TEXT: BOOT HILL™
  Wild West Mini-Module
  Shootout in Northfield
  and Other Famous Gunfights
  SHOOTOUT IN NORTHFIELD
  With his cousins Bob and Cole, 
  And a desperate hand of men 
  Jesse rode to Northfield town. 
  Jes'and Frank got away 
  But the rest had to pay; 
  In jail, or else shot down. 
  -from The Ballad of Jesse James 
  INTRODUCTION
  On September 7, 1876, the James-Younger gang tried to rob the First
  National Bank of Northfield, Minnesota. Before the day was out,
  lour men lay dead in Northfield and another six had been wounded.
  In the chase following the robbery another gang member died and
  three others were captured.
  Jesse and Frank James were the only outlaws to escape. Gang
  members Bill Chadwell, Clell Miller, and Charlie Pitts were killed.
  Bob, Jim, and Cole Younger were captured and sentenced to life
  imprisonment. The gang's reception in Minnesota was so fierce that
  one bandit. Cole Younger, was wounded eleven times (he nonethe-
  less lived to the ripe age of 74).
  The James-Younger gang developed a bloody but effective method
  for robbing banks using tactics they learned as guerilla fighters
  during the Civil War. Several men robbed the bank while most of the
  gang patrolled the streets. At the first hint of trouble, Colts flashed
  from holsters and lead flew freely. Intimidated (or sensible!) towns-
  people dove for cover while the gang grabbed the loot and hightailed
  out of town.
  1
  The citizens of Northfield did not carry guns openly like the citizens
  of some "wide-open" wild west towns. Even so, when they saw what
  was happening they grabbed whatever weapons were handy and
  returned fire on the bandits. Most of the guns came from two
  hardware stores owned by J. A. Allen and A. B. Manning. The
  citizens were so enraged that men without guns were throwing rocks.
  Besides Allen and Manning, Elias Stacey and Henry Wheeler (a
  medical student on vacation) played important roles in driving off
  and destroying the gang.
  Inside the bank the situation was no better. Tellers and cashiers
  usually jumped when Jesse James threatened them, but Joseph Lee
  Haywood, chief cashier, was brave and foolhardy. Though pistol-
  whipped and threatened with a bowie knife, Haywood insisted that
  the vault had a time lock he could not open. Not only did the vault
  have an untimed lock, it was open because Haywood had forgotten
  to spin the dial that locked it. On top of everything else, Haywood
  tried to pull a pistol from a drawer as the bandits fled. He was shot
  dead before he could fire.
  The robbery had turned into a nightmare: The first outlaw killed was 
  Bill Chadwell, a native M innesotan and the only gang member who
  knew the nearby territory. The bandits never realized the vault was
  unlocked, and what little money they stole was dropped and lost on
  the street during the shootout. Jesse never was able to rebuild a gang
  that could match the one he lost in Northfield. Six years later he was
  murdered by Bob Ford.
  Shootout in Northfield is a game using all the basic BOOT HILL
  rules except Random Movement Determination. No advanced or
  optional rules are used unless specifically mentioned (see Morale).
  There are two sides, the James-Younger gang and the citizens of
  Northfield, Minn. For convenience, one side will be called the James-
  Younger Player and the other will be called the Northfield Player.
  Any number of people can play, but one player should act as leader
  for each side. If there are more than two players, each player should
  control one or more historical characters in the shoot-
  out. Players may want to create BOOT HILL characters of their own
  to join one side or the other. The Northfield scenario also is an
  excellent solitaire game.
  
  GAME MATERIALS
  The counters from the BOOT HILL game are used in Shootout in
  Northfield. Six two-handed gun counters plus two left-handed gun
  counters are the James-Younger gang. These eight counters should
  be numbered so the characters can be recognized easily. Each bandit
  also has a horse. The horses should be numbered to match the eight
  gang members.
  Eight other counters should be marked to represent the seven impor-
  tant townspeople (Henry Wheeler, counter D, has two counters, but
  only one will be used in any particular game). Five right-handed gun
  counters should be marked A, B, C, D, and F. Two rifle counters
  should be marked D and E. A shotgun counter should be marked G.
  The people represented by these counters are listed on the Citizens of
  Northfield table. The remaining right-handed gun, left-handed gun,
  rifle, and shotgun counters are left unmarked. They will be used for
  other Northfield citizens armed with various weapons. The horse
  counters, Indian counters and Mexican counters are not used in the
  game.
