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  ROLE-PLAYING GAME OF THE WILD WEST 
  ' ^ ^ f ^ ^ ' j l ; 
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  FOR THREE OR 
  
  These rules are aimed at enjoyment on a plane unusual to wargaming, the individual and personal. Rather than 
  commanding hordes of troops, players typically have but a single figure, their "character". With these figures the 
  players recreate the individual gunfights, saloon brawls, and Wild West action as handed down to us from the pages of 
  history — and the celluloid of Hollywood westerns. Generation after generation of American youth has grown up with 
  tales of cowboys, Indians, Indian fighters, and outlaws to entertain them — first in dime novels, then in movies, and now 
  through television (although the book and movie are still there also). So while the "western" is by no means unique to us. 
  this form of Wild West action is. 
  Before play begins, the participants will roll percentile dice to determine certain characteristics of their figure. His 
  reflexes, aim, courage, and previous experience will all have direct bearing on the outcome of any confrontation which 
  ends with smoking six-guns. The players then go about the actions appropriate to their chosen roles in the game — or 
  the roles assigned to them by the game referee — more or less letting the nature of the Wild West take its course. Within 
  a turn or two things begin to happen, and before long all hell has broken loose. In fact, Clint Eastwood westerns are 
  somewhat mild compared to a typical BOOT HILL game! These games can be played as single events, each unrelated to 
  the next (except for the experience which the characters might have gained, or the substitution of a new personal figure 
  due to the incarceration or demise of a former one during the course of the previous game). It is better if games are 
  strung together as an epic of action, with the whole taking place in some general locale and past happenings being 
  reflected more directly in each successive game. Larger scope can be given to either sort of play if players are given some 
  henchmen — a band of desperadoes, a bunch of cowpokes, a troop of cavalry, a war party of Indians, a deputy and a 
  posse. Showdowns? Dry gulching? Range wars? Vigilantes? Yep, pard, it's all here. 
  BOOT HILL offers basic rules for quickly grasping how the game is played. There are advanced rules which require 
  more skill but which enhance realism. Finally, there are special sections and appendices for true Western buffs to allow 
  closer simulation of the actual (or imagined) happenings of the Old West. 
  Time to stop all this palaver and saddle up. If we hurry, we can head 'em off at the pass! 
  E. Gary Gygax 
  1 May 1975 
  WANTED 
  BUCKSHOT 
  mm 
  S500 BIW4BB DEAD OR kUU 
  WELLS FARGO EXPRESS OFFICE 
  ARAM:S.WYOM:S5 TERRITQRT 
  
  •I 
  RULES FOR PLAYING GAMES AND CAMPAIGNS 
  OF THE WILD WEST 
  ON A MAN-TO-MAN SCALE 
  By 
  Brian Blume & Gary Gygax 
  Edited by Mike Carr 
  © 1975,1979 Tactical Studies Rules, TSR Games 
  Second Edition, First Printing, April 1979 
  * 
  TSR GAMES 
  POB 756 
  LAKE GENEVA, WI 53147 
  Printed in the U.S.A. 
  1 
  
  TABLE OF CONTENTS 
  (Charts and Tables of importance are listed in boldface.) 
  INTRODUCTION 
  OPTIONAL RULES 
  THE GAME 
  3 
  GAME MATERIALS & EQUIPMENT 
  3 
  HOW THE GAME IS PLAYED 
  3 
  TIME A: GAME SCALE 
  4 
  Tactical Tabletop Play 
  4 
  Campaign Play 
  4 
  BASIC RULES 
  SETTING UP GAME CHARACTERS 
  4 
  DETERMINATION OF INDIVIDUAL ABILITIES 
  4 
  Speed Table 
  5 
  Gun Accuracy /Throwing Accuracy Table 
  5 
  Bravery Table 
  5 
  Experience Table 
  5 
  IMPROVING CHARACTER ABILITIES 
  5 
  Initial Modification 
  5 
  Survival Modification 
  5 
  EQUIPPING THE CHARACTER 
  6 
  Price Char! 
  6 
  BASE NUMBERS (FIRST SHOT & "TO HIT") 
  6 
  First Shot Determination 
  6 
  Hit Determination 
  6 
  TURN SEQUENCE 
  7 
  Game Turn Sequence Outline 
  7 
  MOVEMENT 
  7 
  COMBAT 
  7 
  WEAPONS 
  7 
  Weapons Chart 
  8 
  OBSERVATION & SIGHTING 
  8 
  TARGET SELECTION 
  8 
  Field of Fire: Shotgun 
  8 
  Field of Fire: Scatter Gun 
  9 
  FIRST SHOT DETERMINATION 
  9 
  First Shot Determination Chart 
  9 
  HIT DETERMINATION 
  9 
  Hit Determination Chart 
  9 
  WOUNDS 
  9 
  Shotgun/Scatter Gun Effects Table 
  10 
  Wound Chart 
  10 
  BRAWLS 
  10 
  First Blow 
  10 
  Punching 
  10 
  Grappling 
  10 
  Brawling Charts (Punching Table, Grappling Table) 
  11 
  Example of a Brawl 
  11 
  ADVANCED RULES 
  SIMULTANEOUS MOVEMENT TURN SEQUENCE 
  12 
  ADVANCED MOVEMENT 
  12 
  Hidden Movement 
  12 
  Vehicle Movement 
  12 
  ADVANCED COMBAT 
  12 
  Fire During Movement 
  12 
  Fire at Mounted Targets 
  12 
  Arched Arrows 
  13 
  MINOR CHARACTER MORALE 
  13 
  Minor Characters 
  13 
  Cavalry 
  13 
  Indians 
  13 
  ALTERNATE FIRST SHOT DETERMINATION 
  13 
  SHARPSHOOTING 
  13 
  STUNNING 
  13 
  Stunning Chart 
  14 
  INTOXICATION 
  14 
  PROFESSIONAL GAMBLERS 
  14 
  DYNAMITE 
  14 
  Injury From Dynamite Explosion 
  14 
  MISFIRES 
  15 
  Misfire Table 
  „. 
  15 
  STRAY BULLETS 
  15 
  GATLING GUNS 
  15 
  Gatling Gun Table 
  15 
  CANNONS 
  15 
  Cannon Fire Table 
  15 
  CAMPAIGNS 
  CAMPAIGN GAME SUGGESTIONS 
  15 
  The Referee 
  15 
  The Campaign Scenarios 
  16 
  The Maps 
  16 
  Campaign Time 
  16 
  Moves On The Campaign Map 
  16 
  Roles & Objectives 
  16 
  Records 
  16 
  POSSES 
  16 
  TRACKING 
  16 
  Tracking Chart 
  16 
  AGING & PHYSICAL CHARACTERISTICS 
  17 
  HEALING WOUNDS 
  17 
  THE COST OF LIVING 
  17 
  Cost Of Living Table 
  17 
  MISCELLANEOUS CHARACTERS 
  18 
  Miscellaneous Characters Chart 
  18 
  THE FASTEST GUNS THAT EVER LIVED 
  18 
  Fastest Guns That Ever Lived Chart 
  18 
  APPENDICES 
  APPENDIX A: THE CODE OF THE OLD WEST 
  24 
  APPENDIX B: THE GUNFIGHT AT THE O.K. CORRAL 
  (TRAINING GAME) 
  24 
  The Characters 
  25 
  Example Of Play 
  25 
  APPENDIX C: THE BATTLE OF COFFEYVILLE 
  25 
  The Characters — The Dalton Gang 
  26 
  APPENDIX D: CAMPAIGN SCENARIO I — 
  PROMISE CITY. 1876 
  26 
  Fictional Non-Player Characters Chart 
  27 
  APPENDIX E: CAMPAIGN SCENARIO II -
  PROMISE CITY & EL DORADO COUNTY. 
  1890 
  28 
  APPENDIX F: DESIGNING YOUR OWN SCENARIOS 
  31 
  APPENDIX G: LOOT 
  31 
  APPENDIX H: COMBINING BOOT HILL WITH 
  OTHER GAME SYSTEMS 
  31 
  APPENDIX I: STANDARD BUILDING INTERIORS 
  32 
  APPENDIX J: REFERENCE SHEETS* 
  33 
  APPENDIX K: BOOT HILL CHARACTER 
  RECORD SHEET* 
  35 
  These pages at the rear of the booklet are perforated for easy removal. 
  
