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1 Fistful of Lead Rules for Gunfights in the Wild West © 2001 Jaye Wiley As the title says, Fistful of Lead was designed as a quick set of rules for gunfights in the Wild West. I like rules that can be learned within a couple of turns and still keep the flavor of the period. For Fistful of Lead, I wanted the play to be fast and furious, with a Hollywood flair to it. There is no scale, and I hate record keeping. All the player needs to know can be shown with markers provided (or you can make your own). You don’t need a record sheet, or need to keep track of ammo. It is assumed the gunfighters are reloading between shots (except for some special conditions) and he/she is actually firing a volley of lead when they shoot. In most games, each player can control up to 6 gunfighters without much trouble. And games can have up to 8 players without slowing down the game. The game is meant to be scenario based, (several are provided at the end of the rules), and coming up with your own is one of the best parts. “Well, you just gonna sit there whistling Dixie, or are ya gonna draw them hoglegs?...” Introduction What you need To play Fistful of Lead you’ll need: this rule book (or just the Quick Reference sheet), 10-sided-dice (referred to as d10), an ordinary deck of play- ing cards, a place to play, a tape measurer, and the figures. Sample file

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Fistful of LeadRules for Gunfights in the Wild West

© 2001 Jaye Wiley

As the title says, Fistful of Lead was designed as a quick set ofrules for gunfights in the Wild West. I like rules that can be learnedwithin a couple of turns and still keep the flavor of the period.For Fistful of Lead, I wanted the play to be fast and furious, witha Hollywood flair to it.There is no scale, and I hate record keeping. All the player needsto know can be shown with markers provided (or you canmake your own). You don’t need a record sheet, or need to keeptrack of ammo. It is assumed the gunfighters are reloading betweenshots (except for some special conditions) and he/she is actuallyfiring a volley of lead when they shoot.In most games, each player can control up to 6 gunfighters withoutmuch trouble. And games can have up to 8 players without slowingdown the game.The game is meant to be scenario based, (several are provided at theend of the rules), and coming up with your own is one of the bestparts.“Well, you just gonna sit there whistling Dixie, or are ya gonna drawthem hoglegs?...”

Introduction

What you needTo play Fistful of Lead you’ll need: this rule book (or just the QuickReference sheet), 10-sided-dice (referred to as d10), an ordinary deck of play-ing cards, a place to play, a tape measurer, and the figures.

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SHUFFLE CARDS

DRAW CARDS, THEN TAKE ACTIONSEach player is dealt one card for every figure / gunfighter they control. For example, Scott has three figures in his gang, so he gets 3 cards. Ken hastwo left after a previous turn, so he gets 2 cards.Players are allowed to look at their own cards, but not the cards of others. Theturn is played out from highest (King) to lowest (Deuce) card (Aces areexplained later).A player or referee is designated as the caller. They begin the turn by callingout “Kings!”. Every player with a king card (if there is one) throws it down.Cards cannot be saved for later.Each card “activates” one of the player’s figures. The player then takes TWOactions with that figure (see Actions, below). Once a figure has been activated and done its actions, it may not be activatedagain until next turn.Next “Queens!” is called, and all players with a Queen card go, then Jacks,Tens, etc. In the case where more than one player has the same card, Spadesgo first, then Clubs, then Hearts, then Diamonds are last.

Example of Play: It’s the beginning of a new turn. Steve has been dealt threecards, one for each figure he controls. He gets a King, a Jack and a 5. Mikehas four cards. The caller calls out “Kings!”. Steve has two figures in coverand one lone soul standing out in the middle of the street just asking to be atarget. Steve decides to use his King to activate the figure in the street. Hethrows down his King and takes both actions to move to a nearby alleyway.Next, “Queens!” are called. Nobody has one, so the turn proceeds to Jacks.Both Steve and Mike throw down a Jack. Mike has a Jack of Spades so hegoes before Steve’s Jack of Hearts. Play proceeds until all figures have beenactivated.

