the
hand you need to beat, as follows:
1 = High card (1 3 4 5 6)
2 = Two pair (5 5 3 3 2)
3 = Full House (4 4 4 2 2)
4 = Straight (1 2 3 4 5)
5 = Four of a Kind (3 3 3 3 6)
6 = Five of a Kind (4 4 4 4 4)

END OF THE GAME

You must reach Reno in no less than 40 Days or you lose. Once Reno has been reached, any other dice are disregarded for that
turn, but if the Event just before Reno is passed with the same turn's movement dice, that Event must be resolved first before
Reno is reached.

If you reach your goal, you receive 5 Gold in payment. You may sell any Special Items you have for 1 Gold each.

SCORING (only applies if you’ve reached Reno)

Each Day you arrived ahead of 40 = 5 points


Each remaining Posse member = 3 points
Each Gold you have = 2 points
Each Food you have = 1 point
Every 2 Ammo you have = 1 point
The d6 Shooters
Long Road to Reno

TURN EXAMPLE

CURRENT LOCATION & RESOURCES


8 Days have passed. Joe’s Posse is three spaces past the Town of Strawtooth. Food is at 4, Posse is at 6, Ammo is at 4 and Gold
is at 0.

First roll: Joe rolls the three Red dice and 5 White dice and gets 1, 2, 4, 5 and 6 on the White dice and 4, 6 and 6 on the Red dice.
The two Red 6’s are locked automatically. Joe opts to lock the white 1, 2 and 4 and the Red 4.

FIRST ROLL LOCKED

Joe rerolls the remaining two white dice and gets 3 and 5, neither of which he wants to keep. He decides to unlock the white 2 to
have a better chance at getting 4’s, which he’ll need to defend against the 6’s.

SECOND ROLL LOCKED

Joe rolls the three remaining white dice and gets 1, 2 and 5. Three rolls have passed, so all dice are locked now.

THIRD ROLL LOCKED

The dice are resolved in numerical order, so for the two 1’s, Joe’s Posse moves two spaces, which lands them on an Event. He
rolls for the Event and gets a 5, which is “Lost: Lose 1 Day and 1 Food”. He marks off a Day and discards one Food, bringing his
total Days to 9 and his Food down to 3.

Next, the 2’s are resolved, but since he only has one 2, that is not enough to gain a Food with, so it is wasted.

Joe must decide what to do with the 4’s he has. He decides to use one 4 to Seek Shelter and one to Fight against the attacking
Gang members (the 6’s).

For the Seek Shelter action, the 5 die is rerolled and the result is a 5, so Joe loses one Posse member from the Heat, leaving him
with 5 Posse members.

Since Joe is using a 4 die to Fight against the attacking 6’s, there will be a Shootout. Joe rerolls his one 4 die and gets a 5, to
which he adds the 4 Ammo that he has remaining, for a total of 9. The two 6’s are rerolled and the result is 3 and 4, for a total of 7.
Joe has won this round and so one of the attacking dice are removed, leaving one on each side. Joe rolls a 2, adding the 4 Ammo
again, to get 6. The attacker’s remaining die is rolled for a 6, so they tie and must roll again. Joe rolls a 1 and adds the 4 Ammo
to get 5. The attacker’s die is a 2, so Joe has won and the attack is unsuccessful. At the end of every Shootout, Joe must reduce
his Ammo by one, so he now has only 3 Ammo left.

That ends the turn, so Joe checks off the next Day, which is Day 10, a Rations day, so he must pay Food to each of his Posse.
He only has 4 Food remaining, and there are 5 Posse members, so one Posse member is lost, and Joe is now out of Food.

----------------------

Alternately, Joe might have opted to use his 4’s to Hide against the 6’s. The number of 4’s (2) was equal to the number of 6’s, so
Hide was an option, in which case he’d have been guaranteed not to lose any Posse to the attacking Gang members. However,
he would have had to add two Days, one for each 6 die. He could have also used the two 4’s for Backroads Travel to move an
extra space, but that would have left him completely vulnerable to the 5 and the two 6’s.

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