  INTRODUCTION 
  THE GAME 
  BOOT HILL is designed to function as a game in two ways — as a set of 
  rules for man-to-man gunfighting action, and as an outline guide for setting 
  up quasi-historical or fictional role-playing campaigns for an ongoing series 
  of continuing events. Although in the first context alone BOOT HILL will 
  provide many hours of exciting action, it is in the latter way that the game 
  fully reveals all its enjoyable possibilities — as player characters pursue their 
  individual goals and interact with each other in a continuing game situation. 
  With a good mix of interesting players and a competent gamemaster/referee 
  there will certainly be no lack of action — as sheep ranchers and cattlemen 
  quarrel, ambitious railroad men push their rights of way onward, lawmen 
  pursue outlaws and rustlers, unscrupulous businessmen expand their 
  holdings, hostile Indians threaten, and much more. 
  Players will find that, once learned, the mechanics of play for BOOT HILL 
  will be easily handled. This means that tabletop games can be played with a 
  minimum of trouble and preparation, either with a referee or without. 
  The larger campaign games will require a gamemaster. This individual is 
  not a player himself, but rather functions as a moderator of all the game 
  activity — from devising the details of the setting and campaign situation 
  and the player characters' part within it, to moderating and overseeing all 
  game action (not only that which is to occur on the tabletop, but also the 
  considerable pursuits and intrigues which go on "behind the scenes"). A 
  good referee must possess imagination, creativity, and a sense of fair play. 
  No more than an average knowledge of the "Old West" is needed, since the 
  game is designed to be flexible and can be set up as desired with the 
  information and suggestions given in this booklet. If the game is set up and 
  conducted in a way which will be challenging and enjoyable to the players (as 
  well as interesting to the referee), then it will be a success. 
  This booklet is divided into several sections to allow the complexity and 
  detail desired by the players. The BASIC RULES describe the mechanics of 
  setting up game characters and how combat is handled. The ADVANCED 
  RULES and OPTIONAL RULES give further details and additional rules 
  for more in-depth play, including actions which may be outside of normal 
  gunfights and barroom brawls. The section on CAMPAIGNS gives further 
  guidelines for continuing game scenarios, as well as a listing of suitable 
  historical and fictional characters for possible inclusion in a campaign game. 
  Finally, two historical situations which can be refought are listed in the 
  SCENARIOS section, and one ("Gunfight at the OK Corral") is designed as 
  a training game for new players. 
  GAME MATERIALS & EQUIPMENT 
  BOOT HILL in its boxed version includes this booklet, a pair of percentile 
  dice, a set of gunfighter counters, and a game map which shows a fictional 
  western town on one side (suitable for reference as well as tabletop play) and 
  on the other side a fictional geographical area "somewhere in the 
  Southwest", circa 1870-1890. 
  Little other equipment is needed to play except for pencils and paper 
  (players may find graph paper and/or hexagon paper useful in some 
  instances), although serious players may wish to employ 25mm miniatures 
  for game characters and HO scale (b<?6) model buildings for tabletop play. 
  Using such miniatures and buildings (especially when appropriately painted) 
  will add a new dimension of "flavor" and visual impact to games of BOOT 
  HILL. Old West-style buildings are available at most hobby stores, and a 
  special line of "Western Gunfighter" miniatures is produced by Grenadier 
  Models, Inc. which is ideally suited for use with BOOT HILL. 
  HOW THE GAME IS PLAYED 
  Playing BOOT HILL is quite simple. Since it is a role-playing game, each 
  player participating takes on the persona of an individual character and 
  controls his actions. In some cases, henchmen or associates will also be under 
  his direction. In any event, the player takes the role of his character for the 
  time that that individual is involved in the game situation (death, for 
  instance, or a long jail term would remove that character from the game). 
  The player makes the same decisions his character would make in the 
  conduct of affairs (either in the heat of a gunfight if such a game is being 
  played out on the tabletop, or the day-to-day activities if it is a campaign 
  situation), and the combined actions of the entire cast of players as a whole 
  (plus actions by non-player characters) make up an ever-changing game 
  situation which is much like the unfolding story of a novel or movie script — 
  except that no one knows exactly what might result or how the story might 
  ultimately turn out! This unpredictability and open-ended nature is what 
  makes any role-playing game enjoyable, and the often fast and furious action 
  of BOOT HILL gives it an excitement all its own. Players should strive to 
  take on the role of their game character and fully immerse themselves in the 
  very enjoyable fantasy aspect of the game. If they do so, they will enjoy it even 
  more... 
  Pre-arranged scenarios can be used for individual games (two such 
  scenarios, THE GUNFIGHT AT THE OK CORRAL and THE BATTLE 
  OF COFFEYVILLE, are included as appendices in this booklet) — and 
  these games can be historically-based or constructed in any way desired. 
  Setting up a bank robbery scenario, for instance, would be easy — splitting 
  up the players as outlaws, citizens, sheriff, deputy, bank personnel, etc., 
  arranging the location of buildings involved (using the town map provided or 
  one drawn especially for the scenario), and handling any pursuit 
  cross-country by using a hex map (which could well be the fictional area map 
  within the game). The abilities and ratings of individual players are 
  determined by dice rolling in the manner described in a following section (see 
  SETTING UP GAME CHARACTERS), and once this is done, the starting 
  location of each character is noted, and play begins. It is suggested that the 
  first few games played be unrelated games of this type which (while 
  enjoyable) will basically serve as training sessions. 
  Once players become familiar with the game rules and mechanics, they 
  will find that the most enjoyable games are those that are tied together as 
  part of a larger campaign (see CAMPAIGNS). In such a situation, past 
  events are reflected as closely as possible in successive games, and each 
  player has a stake in the future as well as a place in the status quo. Since 
  players are in different positions with different objectives (as well as on both 
  sides of the law), there will be enough conflict and contention to provide for 
  plenty of interesting action (which will include the inevitable gunfights and 
  shootouts which can be played as tabletop games). Some typical player 
  character roles (depending upon the size of the campaign) would be: 
  businessmen (banker, saloon keeper, newspaper owner, etc.), outlaws, 
  lawmen (sheriff, deputy, Texas ranger, etc.), ranchers (cattleman or sheep 
  rancher), Indian chiefs, gamblers, bounty hunters, hired guns, drifters, and 
  soon. 
  A campaign could be run with as few as 4 players and a referee, although a 
  referee is not strictly necessary in smaller games, since players as a group can 
  decide any questionable situations and together can put a check on any ac-
  tions which tend to disrupt the smooth flow of a game (shooting anything 
  which moves, for instance, quickly brings the wrath of the other players and 
  the law down upon the head of the offender). 
  A referee is always preferable in any size campaign, and is a must for 
  larger undertakings (which could easily encompass as many as 20 different 
  players in different roles). When a referee moderates the action, there is a 
  secrecy aspect which the players can work to advantage and which can 
  greatly add to the interest of the campaign. Thus, the referee can relate in-
  formation individually to each player depending upon the actions and 
  position of his own character, and each character will have his own outlook 
  on the game situation, since there will often be developments "behind the 
  scenes" which will not be common knowledge to all. Likewise, secret plans 
  can be made and related to the referee without the other players knowing of 
  what transpires. 
  In a campaign situation, each player character will have his own identity 
  and abilities (these are determined by dice rolling, with a slight advantage to 
  allow player characters to be above the norm). If this character is killed, the 
  player will have to take on another persona in the campaign (sometimes star-
  ting "from scratch" again in a similar character, or in a position which is 
  completely unrelated to the former). Note, however, that in a large game, a 
  player could conceivably take on the role of two different characters if 
  carefully arranged and monitored by the referee. In such an instance, the two 
  roles would have to be completely independent and not subject to conflict or 
  possible cooperation. For instance, a player could have one role as a major 
  rancher who is seeking to expand his holdings and another character who is 
  an outlaw specializing in stagecoach robberies. Obviously, these two charac-
  ters would have little cause to cooperate or conflict with each other, so such 
  an arrangement would provide two characters for the campaign (assuming 
  the referee was agreeable) rather than only one. 
  Campaigns can be as small or as expansive as desired, centering on a 
  single town or a larger geographical area. Preparation can be minimal or as 
  extensive as desired. While it is possible to structure rigid scenarios, free-
  form play will usually prove more interesting and challenging. It is easy to set 
  up a town, give a few background details, and allow the participants free rein 
  thereafter. In no time at all lawmen will arrest troublemakers, gunfights will 
  take place, and Wells Fargo will lose yet another payroll to masked outlaws. 
  This game isn't named BOOT HILL without reason! 
  
  TIME & GAME SCALE 
  Tactical Tabletop Play 
  In man-to-man games on the tabletop or town map, each turn is con-
  sidered as approximately ten seconds of time. 
  If the town map provided w' t n t n e game is being used, each square on the 
  grid represents about six feet^ If miniatures (and model buildings, if any) are 
  being used, then 1" orrtfife labletop represents the same*ix fooTydistance. For 
  this reason, the listing of movement amounts and the rahgesfof weapons are 
  given as a simple numerical amount only. For instance, a movement or range 
  of 6 (36 scale feet) would correspond to either six spaces on the town map or 
  six inches on the tabletop during a gunfight. 
  Hot pursuit from a tactical game may move the opposing groups to the 
  larger hex grid map, where each hex represents 2 miles. In such cases, pur-
  suit turns can be handled as hourly until the pursued party either escapes or 
  is forced into another tactical action. 
  In most instances, players will not find their characters involved in every 
  tabletop action that results in a campaign. This allows non-involved players 
  to assume one-time roles as participant characters in the action being played 
  out, while the involved players take their own character's role — for better or 
  worse. 
  The referee should never be constrained by a rigid timeframe, although he 
  must handle the passage of time accurately, of course. If player activity were 
  heavy, the passage of time could be slowed to allow numerous tabletop 
  games within a given campaign turn. If player activity was minimal or 
  primarily long-range in nature for a time, the referee could allow for the 
  passage of weeks or months at a time, if reasonable. 
  * 
  * 
  BASIC RULES 
  Campaign Play 
  In a campaign game, the gamemaster moderates time according to the 
  pace of the action, keeping track of a calendar as days, weeks, and months 
  pass. 
  Although activity could be on as immediate a level as day to day, weekly 
  turns are often suitable. In such cases, the players would inform the referee 
  of their character's intentions and activities for the upcoming week each 
  turn, and he can moderate the combined ongoing actions of all participants 
  on that basis. 
  When an appropriate occurrence is about to take place, time can be tem-
  porarily "frozen" and the action can be moved to the tabletop for tactical 
  games. Once resolved, the campaign as a whole is taken up again by the 
  referee, who takes the results of the tactical action into account in all future 
  happenings. For instance, two players who are outlaws might spend several 
  weeks planning a stagecoach robbery, scouting out various holdup locations, 
  checking stage schedules, and planning a hideout. Once preparations were 
  complete, they would outline their plan to the gamemaster and indicate a 
  time for their holdup attempt in the coming week. When that time arrived in 
  the next turn, the gamemaster could arrange for a tabletop game of the rob-
  bery attempt, temporarily suspending all other activity until the attempt was 
  resolved. (As an alternative, the referee could determine the results of the at-
  tempt himself if there was no need for a game to be fought out — for in-
  stance, if the robbery was a pushover job with no chance of failure). 
  SETTING UP GAME CHARACTERS 
  DETERMINATION OF INDIVIDUAL ABILITIES 
  At the beginning of each game or campaign, each participating player is 
  assigned one personal character, and possibly one or more character 
  "associates" (hirelings, flunkies, gang members, etc.). Players must then roll 
  dice to determine the various abilities of each of their characters. 
  Percentile dice, which are included with the game, are rolled to give a 
  number between 1 and 100 for each ability category as described below. The 
  dice are cast as a pair, with the colored die representing "tens" and the white 
  die representing "ones", and are read as a number between 01 and 00 (100). 
  For instance, if the dice are rolled and the colored die is a 5 and the white die 
  is an 8, then the result of the roll is a 58. 
  A separate percentile roll is made for each character for each of the in-
  dividual abilities listed below: speed, gun accuracy, throwing accuracy, 
  strength, bravery, and experience. The tables which follow outline the 
  ratings which correspond to the numbers rolled in each category. The rolls 
  should be recorded for each character, either on a sheet of paper, a note 
  card, or on a BOOT HILL character sheet (a sample of which is included 
  elsewhere in this booklet). 
  Aging and physical characteristics are additional factors for characters in 
  campaign games, and both aspects may affect the abilities of a character (see 
  the appropriate section under CAMPAIGNS). 
  