  No. Name
  The James-Younger Gang
  Reward BASPBAC STR MRL WPN
  1 
  Jesse James 
  $10,000 
  +16 93% 
  14 92% FDR6 +26
  SAR6 +24
  2 
  Frank James $10,000 
  +13 90% 
  15 91% FDR6 +23
  SAR6 +21
  3 
  Cole Younger $5,000 
  +16 95% 
  20 97% FDR6 +26
  SAR6 +24
  4 
  Jim Younger $5,000 
  +13 90% 
  14 95% FDR6 +23
  SAR6 +21
  5 
  Bob Younger $5,000 
  +14 90% 
  14 99% FDR6 +24
  SAR6 +22
  6 
  Clell Miller 
  $1,000 
  +12 72% 
  14 87% FDR6+22
  SAR6 +19
  7 
  Charlie Pitts 
  $1,000 
  +9 69% 
  13 84% FDR6 +19
  SAR6 +16
  8 
  Bill Chadwell $3,000* 
  +9 70% 
  13 81% FDR6 +19
  SAR6 +16
  * normally $ 1,000, tripled to reflect his importance as the gang's
  guide.
  Citizens of Northfield
  Let. Name
  BASP BAC STR 
  MRL WPN
  A'
  B
  C
  D
  E
  F
  G
  Joseph Haywood+11
  A. E. Bunker
  Frank Wilcox
  Henry Wheeler
  A. B. Manning
  J. S. Allen
  Elias Stacey
  citizen
  +4
  +2
  + 16
  + 13
  +7
  + 12
  +0
  62%
  48%
  40%
  70%
  73%
  52%
  60%
  40%
  13
  14
  13
  14
  15
  16
  14
  13
  100% SAR6 +19
  68% D2 +9
  45% D2 +7
  91% AR +6 or
  SAR6 +24
  93% R6 +8
  82% SAR6 +15
  84% SG2 +7
  40% R6 -5 or
  SG2 -5 or
  SAR6 +8
  Let. = suggested counter I.D., BASP = Basic Speed (SPD + Bravery),
  BAC = Basic Accuracy, STR - Strength, MRL = Morale, WPN = 
  Weapon plus adjusted speed.
  Counter Positioning: Counters may be in one of three positions.
  When a counter is face up, that individual has a loaded weapon (or
  weapons). When a counter is face up but turned upside down, the
  individual is loading a weapon that turn and cannot fire. When a 
  counter is face down, the individual either has no weapon and cannot
  fire or is a gang member who has been shot unconscious.
  Map: The map represents the part of Northfield where the shootout
  took place. One square on the map equals 12 feet. This scale is twice
  that normally used in the BOOT HILL rules so all movement allo-
  wances and weapon ranges should be halved (fractions are rounded
  up). Example: Medium range for a derringer will be two squares and
  a man on foot can walk three squares per turn. Brawling is allowed
  between counters in adjacent squares.
  MAP KEY
  Alley/Street
  Sidewalk
  Building
  Bank Vault
  Town Square
  Door
  Window
  Citizen Starting Square
  Random Placement Square
  Reinforcement Entry Square
  Escape Route/Reinforcement Square
  
  The James-Younger Gang 
  o 
  SETTING UP THE GAME 
  TURN SEQUENCE
  The Northfield Player sets up first, placing the citizen counters
  marked A, B, and C face up (but upside down) inside the bank on the
  squares marked A, B and C. Counters E, F, and G also are placed
  face down on the map positions marked with their letters. To deter-
  mine how Henry Wheeler is armed, roll one die. On a roll of 1 or 2,
  place the revolver counter D on map position D (face down). On a 
  roll of 3-6, place the rifle counter D on map position D, face down.
  (Earlier in the day Henry Wheeler took his revolver home to be
  cleaned and forgot to bring it back with him.)
  Turn the unlettered citizen counters face down on a table top and mix
  them together. Without looking at the fronts of the counters, place
  one face-down on each map position labeled H through O.
  The Northfield Player now rolls two dice and adds the numbers. The
  result is how many more citizen counters start the game on the map.
  To find the starting position for each of these counters, roll one die
  twice to get a two-digit number. Example: A roll of two and a roll of
  five means the character is placed at map position 2-5. These citizen
  counters also start face down. Up to two citizens may start in the
  same square; if the same square is rolled three or more times, roll
  again to get a square that is empty or contains only one character.
