Fast Play Old West

These rules are highly modified from The Rules with No Name. TRWNN covers the entire West and has rules for everything you could imagine. These rules are intended for fast play with lots of people at conventions. This specialization means I don’t have rules that cover everything. The idea behind them is that special rules can be part of the scenario with the rules that one plays with in every game fitting onto one sheet of paper.

Start by printing out in duplex mode this sheet, preferably on card stock: Convention TRWNN

You will want a deck of cards. Any deck will do that has red and black suits. These will control the types of actions one can take. Black suits are movement and Red suits are combat. Each turn begins with resolving any close combat followed by drawing a card.

On the reference sheet one will find a block for Movement and another for Combat. Whatever card is drawn every player chooses an action for their model(s) from the appropriate block. Some actions happen before others. If the action is something that will interrupt another player then place a marker down to indicate this and resolve the interruption sequence for that action. Usually it’s a choice both sides have to make.

Movement Options

Charge! (interuption): The only way to enter close combat is to declare a charge when the move card is revealed. Declare your target. Target may Refuse (rolls movement dice to move away, Accept (stays in place) or Counter-Charge (meets your model in the middle). Close Combat is resolved as the first action of every card. (See Mano a Mano below.) Target may recover if marked with a recovery. If target is down and doesn’t need to recover it may get up. Targets that recover or get up may win the melee but may not cause wounds. Further, targets that recover or get up are assumed to Accept the charge and stay in place.

then…

Reposition: Move up to 4” any direction and facing.
Move: Move in a straight line Foot/3D6” Mounted/5D6″, ending facing same as direction of travel. Anyone rolling three 1’s trips (knocked down). -1 die if wounded at all (trip on two 1’s).
Mount / Dismount: Model must begin or end within 3″ of beast.
Patch me up!: Remove Knocked out, No Move, or Pistols Only special wound effects from another model within 3”.

then…

Aim: State target model and turn model face it. Track facing to model during any movement. The aim is lost if target model ducks back or aiming model takes any action other than Fire. Aim may not be used on targets other than stated target.
Get up: A model knocked down must get up before a model can take any other actions.
Duck Back: A model may voluntarily duck back, so that it is no longer in sight (i.e. not in cover but out of LOS). It must ‘recover’ before taking any other action. Must go to nearest blocking LOS or12″, whichever is furthest, away from visible enemies.
Recover: Must be done to take any other actions after suffering a wound or a duck back. Recovering from duck back and ANY number of wounds can be done simultaneously with a single recover action.

Combat Options

Fast Draw: Like shooting but at -1 die. See Shooting below.
Challenge: Call out one enemy within 12″ to a duel in the open. Game pauses until duel resolved. Called out model can Fire, Fast Draw or Duck Back. Challenger can Fire or Fast Draw. Called out target nor challenger can take advantage of cover.

then…

Fire: See Shooting below.
Reposition and Fire: 2″ move with any facing, -2 dice to shooting. See Shooting below.

then…

Reload: Removes Unloaded token. A crew served heavy weapon where the crewman doesn’t have any special wound effects may reload after the gunner fires.
Recover: Must be done to take any other actions after suffering a wound or a duck back. Recovering from duck back and ANY number of wounds can be done simultaneously with a single recover action.

Shooting

To resolve if a hit was made from shooting roll your base dice (minus wounds, minimum zero), then add in dice from your weapon’s effectiveness at the range to the target. For weapons not blazing away or firing a cloud of pellets if any die comes up a 6 the target is hit. Otherwise (blazing away with two pistols or with a repeater, or using a shotgun or a Gatling gun) every 6 is a separate roll on the wounds table! The Gatling gun is the only weapon that can spread wounds around to many models. Contrary to gaming logic, shotguns do not produce a 22 1/2° blast template. When shooting at birds at dozens of yards away it does but by then the energy is simply enough to wound and eventually kill a bird. Shotguns, however, at close range, are man killers. The wounds left behind leave nothing to the imagination. Crew served weapons like the Gatling gun, cannons and other weapons have people working in concert. So long as the crew is intact they are fearsome weapons. They are represented by a gunner, a crewman and the weapon. Killing or even just immobilizing the crewman reduces their effectiveness greatly.