  SPEED 
  EXPERIENCE 
  Die Score 
  01-05 
  06-10 
  11-20 
  21-35 
  36-50 
  51-65 
  66-80 
  81-90 
  91-95 
  % 
  97 
  98 
  99 
  00 
  Description 
  Slow 
  Below Average 
  Average 
  Above Average 
  Quick 
  Very Quick 
  Fast 
  Very Fast 
  Lightning 
  Greased Lightning 
  Greased Lightning 
  Greased Lightning 
  Greased Lightning 
  Greased Lightning 
  Ability Score 
  - 
  5 
  - 2 
  0 
  + 2 
  + 4 
  + 6 
  + 9 
  + 12 
  +15 
  + 18 
  + 19 
  +20 
  +21 
  +22 
  Die Score 
  01-40 
  41-60 
  61-75 
  76-85 
  86-90 
  91-93 
  94-95 
  % 
  97 
  98 
  99 
  00 
  Previous Number 
  of Gunfights 
  None 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 or more 
  Ability Score 
  Accuracy Modifier 
  - 10 
  - 5 
  - 
  5 
  0 
  0 
  + 2 
  + 2 
  + 6 
  + 6 
  + 8 
  + 8 
  + 10 
  GUN ACCURACY (Includes All Firearms) and 
  THROWING ACCURACY 
  (Includes Knives, Spears and Bows) 
  Die Score 
  01-05 
  06-15 
  16-25 
  26-35 
  36-50 
  51-65 
  66-75 
  76-85 
  86-95 
  96-98 
  99-00 
  Description 
  Very Poor 
  Poor 
  Below Average 
  Average 
  Above Average 
  Fair 
  Good 
  Very Good 
  Excellent 
  Crack Shot 
  Deadeye 
  Ability Score 
  - 9 
  - 6 
  - 
  3 
  0 
  + 2 
  + 5 
  + 7 
  +10 
  +15 
  + 18 
  +20 
  Note: Roll twice on the above chart, once for Gun Accuracy and once for 
  Throwing Accuracy, recording each ability score separately. 
  Die Score 
  01-02 
  03-05 
  06-10 
  11-17 
  18-25 
  26-40 
  41-60 
  61-75 
  76-83 
  84-90 
  91-95 
  96-98 
  99-00 
  Die Score 
  01-10 
  11-20 
  21-35 
  36-65 
  66-80 
  81-90 
  91-98 
  99-00 
  STRENGTH 
  Description 
  Feeble 
  Puny 
  Frail 
  Weakling 
  Sickly 
  Average 
  Above Average 
  .Sturdy 
  Hardy 
  Strong 
  Very Strong 
  Powerful 
  Mighty 
  BRAVERY 
  Ability Score 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Description 
  Coward 
  Cowardly 
  Average 
  Above Average 
  Brave 
  Very Brave 
  Fearless 
  Foolhardy 
  Ability Scorn 
  Speed Modifier 
  - 4 
  - 2 
  0 
  + 1 
  +2 
  +3 
  +4 
  + 5 
  Accuracy Modifier 
  - 6 
  - 3 
  0 
  + 3 
  + 6 
  + 10 
  +15 
  +15 
  IMPROVING CHARACTER ABILITIES 
  The abilities of characters can be improved, both initially (for player 
  characters) and through experience gained by surviving gunfights (for all 
  characters). 
  Initial Modification (Player characters only) 
  When a player is rolling for the individual abilities of his or her personal 
  character only, beneficial adjustments are possible to help insure that the 
  character's abilities are somewhat better than the norm (since mediocre 
  abilities for player characters would make the game less interesting and fun). 
  This helps insure, and rightly, that player characters are normal or a "cut 
  above" the rest of the characters in overall abilities in the various categories. 
  Whenever the percentile dice are rolled for each of the following categories 
  (SPEED, GUN ACCURACY, THROWING ACCURACY, STRENGTH 
  and BRAVERY), consult the following chart to determine if the resultant 
  rolls should be improved: 
  Original 
  Dice Score Rolled 
  01-25 
  26-50 
  51-70 
  71-90 
  91-00 
  Modification 
  Add 25 to percentile dice score 
  Add 15 to percentile dice score 
  Add 10 to percentile dice score 
  Add 5 to percentile dice score 
  Add nothing 
  Survival Modification (All characters) 
  A character's EXPERIENCE. SPEED, and BRAVERY abilities will be 
  beneficially affected by surviving gunfights, as follows: 
  For each gunfight which the character (player character or otherwise) 
  survives, "one" is added to the previous number of gunfights survived by 
  that player (which may or may not increase the ability score modifier). This is 
  reflected on the EXPERIENCE table listed previously. 
  A character's SPEED and BRAVERY abilities will also increase as he or 
  she survives gunfights. For each gunfight the character survives, the existing 
  percentile dice scores for SPEED and BRAVERY are increased as follows: 
  Current Dice Score 
  01-51 
  51-70 
  71-90 
  91-95 
  96-00 
  Modification to Dice Score 
  Add 3 
  Add 2 
  Addl 
  Add'/) 
  Add nothing 
  Note: In all instances, the modifications for surviving a gunfight are only 
  applicable if the individual character faced the possibility of death — this al-
  ways excludes backshooting and "dry gulching". Further, the character's 
  participation in a gunfight counts toward EXPERIENCE even if the charac-
  ter "lost" the gunfight, i.e., was wounded, or did not harm the opponent. 
  Experience can only be gained by a character once per individual scenario 
  (not campaign scenario), regardless of the number of shootouts or persons 
  killed. 
  
  EQUIPPING THE CHARACTER 
  Unless dictated differently by the background of the campaign or scenario 
  to be played, each character at the start of the action should be allowed 
  $150.00 to buy a horse, weapons, ammunition, and anything else he feels 
  that he needs. (Continuing expenses and other pertinent cost figures ap-
  plicable to campaigns are listed later in this booklet in the COST OF LIV-
  ING section). 
  The following list shows typical prices for various goods at any sizable 
  frontier town (which would include Promise City as shown on the campaign 
  map for this game). Note that in remote regions some items might be scarce 
  or nonexistent, or priced outrageously by unscrupulous merchants . . . 
  PRICE CHART 
  Item 
  Hunting Knife 
  Single Shot Derringer 
  Two-Shot Derringer 
  Cap & Ball Revolver (6 shot) 
  Single Action Revolver (6 shot) 
  Single Action Revolver (5 shot) 
  Double Action Revolver (6 shot) 
  Double Action Revolver (5 shot) 
  Fast Draw Revolver (6 shot)** 
  Fast Draw Revolver (5 shot)** 
  Long Barrel Revolver (6 shot) 
  Shotgun (single barrel) 
  Shotgun (double barrel) 
  Repeating Shotgun (6 shot) 
  Scatter Gun (double barrel) 
  Civil War Type Repeating Rifle (7 shot) 
  Civil War Type Repeating Carbine (7 shot) 
  Repeating Rifle (15 shot) 
  Repeating Rifle (9 shot) 
  Repeating Rifle (6 shot) 
  Repeating Carbine (12 shot) 
  Repeating Carbine (9 shot) 
  Repeating Carbine (6 shot) 
  "Buffalo" Rifled shot) 
  "Army" Rifle (1 shot) 
  Holster & Gun Belt 
  Rifle Sheath 
  Ammunition (except Shotgun loads) 
  Shotgun loads 
  Saddle. Bridle. & Pads 
  Poor horse 
  Fair horse 
  Good horse 
  Excellent horse 
  Mule 
  Oxen 
  Abbreviation 
  KN 
  ID 
  2D 
  CBR 
  SAR6 
  SAR5 
  DAR6 
  DAR5 
  FDR6 
  FDR5 
  LBR 
  1SG 
  2SG 
  6SG 
  SCG 
  CWR 
  cwc 
  15R 
  9R 
  6R 
  12C 
  9C 
  6C 
  BR 
  AR 
  Cost 
  $ 1.00 
  S 5.00 
  $ 15.00 
  $ 20.00 
  $ 30.00 
  $ 26.00 
  $ 28.00 
  $ 25.00 
  $ 40.00 
  $ 35.00 
  $ 35.00 
  $ 20.00 
  $ 30.00 
  $ 75.00 
  $ 40.00 
  $ 25.00 
  $ 20.00 
  $ 50.00 
  $ 40.00 
  $ 30.00 
  $ 48.00 
  $ 38.00 
  $ 28.00 
  $ 30.00 
  $ 20.00 
  $ 5.00 
  $ 4.00 
  $ 2.00 per box of 100 
  $ 2.00 per box of 25 
  $ 40.00 
  $ 20.00 
  $ 50.00 
  $100.00 
  $150.00 
  $ 20.00 
  $ 25.00 
  Availabilit 
  after 1870 
  after 1869 
  after 1869 
  after 1869 
  after 1869 
  after 1870 
  after 1870 
  after 1870 
  after 1885 
  after 1872 
  after 1872 
  after 1872 
  after 1872 
  after 1872 
  after 1872 
  Weapon Speed 
  Average 
  Average 
  Average 
  Below Average 
  Fast 
  Fast 
  Average 
  Average 
  Very Fast 
  Very Fast 
  Below Average 
  Slow 
  Slow 
  Slow 
  Below Average 
  Slow 
  Slow 
  Slow 
  Slow 
  Slow 
  Slow 
  Slow 
  Slow 
  Very Slow 
  Very Slow 
  ** Includes holster and belt in price 
  * 
  * 
  BASE NUMBERS (FIRST SHOT & "TO HIT") 
  After all abilities have been rolled and equipment determined for each 
  character, the characters' base scores for FIRST SHOT DETERMINA-
  TION and HIT DETERMINATION are computed. Ihe JTRST SHOT DE-
  TERMINATION score should be determined separately for each individual 
  weapon the character is likdy to. use, while two HIT" DETERMINATION 
  scores are calculated, one for firearms and another for thrown/launched 
  weapons. 
  First Shot Determination 
  To determine the base number for a character's first shot score, add the 
  character's speed ability score, bravery speed modifier, and the weapon 
  speed modifier. The speed ability score and bravery speed modifier are 
  directly from the SPEED and BRAVERY ability tables given previously (see 
  SETTING UP GAME CHARACTERS), and the weapon speed modifiers 
  (based on the listing of weapons included in the section EQUIPPING THE 
  CHARACTER) are as follows: 
  * 
  Weapon Speed Class 
  Very Slow 
  Slow-
  Below Average 
  Average 
  Fast 
  Very Fast 
  Hit 
  Determination 
  Speed Modifier 
  -10 
  - 5 
  0 
  + 5 
  + 8 
  + 10 
  To determine the base number for a character's hit determination score, 
  add the character's accuracy ability score, bravery accuracy modifier, and 
  experience accuracy modifier. To this total add 50 to dqtgrrpjnp_th> base 
  •^ number needed tohitan opponent with a weapon (which will be a separate 
  numberfor firearms as opposed to thrown/launched weapons). 
  As an example of a character's base numbers, let us use the fictional 
  character we'll call "The Colorado Kid", who uses a double action revolver 
  (which is a weapon of "average" speed). His basic ability ratings, already 
  modified due to the fact that he is a player character, are as follows: SPEED 
  
  90 (Very Fast, +12), GUN ACCURACY 64 (Fair. +5), THROWING AC-
  CURACY 62 (Fair, +5), STRENGTH 80 (Hardy, 16). BRAVERY 55 (Above 
  Average, +1 speed modifier, +3 accuracy modifier), and EXPERIENCE 30 
  (No previous gunfights, -10 accuracy modifier). 
  The base number for first shot determination is figured by taking the 
  speed ability score modifier (+12), adding the bravery speed modifier (+1), 
  and the weapon speed modifier (+5 for an "average" speed weapon) to give a 
  first shot rating of 18. This figure, when compared to the ratings of other 
  participants in a gunfight, will determine who shoots first when several 
  characters are attempting to fire in the same game turn. Naturally, the 
  characters with the highest first shot rating will get their shots off first — and 
  doing so could be the difference between survival and possible death. 
  The base number for hit determination is figured by taking the gun ac-
  curacy ability modifier (+5), adding the bravery accuracy modifier (+3), and 
  the experience accuracy modifier (-10) to give a hit determination rating of 
  -2. This number is added (or, in this case, subtracted) from the base 50% 
  chance to score a hit (to give a result of 48%). In addition, other factors 
  (range, concealment or cover, etc.) will affect the chance of scoring a hit. (See 
  the HIT DETERMINATION table). 
  TURN SEQUENCE 
  At the start of each game turn in the tactical tabletop game, each player 
  rolls percentile dice for each of the characters he is controlling (any non-
  player characters under the referee's control are also rolled for, so that all 
  characters have a number). 
  For that game turn, the characters are moved in the order of their rolls — 
  the lowest moves first, then the others in order of increasing die rolls, with 
  the character having the highest number moving last. 
  After all characters have been moved in a game turn and firing actions 
  have been indicated, the order of firing is determined by the referee based 
  upon each character's base number for first shot determination (which may 
  vary according to individual abilities and weapons employed). Characters 
  with the highest first shot determination scores fire first, and the shots are 
  taken in decreasing order of their base numbers. If a character is wounded 
  before he has had the opportunity to fire as indicated, the wound may 
  adversely affect the speed and accuracy of his shot (see First Shot Determina-
  tion under COMBAT). 
  When it becomes a particular character's turn to fire, his chance to hit is 
  computed based on various factors outlined in the Hit Determination 
  portion of the COMBAT section. Percentile dice are rolled for each at-
  tempted shot to determine if the target has been hit. 
  If a target character has been hit during the firing portion of the turn, the 
  information in the WOUNDS section is utilized and dice are rolled again to 
  determine the location and extent of injury. 
  After each round of combat (or after all players have moved, if no combat 
  has occurred in the turn), any hand-to-hand fights are resolved using the 
  rules of the BRAWLING section. Each participant in a hand-to-hand fight 
  will have two rounds of brawling per turn. 
  To summarize, each game turn follows this outline: 
  Game Turn Sequence Outline 
  MOVEMENT 
  Each character moves at a certain maximum rate depending upon how he 
  or she is travelling. The base movement rates for different types of travel are 
  given below, and the numbers given correspond either to spaces on the town 
  map provided with the game, or inches if miniature figures are being used on 
  the tabletop. 
  16 
  32 
  On Foot 
  Crawling 
  Walking 
  Running and dodging 
  Running 
  2 
  6 
  12 
  24 
  Mounted 
  Walking 
  Trotting 
  Galloping 
  Certain modifiers as described below will affect the base speeds: 
  Outdoor 
  Terrain 
  Uphill movement or movement through rough or dense terrain should be 
  at Vi normal speed, except for crawling and walking, which remain normal. 
  Doors & Windows & Stairs 
  Movement through a door means a subtraction of 1 from the movement 
  rate (assuming it is unlocked, of course). 
  Movement of any type through an open window means a subtraction of 3 
  from the movement rate and ends a character's move immediately. 
  Movement on stairs (either up or down) means a subtraction of 6 from the 
  movement rate for each flight traversed. 
  Dropping a distance of 10 feet or more (from a roof, for instance) will end 
  a character's move immediately. 
  Mounting 
  & 
  Dismounting 
  Mounting or dismounting a horse or vehicle means a subtraction of 2 from 
  the movement rate and ends a character's move immediately. 
  Wounds 
  Wounds suffered by a character will reduce movement capabilities as 
  follows: 
  Light wound in leg 
  Serious wound in leg 
  Other serious wounds 
  Move at '/i speed 
  Walk only, at Vi speed 
  Move at Vi speed, except walking 
  Light wounds other than in the leg do not generally affect movement (see 
  WOUNDS for further details). 
  Movement 
  Changes 
  Movement speed may be changed by a character as desired, except when a 
  mounted figure moves from a stopped position. In such cases, the first move 
  is walking or trotting, and galloping is possible thereafter. 
  Horses at a gallop can change course in a curve up to 60', while horses that 
  are trotting or walking can turn up to a full 90". 
  Movement over other types of terrain or obstacles not listed above should 
  be adjudged by the referee based on the guidelines presented above. 
  A. Random Movement Determination 
  1) Players roll percentile dice and move in the indicated order (low 
  numbers move first, high numbers last) 
  B. 
  Firing resolution 
  1) Players state which characters are firing and indicate target and 
  number of shots 
  2) Firing order is determined and shots are taken in that order (high 
  numbers first) 
  3) Each character fires in his turn and percentile dice are rolled for hit 
  or miss 
  4) Characters who are hit suffer varying effects of wounds 
  C. 
  Brawls 
  1) Characters engage in hand-to-hand combat for two rounds each 
  COMBAT 
  WEAPONS 
  The weapons types in BOOT HILL are representative of the various 
  weapons used in the West from the times following the Civil War until about 
  1900. 
  Each type of weapon can be employed up to its maximum range, although 
  effectiveness will decrease as the target increases in range. The table below 
  shows the various types of weapons and gives four range categories for use in 
  determining hits or misses (see Hit Determination later in this section) as 
  well as the reload rate for each. The reload rate shows the number of rounds 
  that can be loaded into the weapon in a single turn. Reloading by a character 
  is undertaken to the exclusion of all other activities except walking. 
  