  Any unused citizen counters are kept in a special pile, and may be
  used as reinforcements (see Reinforcements).
  The James-Younger Player places as many counters as he or she
  wants inside the bank. The matching horse counters are placed on the
  street outside the bank next to the sidewalk. The rest of the bandit
  counters and horse counters are placed on any unoccupied squares
  on Division Street. Bandits outside the bank start the game mounted.
  1. 
  Citizen Reaction Roll
  2. 
  Movement and Arming Citizens
  3. 
  Combat
  4. 
  Threats (to bank employees)
  5. 
  Search (to discover money in the bank)
  6. 
  Reinforcement (roll for number and location)
  Note: Morale rolls may occur at any appropriate time.
  CITIZEN REACTION
  At the beginning of the game, the citizens of Northfield do not realize
  their bank is being robbed, so they cannot move. At the start of each
  turn, the Northfield Player rolls one die. A roll of 1 or 2 means the
  robbery has not been discovered yet and the townspeople may not
  move. A roll of 3-6 means the alarm has been sounded and the
  citizens, realizing the bank is being robbed, may move normally. This
  roll is made at the start of every turn until the robbery is discovered.
  Until the robbery is detected the Northfield Player can move only
  counters A, Sand C(the cashier Haywood and the tellers Bunker
  and Wilcox).
  MOVEMENT
  The James-Younger Player moves first, the Northfield Player se-
  cond. Diagonal movement is allowed except through doors. A door
  can be entered only from the square immediately in front of it.
  Movement is halved because the map scale is twice that of the BOOT
  HILL map. Movement may be reduced by wounds; such reductions
  are cumulative, with fractions rounded up.
  
  Stacking: Two counters (not counting horses) can be placed in the
  same square. Both counters occupy the square equally (both can
  shoot and be shot at). Counters cannot move through a square with
  an opposing counter in it. Counters on opposing sides may stack
  together only if they are brawling, or if a citizen is capturing an
  unconscious outlaw.
  Horses do not count for stacking purposes. Since a horse can carry
  two riders in emergencies, a maximum of six counters can be stacked
  in a square (two horses and four riders, riding double).
  Capturing Outlaws: Townspeople can capture unconscious outlaws
  by entering the unconscious character's square and dragging him to a 
  safe area. Dragging an unconscious character reduces movement by
  half. A safe area is any place the remaining gang members cannot or
  will not enter to rescue their comrade. In addition, any outlaws left
  behind at the end of the game are automatically considered captured.
  Horses: Horses cannot enter any building or move onto a sidewalk.
  Dismounting or mounting uses one point of movement and ends that
  counter's movement for the turn. Because of stacking restrictions,
  riders must mount from or dismount into an adjacent square. Each
  horse can carry two bandits if the need arises, but riding double
  reduces the horse's movement by half. Picking up a dismounted man
  while riding reduces movement for the turn. Unconscious men can-
  not be picked up by a man on a horse, but can be rescued by a 
  dismounted friend. Slinging an unconscious man over a horse takes
  three points of movement and does not end the character's move-
  ment for the turn. Example: Jesse James tries to pick up Charlie
  Pitts, who is dismounted and conscious. Jesse is trotting (movement
  of eight) and uses two points of movement riding adjacent to Charlie.
  The pick-up uses three points of movement, leaving two points to
  escape. Since riding double cuts the horse's movement in half, Jesse
  and Charlie can ride one more square this turn.
  ARMING TOWNSPEOPLE
  Most townspeople start the game unarmed. There are two ways
  unarmed citizens can pick up guns. Any citizen who moved three or
  fewer squares during the turn and is inside a building may search for
  a weapon. A roll of 1 on one die means a weapon has been found. A 
  citizen can search the same (or another) building each turn until a 
  weapon is found. Townspeople can also pick up weapons at either
  hardware store (Allen Hardware or Manning Hardware). Any town
  citizen inside a hardware store will find a weapon automatically. A 
  citizen will use the weapon pictured on his counter. Weapons are
  unloaded when found; loading takes one turn. The only exceptions
  are Henry Wheeler (revolver only) and the bank employees, all of
  whose weapons are loaded.
