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A Town Called Malice

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A Town Called Malice...

At the beginning of the game you are dealt five cards.

At the beginning of each turn you choose a card to play. Each player
places their chosen card face down on the table. Simultaneously
you all turn them over with the highest card winning and the other
players play in sequence. At the end of the turn new cards are dealt
to each player to replace played cards so you have a new hand of
five cards.

During a turn you can do two actions in any combination or


multiples;
Move, Aim, Shoot, Reload 3 shots.

All movement is 6” per action.

Shooting
You can shoot as many times as you have actions available but
fanning a gun counts as one action. Long hits on a 5+ and short on
a 4+.

When you fan a gun you use one hand to hold the gun and the other
to rapidly stroke the hammer with the other. It's a crude way of
getting off six shots so no aiming is allowed and all shots require a
six to hit.

Weapons have the following ranges;


Weapon Short Long Rounds Shotguns can
fire one or both
Derringer 6” 2 barrels with one
Six shooter 8” 14” 6 action

Model No. 3 10” 16” 6 Aiming add +1 to


Shotgun 14” 2 shooting dice roll

Repeating Rifle 14” 38” 15


Sharps Rifle 18” 50” 1

Target part visible behind a window/door means a -1 to the shooting


dice to hit.

Target part visible behind a solid object means a -2 to the shooting


dice to hit.

Targets more than two inches inside a room away from a


window/door cannot be hit.

If one of your gang is targeted by the enemy you can play a higher
card than the opponents played card or a Joker from your hand. A
higher card means you out draw your opponent for a snap shot or
you duck behind cover by moving up to 2”. A Joker means your
opponent gun jams or if they are in tree or standing on a roof then
the gun kicks back and they fall off.

Fisticuffs
To fight both players select a card, the higher score wins. The loser
receives a severe wound.

www.northlondonwargamesgroup.com ©North London Wargames Group


September 2014
The Target
Each time you hit your target, throw a D6 and consult the table
below
Score Location Result
1 Leg Can only move once per turn

2 Arm Can only shoot once per turn

3 Flesh Wound Slowly bleeding.

4 Chest Hard to breathe.


Can't aim
5 Severe Wound Unconscious!
Recovers with an Ace
6 Head Shot Game over!

If the same wound location is hit twice, the character is killed.


Three wounds is a kill!

How to win
For each kill you score 3 points
For each wound you score one point
Highest score wins!

Character Traits
In a campaign the winner cuts a deck of shuffled cards and
depending on the score a trait can be earned for one character.
Cut Trait Trait
Card Name Description
Ace Gunfighter +1 to all shooting rolls

King Cool head Joker has no effect

Queen Pistol Whipping +1 in fisticuff combat

Jack Rapid reload Can reload 6 shots

Ten Stubborn Ignore aim penalty for chest wounds

Nine A cold stare +1 to out draw score

Eight Dead Eye +1 to shooting rolls except fanning

Seven Windage +1 to long range shooting rolls

Six Whiskey Drinker Will only hit on a six when shooting

Five Ladies Man Will not shoot a woman!

Four Yella Belly -1 in fisticuff combat

Three Backstabber +2 in fisticuff combat from behind

Deuce No luck No skill gained!

Joker A Dirty Cheat Can pick a card from their hand and
randomly swap it with another player’s
before the initiative phase.

www.northlondonwargamesgroup.com ©North London Wargames Group


September 2014

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