  WEAPONS CHART 
  Weapon 
  Knife or Tomahawk 
  Bow 
  Lance 
  Derringer 
  Cap k Ball Revolver 
  Single Action Revolver 
  Double Action Revolver 
  Fast Draw Revolver 
  Long Barrel Revolver 
  Scatter Gun 
  Shotgun 
  Civil War Rifle 
  Civil War Carbine 
  Buffalo Rifle 
  Armv Rifle 
  Other Rifles 
  Other Carbines 
  snort 
  Oto 1 
  Oto 7 
  Oto 2 
  Oto 1 
  Olo 3 
  Oto 4 
  Olo 4 
  Olo 3 
  Olo 6 
  Oto 2 
  Olo b 
  Olo 15 
  Oto 12 
  0 to 30 
  0 lo 25 
  Oto 20 
  Oto 15 
  RANGE 
  Medium 
  1+to 2 
  7+to 18 
  2+ to 5 
  1+to 3 
  3+ to 7 
  4+to 10 
  4+ to 10 
  3+to 7 
  6+to 12 
  2+to 4 
  6+to 12 
  15+to 30 
  12+to 24 
  30+ to 60 
  25+ to 50 
  20+ to 40 
  15+ to 30 
  [in spaces or inchesi 
  Long 
  2+to 
  3 
  18+to 
  5+to 
  3+to 
  7+to 
  10+to 
  10+to 
  7+to 
  12+to 
  4+to 
  12+to 
  30+to 
  24+to 
  60+to 120 
  50+to 100 
  40+to 80 
  30+to 50 
  30 
  10 
  6 
  12 
  20 
  20 
  15 
  25 
  8 
  18 
  60 
  50 
  Extreme 
  3+to 
  4 
  30+to 50 
  10+to 15 
  6+to 10 
  12+ to 26 
  20+ to 40 
  20+to 40 
  15+to 30 
  25+to 45 
  8+to 15 
  18+to 36 
  60+to 120 
  50+ to 100 
  20+ to 300 
  100+lo 250 
  80+to 200 
  50+to 120 
  Rate 
  of Fire 
  1 
  1 
  1 
  1* 
  3 
  3 
  3 
  3 
  1 
  1* 
  1* 
  1 
  1 
  1 
  1 
  3 
  3 
  Reload 
  Rate 
  — 
  1 
  — 
  2 
  1 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  1 
  1 
  3 
  3 
  Weapon 
  Speed 
  Average 
  Below Average 
  Below Average 
  Average 
  Below Average 
  Fast 
  Average 
  Very Fast 
  Below Average 
  Below Average 
  Slow 
  Slow 
  Slow 
  Very Slow 
  Very Slow 
  Slow 
  Slow 
  = 2il JuuMe-harrelril 
  * 
  OBSERVATION & SIGHTING 
  All characters on the tabletop or on the game map must indicate their 
  facing for purposes of observation and sighting. A character will not observe 
  all movement that goes on around his position, but will nonetheless be able 
  to survey a wide area in the direction he is facing. The limitations of sighting 
  are defined by a 90' arc as illustrated by the diagrams which follow. Persons 
  or things within the area of observation will be noticeable, although details 
  may not be immediately noticed, of course. 
  When observation is attempted during movement, the facing desired 
  during movement can be indicated and the arc of observation determined 
  from the midpoint of the move. Because of the ten second duration of each 
  turn, there is no penalty for observation by characters that are moving. 
  (See the ADVANCED RULES for more complete use of the full ramifica-
  tions of observation and sighting in conjunction with Hidden Movement in 
  the ADVANCED MOVEMENT section.) If a referee is moderating play, 
  these rules should be interpreted flexibly. 
  TARGET SELECTION 
  When a character's turn comes in the order of firing, he may shoot at any 
  target of whose location he is aware. This includes any person firing at that 
  character, even if the character has his back turned (although the penalty for 
  total surprise would adversely affect a character turning to fire at someone 
  behind). 
  Normally a character will fire at a single target when shooting, with the 
  following exceptions: 
  1) A shooter may fire at up to three targets in the same or adjacent 
  spaces (if the town map provided with the game is being used) or with-
  in a spread of 3 inches (if miniatures are being used). 
  2) The field of fire of a shotgun or scatter gun will expand as range in-
  creases, as shown below: 
  Shotgun fire may hit a single 
  target at close range, every tar-
  get in the space (or within 1 
  inch) at medium range, and 
  every target within 3 spaces (or 
  3 inches) at long or extreme 
  range. 
  Field of fire: shotgun 
  1 1 I 1 1 111 1 1 11 
  Short 
  Medium 
  Long 
  Extreme 
  
  Scatter gun fire may hit every 
  target in a space (or within 1 
  inch) at close range, every target 
  within 3 spaces (or 3 inches) at 
  medium range, and every target 
  within 5 spaces (or 5 inches) at 
  long or extreme range. 
  Extreme 
  Long 
  Medium 
  Short 
  Field of fire: scatter gun 
  Hit 
  Determination 
  Whenever a character fires a shot (or throws a weapon), a roll of the per-
  centile dice will determine whether or not he has succeeded in hitting his 
  target. The character's base number for hit determination is a measure of 
  general accuracy ability, but a multiplicity of factors (not the least of which is 
  range) will modify the chances of scoring a hit. 
  The various modifiers are listed below. Starting with the base number for 
  the character computed previously (see BASE NUMBERS, Hit Determina-
  tion), add die bonuses and subtract the penalties appropriate to the situation 
  for each shot made. The result will be the percentage chance of striking the 
  target. 
  Once the chance of a hit has been calculated, the percentile dice are 
  rolled, generating a number from 1 to 100. If the number rolled is less than 
  or equal to the percentage chance of hitting, a hit has been scored — if the 
  number rolled exceeds the percentage chance of hitting, the shot is a miss. A 
  separate roll is taken for each shot fired. 
  The following factors will modify each character's hit determination base 
  number as additions and/or subtractions. Note that all bonuses and penal-
  ties are cumulative. 
  Note: The fields of fire of shotguns and scatter guns as defined in the dia-
  grams shown are not in any way limited (nor are any other weapons) 
  to firing down rows of spaces on the town map, as might be inferred 
  from the illustration. These weapons will affect the defined width of 
  their field of fire no matter what the direction, and range can be 
  computed using a ruler if shooting is along some non-vertical/non-
  horizontal line of fire, i.e. point to point. 
  RANGE 
  Short 
  Medium 
  Long 
  Exlreme 
  HIT DETERMINATION CHART 
  -lo 
  o 
  i^ 
  First Shot Determination 
  When more than one character is attempting to fire in a given game turn, 
  the order of the various shots must be determined. This is done by calculat-
  ing and comparing the adjusted scores for first shot determination for each 
  person firing. Calculations are done using each character's first shot 
  determination base number (see BASE NUMBERS, First Shot Determina-
  tion) with the individual modifiers listed below as possible adjustments, de-
  pending upon the situation. The resultant number is the net speed score for 
  each character. 
  Once scores have been established for the turn for all firing characters, the 
  character with the highest net speed score will fire his shot or shots first. 
  After that character's shooting has been resolved, the other characters take 
  their shots in the order of their descending net speed scores for that turn, and 
  each is resolved in turn before the next character is allowed to fire. 
  If a character is hit and wounded before being able to shoot in a turn, that 
  character's net speed score must be readjusted to reflect the injury (which 
  may drop them further down the order of firing for that turn). Anyone killed 
  or rendered unconscious before their turn to fire comes up will naturally lose 
  their shots. 
  If two characters' net speed scores are identical, their shots are considered 
  simultaneous. 
  To each character's first shot determination base score, add and/or sub-
  tract the following to determine their net speed score for any given game 
  turn: 
  FIRST SHOT DETERMINATION CHART 
  SURPRISE 
  Giving opponent the first move 
  - 1 
  Character is surprised 
  - 5 
  Character is completely surprised (including returning fire on an 
  unseen opponent) 
  - 10 
  MOVEMENT 
  Character is running or running and dodging 
  - 20 
  Character is on horseback 
  - 10 
  WOUNDS 
  Character has wounds totalling less than 50% of STRENGTH 
  - 5 
  Character has wounds totalling 50% or more of STRENGTH 
  - 20 
  MISCELLANEOUS 
  Character draws two guns 
  - 3 
  Character hipshoots 
  + 5 
  Character fires on same target for second or greater consecutive 
  turn or 
  +10 
  Character aims at same target for second or greater consecutive 
  turn 
  + 5 
  MOVEMENT OF SHOOTER 
  Walking 
  5 
  Crawling 
  10 
  Running and dodging 
  -3(1 
  Running 
  20 
  Trotting 
  - 15 
  Galloping 
  25 
  MOVEMENT OF TARGET 
  Walking or crawling 
  5 
  Running or trotting 
  it) 
  Galloping 
  • IS 
  Running and dodging 
  -2(1 
  WOUNDS 
  Character has wounds totalling less than >!)"'., of STRENG I H 
  -5 
  Character has wounds totalling 50% or more of STRENG I H 
  20 
  MISCELLANEOUS 
  Weapon at rest on solid object (not possible on the turn weapon is 
  first aimed at target) 
  ~10 
  Second shot this turn 
  - 10 
  Third shot this turn 
  - 20 
  Firing a scatter gun 
  -20 
  Firing a shotgun 
  - III 
  Shooting with the wrong hand (with left hand if right handed, etc.) 
  10 
  Light wound in gun arm 
  - 25 
  Serious wound in gun arm 
  50 
  Firing two pistols 
  M) 
  Hipshooting 
  10 
  Target obscured (50% or less of target is visible) 
  10 
  WOUNDS 
  When a percentile roll for hit determination results in a hit, further rolls 
  will indicate the location of the wound on the target person as well as the 
  severity of injury. 
  If the target has the advantage of hard protective cover (such as a brick 
  wall, a bank of earth, or a stone boulder), a hit score in a body area which is 
  behind the protective cover will actually result in a miss — even though a hit 
  may have originally been indicated. As a rule of thumb, a person firing a 
  pistol over a wall or around a corner will expose gun arm. head, and one 
  shoulder. A person firing a rifle over a wall or around a corner will expose 
  head, both arms, one shoulder and (if around a corner) one leg. These guide-
  lines and common sense can be used to judge other situations. 
  