  If Henry Wheeler does not have his revolver (see Setting Up the
  Game), he can automatically pick up an army rifle by moving into the
  Dampier House. Elias Stacey can obtain a shotgun automatically by
  moving into any building.
  COMBAT
  The James-Younger Player fires first, followed by the Northfield-
  Player. No fire is allowed through a square containing a friendly
  counter. Gang members cannot enter or shoot into any building
  except the Bank unless citizens in the building are ready to fire that
  turn.
  Players who want more realistic movement and fire can move coun-
  ters in the order of their B ASP (highest to lewest) and fire in the order
  of their BASP + WPN.
  Cover: Most townspeople will be firing from behind hard cover.
  Everyone inside a building is assumed to have hard cover unless they
  are being shot at from an adjacent square. Anyone firing a pistol
  from cover will expose head, gun arm and gun shoulder. Anyone
  firing a rifle or shotgun from cover will expose head, both arms and
  one shoulder (usually the left). Firing around a corner also exposes a 
  leg. Hits in any non-exposed areas are ignored. For simplicity, any
  individual not inside a building or using the corner of a building for
  cover can be hit anywhere.
  Reloading: All gang members carry one FDR6 and one SAR6.
  Townspeople and outlaws are limited by their rate of reloading. A 
  character is not allowed to reload if he moved more than three
  squares during the turn or performed some other function (search-
  ing, slinging an unconscious man over a saddle, etc.). A character
  reloading inside a building cannot be shot at by anyone outside the
  building. A townsperson can always reload his weapon even if he
  moves out of the building where he found it.
  Horses: When firing at a mounted individual there is a chance that a 
  shot will hit the horse instead of the rider. A roll of 1 -60 on percentile
  dice means the man has been hit. A roll of 61 -00 means the horse has
  been hit. Reverse these numbers if the firer was aiming at the horse
  instead of the rider. Mounted characters who are wounded to 0 or
  fewer Strength points pass out and fall off their horse (no additional
  damage is suffered in the fall).
  The James-Younger gang usually rode the best horses available.
  Each of their horses has a Strength of 40.
  4
  
  MORALE
  Morale reflects an individual's willingness to fight or continue fight-
  ing. Morale is based on the Bravery score of a non-player character
  (player characters never need to check morale). When a morale check
  is called for, percentile dice are rolled. If the roll is higher than the
  individual's morale (or Bravery) score, that individual has failed the
  check and will either run for safety or surrender.
  Townspeople who fail a morale check are removed from play. U nlet-
  tered counters are returned to the citizen pool (face down) and may
  re-enter the game as reinforcements. Lettered counters are set aside
  and cannot enter the game as reinforcements. Members of the James-
  Younger gang who fail a morale check will ride out of town if they
  can do so without being shot at. They will surrender if they cannot
  escape without being shot at.
  On the turn the robbery is discovered, the Northfield Player rolls one
  die to find out if anyone recognizes the gang. A roll of I or 2 means
  the townspeople realize they are being robbed by the James-Younger
  gang. A roll of 3-6 means they have no idea who the robbers are.
  (Historically, the townspeople did not know who they were fighting.)
  This roll is made only once. The outcome effects citizen morale (see
  Morale Modifiers).
  Also on the turn the robbery is discovered, townspeople outside the
  bank can make their first move. Before moving, each citizen outside
  the bank must make a morale check. Citizens who enter the game as
  reinforcements also must make morale checks before moving. All
  members of the James-Younger gang must make morale checks
  when (or if) the first gang member is killed or shot unconscious
  (reduced to 0 or fewer Strength points).
  Morale can be modified by the situation. Circumstances that may
  apply are:
  Morale Modifiers (add or subtract from the % die roll)
  -10 
  If a member of the James-Younger gang
  - 5 
  If on the side with the greatest numbers
  - 5 
  If on the side with the fewest casualties
  - 5 
  If a citizen of Northfield
  -10 
  If a relative is killed
  + 5 
  If suffering from wounds less than 50% of Strength 
  + 10 If suffering from wounds totaling more than 50% of Strength 
  + 10 If the outlaws have been recognized
  + 10 If directly threatened (see Threatening Bank Employees)
  ROBBING THE BANK
  Inside the bank are two cash reserves of $ 1.000-56,000 each (roll one
  six-sided die * $ 1,000) and the bank vault containing $6,000-$36,000
  (six six-sided dice * $1,000). The robbers could leave the bank with
  all, some, or none of this money, depending on their luck and
  patience. They can find the money two ways: by threatening the bank
  employees or by searching for it.