Turn Sequence

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There is sometimes the case where a player has more cards than figures. Thishappens when a player has a figure killed / eliminated before he has a chanceto activate it. The player holds on to the extra card till the end of the turn andtosses it on th pile.

WHEN ALL CARDS HAVE BEEEN PLAYED (ALL FIGURES HAVEBEEN ACTIVATED) A NEW TURN BEGINS.

When a player activates a figure, it gets TWO actions. Some different actionsinclude:MovingShootingPicking up / dropping somethingGetting on / off a horseJumping from rooftop to rooftopThe list can include anything the players can think up (within limits)

The actions taken by the figure can be different. For instance, a figure couldmove then shoot, or shoot then move.The actions can be the same. For instance, a figure could move twice (run),or shoot twice.It takes one action to get up from a Pin or Wound (see Wounds, below). Onlyone attempt per turn may be made. If the attempt fails, no ther actions may bemade but to Crawl (see Moving, below). If the attempt succeeds, the figuregets one more action.

If a “1” is rolled during Shooting (see below), the figure cannot shoot againuntil he reloads. It takes the entire turn (both actions) to reload. If a figureruns out of ammo in the middle of the street, the player will have to decide tomove to cover next turn, or stand in the street and reload.

Actions

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If mounted, just use the move rate mounted (There are penalties to shooting,see Shooting, below). Wagons have a seperate move rate.

Some players may wish to have their figures jump from rooftop to rooftop. Afigure must move at least 1” to the edge of the roof and roll d10. The roll isthe distance jumped. If the roll equals (round up) or exceeds the distance, thefigure landed fine. If he falls short, he falls. Roll d10 +1 for every 3” fallen onthe WOUND CHART (see below).

Once activated, figures move at the following rates:

DISMOUNTED: CRAWL: 2” WALK: 5”MOUNTED: 8” Wagon: 6”

A figure can make any number of turns or face changes during the course ofits movement.

Moving

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Much of the gunfight will probably center around buildings in town. The sizeof your buildings may vary, but the general rules governing movement in/outis as follows:Entering/exiting a building costs nothing, unless the game scenario hasdictated a closed/locked door. Going up or down a floor costs 3” of move-ment. Unless you have a finished inside for your buildings showing thelocation of stairs, simply measure the cost for the stairs from the point thefigure enters the building. A figure can appear anywhere on the roof (unlessa door is indicate).Yes, this does mean a figure could theoretically use an action to move froma doorway to the roof of a single story building. This can sound unrealistic,but it doesn’t happen very often, and it saves the terrain maker from having todesign the “guts” of every building.

THE FOLLOWING MODIFIERS APPLY TO MOVEMENT:WOUNDS: -1” of movement per wound, per action movingOBSTACLES: -1” for low walls (half figures size), 1/2 movement for highwalls (up to figures height)UP / DOWN FLOOR: -3”

Shootin’ an’ suchFACING-Figures can move in any direction, but they may only fire into their front 180degrees.

Square base Round base

180o Front Arc180o Front Arc

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FIRING:When a figure is activated, it can use one or both of its actions to shoot.Figures can only shoot that have straight line of sight that doesn’t passthrough any other figure. Figures are only visible inside terrain/buildings, ifthey are within one inch of the door or window. The same is true if they wishto shoot out from inside.Range is measured from the base edge of the shooter to the base edge of thetarget. There is no premeasuring before firing. Once you have decided toshoot you may measure. If the target is out of range the shot is wasted.Ranges are listed on the Quick Reference Sheet and are divided betweenShort and Long. There is no Close range, that is considered in Hand-to-Hand,below.If the target is in range, and within the line of sight of the shooter, roll d10.The roll to hit at Short range is 5 or higher. To hit at Long Range is 8 orhigher.

Ranges are: Short LongDerringer 2”Pistol 6” 12”Rifle 12” 24”Shotgun* 6” 12”Throwing Ax/Knife 3” 6”

*Shotguns inflict a +2 modifier to the Wound roll at Short range, and -1 atLong. (see Wounds, below)

6” (Short Range)

8” (Long Range)

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