  Shotguns and scatter guns fire multiple projectiles and, as such, require 
  special treatment to reflect their capability of inflicting multiple wounds. In 
  most cases (depending upon range), all possible targets in the field of fire will 
  be individually checked to determine whether or not they are hit (see TAR-
  GET SELECTION earlier in this section). If a hit is indicated on a target 
  within the field of fire, a single percentile die is rolled to give a number from 
  1 to 10 (0 being read as 10), which is compared to the appropriate range 
  column of the proper table below to indicate the number of wounds suffered. 
  (Note that at furthest ranges for these guns there is still a slight chance no 
  projectile will wound the target, even though a hit may previously be 
  indicated.) 
  SHOTGUN/SCATTER GUN EFFECTS TABLE 
  Ext, 
  0 
  0 
  Die 
  toll 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Short 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  2 
  3 
  3 
  Scatter Gun Range 
  Med. 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  Long 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  Ext. 
  0 
  0 
  0 
  0 
  Short 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  Shotgun Range 
  Med. 
  1 
  1 
  1 
  2 
  2 
  2 
  2 
  2 
  3 
  3 
  Long 
  2 
  For each hit that is scored on a target person, percentile dice are rolled 
  twice. The first roll indicates the location of the hit on the target's body, and 
  based upon that result, the second roll is made to determine the severity of 
  the wound. The chart below outlines the necessary information and is used 
  by rolling first on the column at left, then reading across to index the second 
  roll in one of three wound categories (light, serious, or mortal). For example, 
  a first roll of 49 would indicate a wound in the left shoulder, and a second 
  roll of 72 would mean that the wound there was a serious one. 
  WOUND CHART 
  Dice 
  Roll 
  01-10 
  11-20 
  21-25 
  26-30 
  31-40 
  41-50 
  51-70 
  71-85 
  86-00 
  Location 
  Left Leg 
  Right Leg 
  Left Arm/Hand 
  Right Arm/ 
  Hand 
  Right Shoulder 
  Left Shoulder 
  Abdomen/Groin 
  Chest 
  Head 
  Lt Wonnd 
  (-3 on 
  Strength) 
  01-40 
  01-40 
  01-75 
  01-75 
  01-40 
  01-40 
  01-40 
  01-20 
  01-20 
  Ser. Wound 
  (-7 on 
  Strength) 
  41-00 
  41-00 
  76-00 
  76-00 
  41-90 
  41-80 
  41-80 
  21-60 
  21-40 
  Mortal 
  Wound 
  — 
  — 
  — 
  91-00 
  81-00 
  81-00 
  61-00 
  41-00 
  Light and serious wounds reduce the strength of the victim, while a mortal 
  wound results in immediate death. A LIGHT WOUND causes a subtraction 
  of three points from the strength of the victim, while a SERIOUS WOUND 
  causes a subtraction of seven points from the victim's strength. 
  Any character who has his strength reduced to 0 or less is rendered un-
  conscious for the duration of the battle (and for at least one hour). Likewise, 
  in such an instance there is a considerable chance of death unless competent 
  medical assistance is readily available — if it is not, there is a good chance 
  that the wound or wounds will prove fatal. 
  BRAWLS 
  After the firing portion of the game turn is complete, characters who are 
  within 6 feet (in the same or adjacent spaces on the town map or within 1 
  inch on the tabletop) have the option to engage in hand-to-hand fighting 
  using the brawling rules. These rules are used for all forms of hand-to-hand 
  action: fistfights, general melees, and bar-room brawls. 
  The brawling portion of the turn consists of two rounds, and each partici-
  pant has the choice of punching or grappling in each round. 
  In all cases of hand-to-hand fighting, the player simply states which option 
  (punching or grappling) their character is attempting and rolls the two per-
  centile dice and adds the digits together to obtain a number score of 2 to 20 
  which is compared to the appropriate chart. The effects of opponents' 
  actions in the previous round may cause a modification to the dice roll. 
  Each table has a column listing for effect and the next round 
  plus-or-minus on dice rolls. The effect column shows the number of strength 
  points to be subtracted from the opponent's strength rating due to the action 
  undertaken. In a manner similar to weapon wounds (and in addition to any 
  taken), any character whose strength rating reaches 0 will pass out and be 
  unable to function for the remainder of the game (or not less than 5 minutes 
  in cases where non-turn time lapses are employed to move the play from 
  scene to scene). The next round plus-or-minus column shows the results, if 
  any, to the actions of a character and his opponent on the following brawling 
  round. Any pluses or minuses shown are modifiers to the appropriate 
  character's dice rolls in the next round. Note: if a character (assuming he has 
  a hand free) attempts to fire a weapon in the firing resolution portion of the 
  game turn which follows every two brawling rounds, any plus or minus 
  shown from the previous round will be a percentage modifier to the chance of 
  hitting. Each plus or minus will make a 10% adjustment to the hit 
  determination chance, i.e., a -2 effect will lower the chance of hitting by 
  20%. 
  Any weapon employed in hand-to-hand fighting must be used as a striking 
  weapon — although, of course, firing is possible in the firing resolution 
  portion of the turn which follows every two brawling rounds, assuming the 
  firearm is in hand and easily employed. Using a striking weapon necessitates 
  a roll on the PUNCHING table: if the weapon is a knife or similar cutting 
  weapon (such as a tomahawk), any hit Tesults in rolls on the WOUND chart 
  to determine location and extent of the injury. Striking weapons such as a 
  club or a gun barrel or butt use the normal column for effect on the PUNCH-
  ING table, causing an extra point of damage if a hit is made, but necessitat-
  ing a subtraction of one from the dice roll to hit. Larger striking weapons, 
  such as a chair, add two points to any damage scored, but mean a sub-
  traction of two from the dice roll to hit. 
  First 
  Blow 
  With the 6 foot proximity as a requisite, any character can engage in 
  brawling with another character of his choice — whether or not the other 
  character wishes to fight. The person with the highest speed ability (unless 
  surprised) has the first blow for the first round. He may elect to throw a 
  punch or grapple his opponent. The other party counters with a punch or by 
  grappling after the results of the first character's actions have been de-
  termined. A second round follows in like manner. 
  Punching 
  Punching is primarily the use of the fists, although the PUNCHING table 
  is also used for striking weapons and other objects used as weapons. 
  Punching by a character assumes that one or both arms are free — thus, if 
  the character is held in a bear hug he may not use the PUNCHING table. If 
  he is held by an opponent with an arm lock, only one arm will be free to 
  punch; a head lock, however, will not prevent punching (although it will 
  mean a disadvantage in doing so, of course). 
  The left-handed or right-handed nature of a character will only be 
  pertinent in certain cases, and it will be noticeable in the effect column that 
  the table is set up to favor right-handed characters. When necessary for 
  left-handed characters, simply reverse the listings in the column. For 
  purposes of simplicity, all characters can be assumed right-handed, or as an 
  alternative, players' characters will have the same handedness as the players 
  themselves. 
  Grappling 
  Grappling covers the hand-to-hand wrestling of characters, and allows the 
  use of several different holds to inflict injury and restrict an opponent's fight-
  ing effectiveness. A disadvantage, however, is the possibility of being kneed 
  or gouged, which will result in damage sustained by a character rather than 
  inflicted upon another. 
  There are 4 holds on the GRAPPLING table (arm locks left and right, 
  head lock, and bear hug) and they require special consideration. If a charac-
  ter chooses to grapple and succeeds in getting a result which indicates a 
  hold, his opponent will be at a disadvantage. A bear hug will totally negate 
  any attempt at punching, while the other holds will allow punching at a dis-
  advantage with a free arm or arms; in all cases, however, the only way to 
  break the hold will be on a GRAPPLING table roll of either 15, 16 or 3 or 
  less — all other rolls will be "no effect". The character employing a hold, on 
  the other hand, may continue it from round to round (with appropriate 
  effect) without rolling further, until such time as the hold is successfully 
  broken or the holding character opts to try another action. 
  10 
  