  Threatening Bank Employees: Each teller knows where one of the
  cash reserves is hidden, and the cashier knows how to open the bank
  vault. The robbers can try to force the employees to reveal this
  information by threatening them. A robber can threaten one em-
  ployee per turn. The robber must be adjacent to the employee, and
  may take no other action that turn except moving. A threatened
  employee must make a special morale check. If he fails, the bandit
  gets the money (a cash reserve from a teller, the contents of the vault
  from the cashier) and the employee counter is removed from play.
  Each employee may be threatened once each game. Bank employees
  may not make heroism morale checks the turn they are threatened
  (see Employee Heroics).
  Searching the Bank: If the bank employees refuse to tell the robbers
  where the money is hidden, or the robbers do not ask, the robbers
  may search the bank. One gang member can search one bank square
  per turn. He may move to the square and search it, but may not
  perform any other action that turn. A robber locates a hidden cash
  reserve on a one-die roll of 1; otherwise, the square is empty. If a 
  robber searches the bault square, the vault is open on a roll of I or a 
  six-sided die; otherwise, it is locked. Each bank square may be
  searched only once.
  The bank always contains two cash reserves and the money in the
  vault; there never will be more or less than this. If the James-Younger
  player finds both cash reserves, he cannot find any others. The vault
  can be looted only once. If the robbers search nine squares without
  finding anything, both cash reserves will be in the last two squares.
  The vault money is always in the vault.
  Covering Bank Employees: If a teller or cashier is being "covered "by
  at least one gang member, the bank employee will not try to attack.
  To cover a bank employee a bandit must have a loaded weapon and
  may do nothing else that turn (including movement). One bandit
  may cover two employees if the employees are in the same square (the
  bandit may move the employees together during the Movement
  Phase).
  Employee Heroics: Unlike other citizens, each teller has a loaded
  derringer and the cashier has a loaded revolver nearby. If a bank
  employee is not being covered or threatened, a special morale check
  is made. If the morale roll is unsuccessful, remove the employee
  counter from play. If the roll is successful, the teller or cashier will
  reach for and try to fire a nearby loaded gun. The weapons will
  always be nearby as long as the bank employees remain in the bank.
  If shot at or attacked, the tellers and cashier will reach for their guns
  and fire without having to make a morale check.
  The Northfield Player may receive reinforcements at the end of each
  turn after the robbery has been discovered. Reinforcements come
  from the pool of unlettered citizen counters. The counter mix limits
  the number of counters in play. The Northfield Player rolls one die
  and the result is the number of reinforcements arriving that turn. One
  reinforcement is subtracted from the roll for every gang member who
  is on the streets intimidating citizens (shooting, but not shooting at
  specific targets). The number of reinforcements cannot be adjusted
  to less than 0. As reinforcements arrive they are placed in one of six
  locations on the edge of the map. Each location is marked with a 
  number and an arrow pointing into town. Roll one die for each
  reinforcement, and place the arriving counter on the corresponding
  square. Stacking limits must be obeyed. If the square a reinforcement
  should arrive at already contains two characters, place the new
  counter in any adjacent square. Reinforcements are unarmed when
  they arrive (see Arming Citizens).
  5
  
  ADDING PLAYER CHARACTERS
  Player characters may be added to the game on both sides. U p to five
  player characters may be added to the James-Younger gang. The
  characters replace (in order) Charlie Pitts, Clell Miller, and Bill
  Chadwell. If more than three player characters join the James-
  Younger gang, no additional gang members are replaced. Instead,
  the Northfield Player automatically gets 12 extra townspeople at the
  start of the game (no two-die roll is made) and Henry Wheeler, Elias
  Stacey, A. B. Manning, and J. S. Allen begin the game with loaded
  weapons (Wheeler will have his revolver).
  Up to six player characters may be added to the Northfield Player's
  side. The player characters are assumed to be law-abiding individuals
  who happened to be in Northfield when the robbery started. For
  every player character in Northfield, reduce the number of towns-
  people starting at randomly-assigned locations by two. If more than
  four player characters fight on the Northfield side, the Northfield
  Player will not receive reinforcements. Player characters start with
  loaded weapons at hand. Player characters on the Northfield side are
  positioned before the game using the random two-digit location
  system (see SETTING UP THE GAME).