Wounds and Wounding

A figure can take up to 3 wound points but dies on the 4th. Grazing wounds cause no wound points but do cause a duck back as does every other wound. The exception is if the wound also causes the No Move effect. The Knocked Down wound effect is countered with the Get Up move action. Knocked Out, Pistol Only, and No Move effects are all countered by having another model use the Move action Patch Me Up! Wounds reduce the base dice of models. Most models will have the standard 1 base die. Some legendary or important models will have 2 to 4 base dice. A shot to pieces Legend of the Old West is pretty much relying upon guile and reputation than physical ability! Because every wound causes a duck back it removes the figure from the combat (or back 12″ if you are playing on a very plain and boring table top!) It is sometimes impossible to not end up in another combat because of this! This is as it should be. The natural inclination is to get out of the line of fire once the enemy has a bead on you.

When rolling for the wound you roll two dice. One is white and one is red. You should try to stick to this convention as much as possible, straying only as much as to make one white and the other die colored. This makes the resolution of the wound chart more obvious to everyone and helps keep the game honest. Now, admittedly as someone who actually shoots real guns, the shot placement randomization is stupid. At pretty long range I’d agree with it but even with a pistol my groupings are within a foot at long range and I am not a good shooter. However that is at targets. Combat is quite dynamic with a lot of things going on. The physical effects of adrenaline, the movement of the target, plus many other things that can affect you do tend to randomize where the shot lands. A scenario specific ability for a model might be “deadly accurate” which will allow for the shooter to alter the row by 1. An optional rule for weapons that aim (pistols, rifles and carbines that aren’t blazing away) every two extra sixes rolled improves the row by 1. In the very unlikely event of 5 dice coming up 6 this would be 1 hit with a +2 row modifier.

Close Combat

Close combat is that in your face, pistols, fists, kicks, rifle butt strokes and nasty combat. It is represented here in this version of the game as a dice off. Basically if you roll better you win. If you aren’t disadvantaged somehow, such as being pursued, down on the ground or recovering you cause a wound point on your opponent. If you double their score you kill them. A wounded opponent ducks back. There are several modifiers.

Modifiers:
Melee Weapon (knife, tomahawk): +1
Advanced Melee Weapon (sabre, spear): +2
Mounted: +1

Base Dice do not play a part in close combat.

 Terrain and Movement

Terrain plays a vital part of this game. There should be lots of it. When I set up a game I make sure that there is something every 8″ or so. I have clumps of lichen I use for representing outgrowths. Rocks, very small hills and so forth should dot your table. If the battle takes place in a town have wells, hitching posts, troughs, barrels, crates and wagons to hide behind. Have fences, trees, and scrub brush to use as cover and to become concealed by.

Cover gives a modest -1 die effect. To be in cover one must be right up next to it, able to shoot out. If there is significant cover between two models then they are out of line of sight. It’s up to the scenario designer to determine what is cover. They may even decide that some cover is better than other cover. There is nothing wrong with sticking with a simple -1 die, however.

Terrain affects movement. The table on the quick reference sheet covers quite generally area-type and linear-type terrain. Pretty much -3″ to enter or cross over terrain is standard. If you start in area terrain indicate if it reduces movement dice thrown by 1 or 2 dice and if mounted models can enter or use it.

Forest density is not classed as in light or heavy but in how many inches of terrain are needed to block line of sight. A modest grove might block line of sight after 12″. A heavy wood with thick underbrush might block line of sight after 2″.

Terrain rules should be kept very simple. The more complication there is the more chance people will forget the rules or unexpected interactions will happen.

That’s it. Those are the rules. Simple and purposefully uncomplicated; they are designed to make the game run well with many people who have no prior knowledge of them.