  BRAWLING CHARTS 
  Example of a brawl 
  PUNCHING TABLE 
  Adjusted 
  Die 
  Score 
  2 or less 
  3or4 
  5to7 
  8 o r 9 
  10 to 13 
  14 
  15 
  16 
  17 
  18 
  19 or more 
  Result 
  Miss 
  Miss 
  Miss 
  Blocked 
  Glancing blow 
  Jab 
  Hook 
  Combination* 
  Rabbit punch 
  Uppercut 
  Haymaker 
  Effect 
  Left 
  Right 
  plus 
  Next round + or -
  on dice roll* 
  Opponent 
  You 
  +2 
  -
  +1 
  -
  - 1 
  - 1 
  - 2 
  - 3 
  Notes to the PUNCHING TABLE 
  # The combination punch, if both arms are free, scores 2 + 2 points 
  against the opponent's strength rating; if only one arm is free, but 2 
  points are scored. 
  * The plus or minus will be as shown for punching or grappling in the fol-
  lowing round, or will convert (X 10%) to a modification of the per-
  centage chance to hit if weapon firing is subsequently attempted. 
  GRAPPLING TABLE 
  Adjusted 
  Die 
  Score 
  1 or less 
  2 o r 3 
  4 or 5 
  6 or 7 
  8 o r 9 
  l O o r l l 
  12 or 13 
  14 
  15 or 16 
  17 
  18 
  19 or more 
  Result 
  Opponent knees you (or if 
  held, you break hold)** 
  Opponent gouges you (or if 
  held, you break hold)** 
  No hold 
  No hold 
  No hold 
  Arm lock, left 
  Arm lock, right 
  Elbow smash 
  Throw (and if held, you 
  break hold)** 
  Kick 
  Head lock 
  Bear hugt 
  Effect 
  4(-) 
  l(-) 
  — 
  — 
  — 
  2 
  2 
  2 
  2 
  3 
  4 
  1 
  Next round 4 
  on dice roll 
  Opponent 
  - ( - ) 
  - ( - ) 
  +2 
  + 1 
  — 
  - 1 
  - 1 
  - 1 
  - 2 
  - 1 
  - 2 
  - 4 
  or-
  1* 
  You 
  -4(-) 
  -2(-) 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  Notes to the GRAPPLING TABLE 
  Bold listings show the four types of holds. These can only be broken (es-
  caped) by an opponent's roll of either 15, 16, or 3 or less on the 
  GRAPPLING table, although (except for the bear hug) an opponent 
  could elect to punch rather than try to break the hold. 
  Note that rolls of 3 or less on this table have different results depending on 
  whether or not a character is held — if not, the character suffers a 
  knee or gouge result; if so, the character escapes the hold, but with-
  out further immediate effect. 
  ** If held by an opponent, a character will only break the hold with a roll 
  which gives this result — all other rolls are no effect and the hold 
  may be continued. 
  t A character held in a bear hug may only respond by grappling in an at-
  tempt to break the hold — no punching is possible. 
  * The plus or minus will be as shown for punching or grappling in the fol-
  lowing round, or will convert (X 10%) to a modification of the per-
  centage chance to hit if weapon firing is subsequently attempted. 
  In the midst of a wild shoot-em-up at close quarters, an unarmed and flee-
  ing Mexican bandito, Juan Burrito (Strength: Average, 13; Speed: Quick) 
  happens upon Silver Dollar Sam (Strength: Sturdy, 15; Speed: Very Fast), 
  reloading his revolver in the doorway Juan seeks for his escape. Since Juan is 
  unarmed, he tries to rush past his adversary, but Sam stops him by electing 
  to engage in hand-to-hand combat. 
  Sam has the higher speed, so he undertakes his action first. He attempts to 
  use the revolver in his hand in a striking manner. A roll is made on the 
  PUNCHING table, and a 14 results. Since a weapon is being employed, a 
  subtraction of -1 is made to give an actual result of 13 — a glancing blow. 
  This, if it were an actual punch, would have an effect of 1, but since a 
  weapon is striking, the effect is 2, and Juan's strength is reduced accordingly. 
  There is no effect on the next round's actions. 
  Juan responds by grappling, so a roll is made on the GRAPPLING table. 
  A roll of 18 results in a head lock on Sam, and this means Sam's strength is 
  reduced by 4 and Sam will suffer a dice roll subtraction of -2 in the next 
  round (or -20% to any shot, if shooting could be attempted). The first round 
  of brawling is complete and ends with Juan reduced by 2 strength points, 
  Sam reduced by 4 strength points, and Sam in a head lock and at a disad-
  vantage. 
  To begin the second round of brawling, Sam responds to the head lock by 
  dropping his revolver and grappling in return to attempt to break the hold. A 
  roll is made on the GRAPPLING table and a 5 results. Since Sam suffers a 
  subtraction of -2 to this roll, the actual result is a 3, and Sam escapes the 
  hold (which has no other effect on either character). 
  Juan counters this action by deciding to punch, and a roll is made on the 
  PUNCHING table. A 16 comprises the dice total, meaning that the Mexican 
  has landed an effective combination punch on Sam for 2 + 2, or 4, points. 
  The second round of brawling is finished and ends with Juan reduced by 2 
  points and Sam reduced by 8 points of strength. Since two rounds of brawl-
  ing have been resolved, the action is suspended momentarily while another 
  game turn is undertaken for all the characters in the overall game situation. 
  When Sam's portion of the game turn comes, he elects to stay and fight 
  (since his speed is greatest, his movement action is considered first). Juan has 
  no intention to escape anymore, since he is gaining the upper hand in the 
  hand-to-hand fight, so the brawling continues once shooting is resolved for 
  the rest of the characters. Neither Sam nor Juan has a usable weapon in 
  hand, so no shooting is possible for them. 
  The brawling continues as Sam decides to punch, and his roll of a 7 is a 
  miss. Juan responds with a decision to grapple, and rolls a 3. Instead of 
  inflicting any injury on Sam, Juan is gouged and loses a strength point by 
  this unfortunate occurrence! 
  Sam grabs a chair which is near the doorway and attempts to swing it at 
  Juan, rolling on the PUNCHING table but subtracting -2 due to its bulki-
  ness and unwieldly nature. His roll is good, however — a 15. which is 
  modified to become a 13. This is the equivalent of a glancing blow, scoring 
  the normal 1 point effect, but plus 2 due to the chair's bulk. Juan reels under 
  the hit and subtracts 3 strength points. But the Mexican is not finished yet. 
  by any means. He elects to grapple, and rolls a 13. With an additional sub-
  traction of -2 because of the gouge he just suffered in his last round, this be-
  comes an 11, meaning he has Sam in an arm lock left. Sam suffers the loss of 
  another strength point and releases the chair. 
  After the fourth round of brawling, Sam is held in an arm lock and both 
  participants are depleted in strength: Juan has lost a total of 6 strength 
  points, giving him 7 remaining, and Sam has lost 9 strength points, giving 
  him 6 points left. 
  Since another two brawling rounds have been completed, the action is 
  suspended and another game turn is undertaken for all the characters. After 
  shooting has been resolved, brawling is done and Juan and Sam continue 
  their fight. 
  Sam, held in an arm lock, tries to escape the hold by rolling on the GRAP-
  PLING table. The lock dictates a subtraction of - 1 . so his roll of a 17 be-
  comes a 16. The result is that not only has he broken the hold, but he has 
  thrown Juan, inflicting the loss of 2 strength points on the Mexican. Juan 
  counters by attempting to grapple yet once more, and rolls a 3. The sub-
  traction of -2 from being thrown makes the roll a 1, meaning Juan has been 
  kneed by Sam, suffering the loss of 4 strength points more. 
  Knowing that his adversary is nearly beaten, Sam decides to try a punch in 
  the next brawling round in an attempt to finish the job (knowing full well 
  that he himself cannot take much morel). His roll is a 15, a hook scoring 2 
  points. Juan, already down to only a single strength point remaining, 
  crumples under what turns out to be a knockout punch. The fight is over as 
  the battered Sam stands over the unconscious bandito . . . 
  
  ADVANCED RULES 
  Once the basic game has been mastered, play should progress to the ad-
  vanced game. 
  SIMULTANEOUS MOVEMENT TURN 
  SEQUENCE 
  Use of a simultaneous movement turn sequence will allow greater freedom 
  of movement for characters and will not place certain characters at a 
  sequential disadvantage. Use the following guidelines and progression: 
  Vehicle 
  Buckboard 
  Wagon 
  Stagecoach 
  Freight Wagon 
  Train 
  No. of 
  Horses 
  1 
  2 
  4 to 8 
  4 & up 
  (42" per 
  Walk 
  Trot 
  6" 
  14" 
  6" 
  12" 
  6" 
  14" 
  5" 
  10" 
  Gallop 
  24" 
  20" 
  28" 
  18" 
  turn normal movement, and 
  Strategic Move 
  2 spaces per hour 
  2 spaces per hour 
  2 spaces per hour 
  2 spaces per hour 
  6 spaces per hour 
  acceleration/deceleration of up to 
  6" per turn) 
  ADVANCED COMBAT 
  Advanced combat incorporates certain changes or additions to normal 
  procedures to allow for greater realism, as follows: 
  A. Orders: Written orders are made for each character or for all characters 
  acting in concert for each move, with provisions to cover special 
  contingencies (such as ordering a character to cover a door with his rifle, for 
  instance). The direction, type of movement (crawl, walk. etc.). and movement 
  distance must be indicated. 
  Characters not moving during a turn may have special instructions to fire 
  at figures which are moving, and this fire will be determined during the 
  course of the target's movement as explained in the ADVANCED COMBAT 
  section. If both firer and target are not moving, fire takes place normally. 
  If a referee is available, players may opt to give their orders verbally to the 
  referee. This will speed up the game considerably, but caution must be 
  exercised, since confusion can result if the referee is not careful and the 
  players do not give explicit instructions. 
  B. Movement: All figures are moved according to the orders written for 
  each, with movement taking place simultaneously. 
  C. Fire Determination: After movement has taken place, sighting is resolved 
  for each character's observation. Each player notes which of his characters 
  are firing, at whom fire is to be'made, and how many shots are to be fired. 
  D. Order of Firing: As in basic game. 
  E. To Hit: As in basic game. 
  F Hit Location and Wounds: As in basic game. 
  G. Brawls: As in basic game. 
  ADVANCED MOVEMENT 
  Advanced movement adds hidden movement and makes concealment 
  important and sighting crucial (see OBSERVATION & SIGHTING). 
  Vehicles can also be added to enhance play. 
  Hidden Movement 
  In the advanced game, hidden movement is used only if a referee is avail-
  able, for an impartial judge is necessary to monitor and adjudicate the 
  results of hidden moves. 
  Line of sight and the arc of observation are the determining factors on 
  whether or not a character remains hidden — although a concealed 
  character would likely be unseen even if others were looking in that direction 
  (the effectiveness of concealment, of course, is the referee's discretion). Ob-
  servation by other characters is also a key in hidden moves, for even if a 
  character moving from concealment to concealment could be seen, if no 
  character was looking in that direction, the movement would remain hidden. 
  Vehicle Movement 
  The following types of vehicles are considered in advanced play: 
  12 
  Firing 
  During 
  Movement 
  As turns are approximately 10 seconds long, a character electing to remain 
  stationary would have ample time to fire at opponents who are moving — 
  something which is not possible in the basic game if the opposing character 
  moves to a position which conceals him from fire at the end of the movement 
  portion of the turn. To correct this, the following procedure is used: 
  1. Figures electing not to move have the option of firing up to the maximum 
  number of rounds permitted by their weapon's rate of fire: 
  a) If one round of fire is taken, it will come at the one-quarter, one-half, 
  or three-quarter point of the target's move, at the option of the 
  shooter. That is, if the target was moving 12" on the tabletop. the 
  shot would occur when the target figure had completed 3". 6", or 
  9" of the move — at the firing character's option. 
  b) If two rounds of fire are taken, the shots will come at the one-third 
  and two-third points of the target's move. 
  c) If three rounds of fire are taken, the shots will come at the 
  one-quarter, one-half, and three-quarter points of the target's 
  move. 
  2. Walking characters may elect to fire one round as long as their weapon is 
  not rated " S " (slow) or "VS" (very slow) — only the "hip shooting" of arms 
  of the " S " or "VS" classification may be used in such an instance. This fire 
  is to be taken at the three-quarter point of the target's move. 
  3. Characters not moving during a turn may always fire at least one shot at 
  any moving target which is exposed for not less than 3" (or 3 spaces), or for 
  one-quarter of its movement, whichever is least. 
  4. Gatling gun and cannon fire always comes at the mid-point of movement, 
  unless the firer has specifically ordered that fire be held until the movement 
  portion of the turn is completed. 
  5. A character electing to fire during movement must make a commitment 
  as to the number of shots to be fired and the targets. Any shots taken during 
  movement count against the total number of shots possible per turn (see 
  RATE OF FIRE). 
  Fire A t Mounted Targets 
  When firing is attempted at a person on a horse, there is a chance that the 
  horse will be struck instead of the rider. In such a case, percentile dice are 
  rolled for each shot which is a hit — on a result of 01-60, the shot hits the 
  rider, while a roll of 61-00 means the horse has been hit (this assumes that 
  the shooter is aiming at the rider: if the horse is the target, reverse the 
  numbers). 
  It is possible to elect to fire at any horse, just as fire at any character is 
  possible. Horses each have a STRENGTH of 30, plus or minus 1 to 10. de-
  pending upon the type of horse in question and the random roll of the dice. 
  Work horses would range in the +1 to +10 area, while ponies would range in 
  the -1 to-10 area. 
  Hits on horses are read on the WOUND CHART. Arm hits strike the fore-
  leg, and leg hits hit the rear legs of the horse. Any horse hit in any place other 
  than a leg will attempt to bolt and run. If it has a holder or rider, the base 
  chance of bolting and running in a random direction is 40%, modified by 
  whatever circumstances the referee (or the players, if there is no referee) 
  deems suitable in the given case. 
  When determining the extent of any wound suffered by a horse, there is a 
  deduction of -20 made from the dice roll to represent the constitutional 
  strength of the animal. Thus, a hit in the horse's head would be fatal only if 
  the percentile dice score was 61 or better prior to the reduction of -20. 
  