  If player characters join both sides the conditions given above are
  cumulative. Example: Eleven player characters fight at Northfield,
  five for the robbers and six for the citizens. This means Wheeler,
  Stacey, Manning, and Allen will have loaded weapons within reach,
  no counters are placed randomly and the Northfield player gets no
  reinforcements. The six player characters'counters begin the game in
  town.
  VICTORY CONDITIONS
  The game ends when all surviving James-Younger gang members
  have ridden off the map on any of the roads marked with an arrow
  pointing out of town (•* » ) or when any gang members still in town
  cannot escape. Gang members may be mounted double, but no
  bandits may leave town on foot.
  The winner is the player with the most money at the end of the game.
  The James-Younger Player gets money by robbing the bank. The
  Northfield Player gets money by capturing or killing bank robbers
  and collecting rewards.
  FAMOUS GUNFIGHTS
  The BOOT HILL game rules and the Promise City map can be used
  to recreate many famous gunfights and famous encounters that
  might have led to gunfights. TheGunfightat the O.K. Corral and the
  Battle of Coffeyville are given in the BOOT HILL rulebook. This
  section outlines six additional gunfight scenarios. Suggestions for
  adding player characters to the gunfights are also included. BOOT
  HILL referees should feel free to use these gunfights to spice up
  adventures. Statistics for the historical gunfighters are given at the
  end of this section.
  The Death of Ben Thompson
  Ben Thompson was one of the fastest, toughest gunmen the West
  ever knew. When sober he was a genial, friendly man, but drunk he
  was a real hell-raiser, mean and deadly. Unfortunately, as Ben
  Thompson grew older his drinking increased until even his friends
  grew wary. That was all the excuse his enemies needed.
  One March night in 1884, Ben Thompson and another noted gun-
  fighter, John "King" Fisher, entered the Vaudville Theatre in San
  Antonio. No one is certain what happened that night, but before it
  was over both Thompson and Fisher were dead. They had been killed
  by Joe Foster, Billy Sims, and Jake Coy — friends of Jack Harris, a 
  man Thompson had killed.
  Foster, Sims,and Coy's version of that night was that Thompson
  became drunk and belligerent. Coy claimed that he grabbed Thomp-
  son's gun after it had been drawn so Thompson could not fire
  effectively. They also claimed King Fisher's gunbelt somehow got
  twisted around so that he never even managed to draw.
  Friends of Thompson and Fisher told another story. They claimed
  Foster, Sims, and Coy posted men with rifles in boxes above Thomp-
  son and Fisher. They pointed out that though the coroner's report
  stated only three bullets struck Thompson, an autopsy showed he
  was hit nine times and most of the bullets had struck him from above.
  King Fisher had been shot 13 times.
  To recreate the gunfight use five right-handed pistol counters and six
  rifle counters. Three of the pistol counters will represent Sims, Fos-
  ter, and Coy. Two will represent Thompson and King. The rifle
  counters represent the unknown men who may have waited in
  ambush.
  The fight will take place in the Gay Lady Variety Hall & Saloon.
  Place Foster, Sims, and Coy next to each other near the front of the
  building, facing the top of the map. Place Thompson and Fisher
  adjacent to the three men, with Fisher facing Sims and Thompson
  facing Foster and Coy. Allow Foster, Sims, and Coy to hipshoot for
  a +5 speed modifier while Thompson and Fisher are caught com-
  pletely by surprise (-10 speed modifier). No counters need to check
  morale.
  The second version of the gunfight is the same, except that six
  ambushers are added. The rifle counters should be lined up along the
  wall next to the stairs in a U shape facing Thompson's and Fisher's
  backs.
  To even up the gunfight, three or four player characters should join
  Thompson and Fisher (three if they are very good gunfighters,
  otherwise four). Player characters can carry any weapons they want.
  Neither side is caught by surprise and anyone may choose to hip-
  shoot. All non-player characters must check morale after each round
  of shooting.
  The remaining scenarios all represent famous one-on-one encoun-
  ters. Shots were fired in two, and might have been in the other three if 
  they had not been stopped for some reason or another. Player 
  characters may join any side of the one-on-one gun duels but the 
  same number of characters should be added to both sides. 
  
SOURCE: textdata/thevault/Boot Hill/Adventures/BHAC1 - Shootout in Northfield - Boot Hill Mini-Module.pdf