  Arched Arrows 
  Indians may shoot arrows over obstructions such as walls, rocks, and the 
  like which provide cover from direct-fire weapons. Each arrow so shot has a 
  15% chance of being treated as a normal shot, so if a percentile score of from 
  01-15 is rolled, an immediate re-check is made by calculating the chance to 
  hit on the HIT DETERMINATION CHART and rolling the dice a second 
  time. Hits so scored must then be checked on the WOUND CHART. Arrows 
  which do not score between 01-15 or which miss when checking the HIT DE-
  TERMINATION CHART are ignored. 
  When arrows are arched, the target receives no cover when consulting the 
  HIT DETERMINATION CHART or WOUND CHART unless there is soUd 
  cover above the target. 
  MINOR CHARACTER MORALE 
  While it is reasonable to expect a player's personal character to be as 
  brave as a player wishes during difficult and desperate situations, minor 
  characters (those associates of a player's character or other persons 
  incidental to a game, such as clerks and the like) may not care to face Wyatt 
  Earp or Wild Bill Hickok without flinching or running. To reflect this, the 
  following rules apply: 
  Minor 
  Characters 
  In each instance when a minor character is faced with a critical situation 
  (such as facing an armed and potentially deadly enemy), percentile dice are 
  rolled. If the total scored is equal to or less than the BRAVERY percentile 
  score of the minor character concerned, the character will act as the player 
  controlling him desires; if the score exceeds the BRAVERY rating, the 
  minor character will act to avoid the confrontation. 
  For every friend or companion accompanying a minor character, the score 
  of the percentile dice is adjusted downwards by -5, as men in groups are 
  braver. If a major character with a "reputation" (experience equal to 8 or 
  more gunfights) is present in a group with a minor character, the percentile 
  dice score is further adjusted by another factor of -10 (i.e., a total adjustment 
  of -15 for the presence of that figure). 
  Checks for minor character morale must be made each turn the critical 
  situation continues unless the number of enemies is reduced by casualties to 
  a point where they are outnumbered by the minor character and his fellows. 
  However, the initial check when the situation first arises must always be 
  made regardless of the odds involved. 
  Cavalry 
  Cavalry troopers will not be subject to minor character morale considera-
  tions as long as their commanding officer is either with them, nearby, or in 
  any event within the playing area and not attempting to escape a situation 
  himself. If the commanding officer is wounded seriously or killed, cavalry 
  troopers must then begin regular morale checks (NCO's accompanying them 
  are considered as men with "reputations"). 
  Indian War Parties 
  Only Indians with BRAVERY percentile scores of 81 (Very Brave) or 
  above normally participate in tribal war parties. War chiefs all have ratings 
  of 91 (Fearless) or above. 
  Until suffering their first fatal casualties tribal war parties are not subject 
  to morale considerations. Once a death occurs in their group they must begin 
  morale checks if such a casualty represents at least 5% of the group's total 
  strength (i.e., a band of 100 Indians would not check morale until 5 of their 
  number had been killed). 
  Indians do not receive any bonus to their morale checks for being in 
  groups, and if any one Indian fails his morale check, all others will check 
  with a penalty of -10 to their rolls. 
  ^ W 
  13 
  OPTIONAL RULES 
  The various optional rules cover a wide variety of aspects and can be 
  added as desired to the advanced game. 
  ALTERNATE FIRST SHOT DETERMINATION 
  This rule allows for a more realistic sequence of firing when characters 
  possess different speed abilities. This is not recommended for battles with 
  large numbers of participants. The following guidelines govern the order of 
  firing: 
  1. The net speed of each character firing is first computed by adding and 
  subtracting the appropriate numbers (the first shot determination score plus 
  or minus any situational adjustments) in the normal manner. 
  2. The character with the highest net speed (total score) fires the first shot. 
  He (and the other characters firing after him) will not necessarily be able to 
  fire all of his shots before the others can fire their first shots; the following 
  considerations will govern the order of shooting: 
  a) If a character has a net speed of TEN points more than another person, 
  he can fire up to three shots before the other can fire any shots. 
  b) If a character has a net speed of FIVE points more than another 
  person, he can fire up to two shots before the other can fire any shots. 
  Once the opponent has taken his first shot, the fastest character can 
  then fire his third shot before the opponent is able to fire his own 
  second and third shots. 
  c) If a character is less than five points faster than another, he can fire 
  only one shot before the slower character takes his first shot. The two 
  would then alternate shots. 
  d) If two characters have the same net speed, their shots are considered to 
  be simultaneous. 
  3. When this rule is used, the penalty on the HIT DETERMINATION 
  CHART for firing more than one shot is altered: 
  1) If a character has a net speed of 30 or more, he may fire up to three 
  shots without the penalty for firing more than one shot. 
  b) If a character has a net speed of 20 to 29, he may fire up to two shots 
  without penalty, but a third shot would be at a penalty of -10. 
  c) If a character has a net speed of 10 to 19, he may fire one shot without 
  penalty, but the second and third shots would be at a penalty of -10. 
  d) If a character has a net speed of less than 10 and he is firing more than 
  one shot, all of his shots are subject to the penalty. 
  SHARPSHOOTING 
  Characters with an ACCURACY rating of "Crack Shot" and above may 
  be considered sharpshooters, when using pistols or rifles (but not shotguns or 
  scatter guns). Sharpshooters may use either one or the other of the two 
  options listed below any time that they shoot: 
  1. Each time that a sharpshooter uses the WOUND CHART (having already 
  obtained a hit), he gains a bonus on both dice rolls (for location and extent of 
  injury) — "Crack Shots" gain +5, and "Dead Eyes" gain +10. 
  2. A sharpshooter may pick the exact area that he is shooting for (i.e., he 
  may shoot at his opponent's head, or gun hand, or whatever). If he chooses to 
  pick his exact area, no penalty for the target's concealment is applied (as-
  suming the area he picks is visible, of course), but a "Crack Shot" must 
  deduct -20 from his roll for hit determination, and a "Dead Eye" must sub-
  tract -10. Any hit will strike the exact area chosen (and only one roll — for 
  extent of injury — will be necessary on the WOUND CHART). However, if 
  this second option is taken, only one shot may be made per turn. 
  Note: This rule considerably changes the balance of the game in favor of 
  characters with high accuracy scores. Thus, its use should be carefully con-
  sidered. 
  STUNNING 
  Whenever a person is struck with a solid object (including receiving a bul-
  let wound in the head, or a bullet wound anywhere from a buffalo gun), there 
  is a chance that the person hit will be stunned. If a character is stunned, he 
  
  will do nothing on his next turn, and will do everything at half effect on the 
  following turn (i.e.. moving at half speed, and using only half their percentile 
  score for ACCURACY and SPEED). 
  The chances of being stunned are as follows: 
  STUNNING CHART 
  Gun butt or barrel 
  Club 
  Chair 
  Bullet wound in head 
  Buffalo gun bullet wound 
  Tomahawk 
  Basic 
  20% 
  25% 
  30% 
  50% 
  25% 
  25% 
  Hit From Behind/Surprised 
  60% 
  65% 
  70% 
  80% 
  30% 
  65% 
  INTOXICATION 
  Alcoholic beverages affect people in various ways. For every three 
  average-sized drinks a character takes, deduct -5 from both his AC-
  CURACY and SPEED percentile scores and add +5 to his BRAVERY per-
  centile score. Also, for every six average drinks consumed, add one point to 
  his STRENGTH ability (not percentile score). No more than two points may 
  be added to STRENGTH in this fashion. 
  If a referee is moderating the action, his discretion can be used to 
  determine when consumption takes a character past normal drunkenness. 
  PROFESSIONAL GAMBLERS 
  Gambling was an accepted profession in many parts of the West. The two 
  most popular games were poker and faro. To represent poker, all participat-
  ing players can roll percentile dice to obtain a number from 1 to 100, with the 
  highest roll winning the wagered "pot" (of course, actual poker can be 
  played by the players if they prefer to take the time to do so . . . ). To 
  represent faro, one player acts as the "house" (or the referee may do so) and 
  rolls percentile dice. Each person playing against the house ("bucking the 
  tiger") rolls percentile dice and wins if they beat the house's score, taking the 
  wagered amount. Other games are played (abstractly, of course) in a similar 
  manner. 
  Professional gamblers have an edge. They can manipulate cards and take 
  advantage ol information they are not supposed to know. Such cheating was 
  a recognized and accepted practice, provided that the cheater was not 
  blatant enough to get caught. Cheating by professional gamblers in BOOT 
  HILL is possible using two methods; the player simply selects which of the 
  two methods they wish to use before anyone rolls the dice: 
  1. A gambler who wishes to be subtle and have no chance of being caught 
  may add +5 to all percentile rolls while gambling. 
  2. Gamblers who wish to take chances may add +20 to their percentile rolls, 
  but must use the procedure outlined below to determine if their cheating is 
  detected. 
  Each professional gambler has a GAMBLER RATING. To determine the 
  GAMBLER RATING, percentile dice are rolled to give a number from 1 to 
  50 — if the initial percentile roll is 50 or less, nothing is subtracted; if the 
  number rolled is 51 or more, 50 is subtracted. The resulting number is the 
  GAMBLER RATING, and represents the percentage chance of the 
  gambler's cheating being detected each time the gambler chooses to add 
  +20 to the percentile roll. 
  If a person is detected cheating (those playing actual poker will have to 
  devise their own methods), minor characters will demand that all of their 
  losings for the night be returned before going for their guns. Player charac-
  ters may choose any course they desire if they detect someone else cheating 
  (which must be by a dice roll — they do not necessarily know cheating is 
  going on). 
  Other games were played, including keno, roulette, and three card monte. 
  If roulette or keno is played, only the house may cheat. If a professional 
  gambler can find a sucker to play three card monte with him. the gambler 
  will never lose, but must check for cheating using one-half of his GAMBLER 
  RATING. 
  DYNAMITE 
  When dynamite is used for safecracking, it should be considered that all 
  safes come in two sizes — "large" and "small". The "normal" charge to 
  blow open a large safe is 5 sticks of dynamite, while a small safe would re-
  quire 2 sticks. This can be secretly varied by the referee to give a greater un-
  certainty and larger chance element, though some warning should be given 
  to the players (such as stating that the safe is "very large" or "medium"). 
  The normal charge needed to blow open a safe will automatically crack the 
  safe, but will also destroy one-quarter of the paper (such as money) within 
  the safe. One stick under the normal charge will have only a 50% chance to 
  crack the safe, but will not harm any of the paper. Using more than the 
  normal charge will automatically crack the safe, but the contents will be 
  scattered and any paper will be destroyed. It should be remembered that 
  coins were one of the major mediums of exchange in the Old West, and most 
  safes will have a fair amount of both gold and silver coins within them. 
  The explosion of dynamite will endanger persons near the blast, and the 
  table below is consulted to determine the chance of death or wounds 
  occurring for each person in the area of the explosion: 
  INJURY FROM DYNAMITE EXPLOSION 
  Quantity of 
  Dynamite 
  1 stick 
  2 sticks 
  3 sticks 
  4 sticks 
  5-6 sticks 
  7-8 sticks 
  9-10 sticks 
  11-13 sticks 
  14-17 sticks 
  18+ sticks 
  0-1 
  25/75/S 
  40/85/S 
  60/100/S 
  80/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  1+to 2 
  15/50/ 
  25/60/ 
  35/70/S 
  50/80/S 
  70/90/S 
  90/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  100/100/S 
  Distance from explos 
  2+to 4 
  5/40/ 
  10/50/ 
  15/60/ 
  20/70/ 
  30/80/S 
  45/90/S 
  60/100/S 
  80/100/S 
  100/100/S 
  100/100/S 
  ion (in inches or spaces) 
  4+to 6 
  0/25/ 
  5/40/ 
  10/50/ 
  15/60/ 
  20/60/ 
  30/80/ 
  40/90/S 
  50/100/S 
  60/100/S 
  70/100/S 
  6+ to 10 
  0/10/ 
  0/20/ 
  0/30/ 
  0/40/ 
  5/50/ 
  10/60/ 
  25/70/ 
  35/80 
  45/90/S 
  55/100/S 
  10+to 15 
  0/5/ 
  0/10/ 
  0/15/ 
  0/20/ 
  0/30/ 
  0/40/ 
  0/50/ 
  10/60/ 
  20/70/ 
  30/80/ 
  The amount of the charge is indexed with the person's distance from the 
  blast point. The first number listed gives the percentage chance of death, the 
  second number gives the percentage chance of a wound occurring (assuming 
  death has not occurred, of course), and a listing of "S" indicates that 
  stunning will occur automatically. 
  The location and extent of wounds occurring from a dynamite blast are 
  checked normally using the WOUND CHART, and any area of the body 
  may be hit. Persons inside a building (assuming the explosion is not within 
  that same building) will not be injured except as noted below. If the blast 
  occurs within a building, only the persons in that building will risk death and 
  14 
  injury, except as noted below. 
  If dynamite is exploded next to a wall, all persons on the other side of the 
  wall and within 3 spaces (or inches on the tabletop) will be subject to the 
  chance of death or injury as normally, but with the following reductions in 
  the percentage chances for each: 
  Hard cover (such as thick adobe or stone walls) 
  -30% 
  Soft cover (such as plaster or wood walls, thick brush, etc.) 
  -15% 
  If stunning is indicated, the chance will be 70% for persons protected by 
  hard cover or 85% for persons protected by soft cover. 
  
  There are certain disadvantages to using dynamite. First of all, dynamite 
  in the days of the Old West was unstable and subject to "sweating" which 
  could cause self-detonation. Thus, any character carrying dynamite of any 
  kind risks a 5% chance that the dynamite will explode while on their person 
  or near them (if a referee is moderating play, he will decide when to check for 
  self-detonation; if no referee is being used, the check must be made as the 
  character is attempting to use the dynamite or when the character becomes 
  involved in a fight — whichever comes first). 
  Another problem with dynamite is the blasting caps which were required 
  (in addition to fuses) to set off the charge at the desired time. Blasting caps 
  were even more unstable than the dynamite itself, and almost as dangerous. 
  Any character carrying blasting caps who falls, jumps, or is shot will have a 
  25% chance of setting off the blasting caps, which will cause one wound per 
  cap carried. 
  Players whose characters are carrying dynamite or blasting caps must 
  specify where and how many they are carrying. 
  It should be noted that dynamite was almost never used as a weapon, and 
  a referee may opt to prohibit its use in such a manner, or simply choose to 
  make it very expensive in the game. For instance, if dynamite is available in 
  Promise City in the fictional setting of the game, it will sell for $50.00 per 
  case of 18 sticks, with blasting caps costing an additional $20.00 per 18 caps. 
  MISFIRES 
  The various firearms employed in the game have a chance of misfiring 
  each time they are used. If this occurs, the result will be either a dud round, 
  an explosion, or a jammed cartridge. 
  A dud round counts as a miss in all cases, with no further penalty. An ex-
  plosion has a 50% chance of injuring the character handling the gun (consult 
  the WOUND CHART for location and extent of injury), and a jammed shell 
  will render the weapon inoperative until it is cleared (which will take three 
  turns). 
  MISFIRE TABLE 
  GATLING GUN TABLE 
  Weapon 
  Derringer 
  Cap & Ball Revolver 
  Single Action Revolver 
  Double Action Revolver 
  Long Barrel Revolver 
  Fast Draw Revolver 
  Scatter Gun 
  Shotgun 
  Civil War Carbine 
  Civil War Rifle 
  Other Rifles 
  Other Carbines 
  Buffalo Rifle 
  Army Rifle 
  No Misfire 
  01-98 
  01-95 
  01-99 
  01-99 
  01-99 
  01-99 
  01-99 
  01-99 
  01-95 
  01-95 
  01-97 
  01-97 
  01-98 
  01-98 
  Dud 
  99-00 
  96-99 
  00 
  00 
  00 
  00 
  00 
  00 
  96-97 
  96-97 
  98 
  98 
  99-00 
  99-00 
  Explosion 
  00 
  Jammed 
  Shell 
  98-00 
  98-00 
  99-00 
  99-00 
  Leu than half range 
  01-35 
  36-80 
  81-95 
  96-00 
  Over half range 
  01-80 
  81-95 
  96-98 
  99-00 
  Number of Wounds 
  0 
  1 
  2 
  3 
  A Gatling gun takes one turn to reload and must be reloaded after every 
  four turns of use. When the gun is fired, there is a 20% chance each turn, 
  after the first two turns, that the gun will jam. If it does, it will require six 
  turns to unjam. 
  CANNONS 
  Cannons are moved in the same manner as Gatling guns. A full crew con-
  sists of four or more men. It takes two turns for a full crew to reload a cannon 
  after each shot; add one turn of reloading time for each man missing from a 
  full crew. A cannon can be turned 45* in one turn by four men; normal 
  re-sighting after firing (at the same immobile target) is included in reloading. 
  For purposes of these rules, only cannister rounds will be considered. With 
  such ammunition, the gun in firing position will be able to cover a 
  cone-shaped firing area which is 22'/i° to each side of the barrel. All potential 
  targets in the field of fire must check according to the table below for 
  possible wounds when a cannon is discharged: 
  CANNON FIRE TABLE 
  Range 
  Number of Wounds 
  0 
  1 
  2 
  3 
  Up to 10 
  01-00 
  10+ to 30 
  01-25 
  26-85 
  80-00 
  30+ to 60 
  01-55 
  56-95 
  96-00 
  Note: Any cannon not being crewed by artillerists from the United States 
  Army will have a 5% chance per shot of exploding and inflicting damage 
  equal to 3 sticks of dynamite. 
  CAMPAIGNS 
  CAMPAIGN GAME SUGGESTIONS 
  STRAY BULLETS 
  If a shot misses its intended target, there is a slight chance it will hit any 
  other person who is also standing in the line of fire. 
  A straight line is considered, extending from the shooter, through the 
  target, and proceeding on out to the maximum range of the weapon. Any 
  person standing within the width of one space (or one inch on the tabletop) of 
  this line of fire has a 1% chance of being hit by any bullet that misses the 
  intended target. (If the shot is from a shotgun or scatter gun, the field of fire 
  will be as normally, and all possible targets must check for the chance of 
  being hit at normal percentages, not at stray bullet chances.) 
  GATLING GUNS 
  Gatling guns are not very mobile. They can be pushed the speed of a walk-
  ing man by four men, or at the speed of a crawling man by two men. If horse 
  drawn, a Gatling gun will move at the speed of a wagon and will take four 
  men four turns to unlimber and set up for action. Once set up, it requires two 
  men a full turn to swing one 90'. 
  A Gatling gun in firing position will be able to cover up to 45' to each side 
  of its direct facing, and within that arc is "aimed" to cover a three space (or 
  three inch) wide swath with its fire. The gun has a maximum range of 200 
  spaces (or inches), and each person in the swath of fire has a chance of receiv-
  ing one, two, or three hits depending upon the range. The following chart is 
  consulted and the percentile dice are rolled for each potential target: 
  15 
  The full flavor and scope of BOOT HILL comes out in campaign play, 
  with numerous players vying, through the use of their game characters, for a 
  wide assortment of goals and objectives. The interplay of personalities (on 
  both sides of the law) can be fascinating and fun, and a well-run campaign 
  with a competent gamemaster and a good assortment of players will be a 
  satisfying endeavor for all. Campaigns should be tailored to suit the prefer-
  ences of the players, but some general guidelines are given here. All 
  campaigns require an impartial referee. 
  The 
  Referee 
  The person talcing the role of gamemaster is a pivotal figure, for it is he or 
  she that will shoulder the principal responsibility for all aspects of play. The 
  referee should thus be a person who has a good working knowledge of the 
  rules. 
  A referee should be impartial, and should moderate the action without 
  interfering in the course it might take. The referee will be in charge of 
  processing and revealing information as the campaign goes on, and this 
  "limited intelligence" aspect will greatly add interest, since not every 
  character will be aware of all that is happening. 
  The gamemaster provides background for the players, and the scope of the 
  campaign will be determined by the referee's judgment. The referee's 
  decisions will be important in many instances, and the players must accept 
  the judgments accordingly. (See the section entitled HOW THE GAME IS 
  PLAYED near the beginning of this booklet for other comments on referee-
  ing a campaign.) 
  
  The Campaign Scenarios 
  Two campaign scenarios are included in this booklet — one which is 
  quasi-historical, and another which is completely fictional. These can pro-
  vide the beginnings of a campaign in themselves, or an independent 
  campaign can be started "from scratch" if desired. In any event, players can 
  make up their own roles in such settings by rolling the dice to determine their 
  character's abilities and then choosing a personal role or occupation. The 
  objectives of each character can then be outlined by the referee, and these 
  are the goals each will seek as the campaign goes on. 
  The Maps 
  The large mapsheet included with the game is printed on two sides, and is 
  specially designed to serve several uses. 
  The first side of the map shows a portion of a "typical" Western town, 
  with streets defined and buildings of various types arrayed along them. 
  Doors and windows are shown (the presence of two windows indicating a 
  two-story structure), and individual buildings are identified by name. 
  The town map is designed to serve three purposes. First of all. it can 
  function as the main portion of the fictional town of "Promise City" which is 
  prominent in the various scenarios of the game — as well as serving a similar 
  purpose as almost any Western town of similar size. Second and thirdly, 
  portions of the town map can be utilized for the two historical game 
  scenarios given in this booklet — the Battle of Coffeyville, and the Gunfight 
  at the O.K. Corral. The map's scale is 1 space = 6 feet. 
  On the opposite side of the town map is the fictional area of Promise City 
  and El Dorado County, which is located "somewhere in the Southwest". The 
  map is designed to be used in any way desired by the referee, and details can 
  be left as shown, or added or deleted as desired. The scale of the map is one 
  hex = 2 miles. (See the section Using The Map in APPENDIX E for further 
  suggestions on preparation of the large-scale map of the area.) 
  Campaign Time 
  At the referee's discretion, campaign turns can be weekly or monthly or of 
  any specified duration. Each turn, the players relate to the referee what their 
  character's actions and undertakings will be, and the referee moderates the 
  resultant occurrences. The gamemaster takes all actions into account, and 
  relates the appropriate information on various happenings to the players as 
  seen through the eyes of their characters. 
  When characters' actions are appropriate for moving the action to the 
  tabletop, the time frame changes to the lower level, and the larger 
  campaign's goings-on are suspended until the tabletop action is resolved. 
  Once that is done, the rest of the whole moves on, with the results of the 
  tabletop action reflected in the ongoing and ever-changing situation. 
  Moves On 
  The Campaign Map 
  A campaign map such as the one included in the game or fashioned in the 
  manner desired by the referee can be used for strategic movement. With a 
  scale of two miles per hex. the following guidelines are appropriate to govern 
  movement from place to place under various circumstances. 
  1. Men on foot can move one hex per hour for up to 16 hours, then must rest 
  for 8 hours. Men on fool can run two hexes per hour for three hours, but then 
  must rest for an hour; running men must also rest for 8 hours per day. 
  2. Mounted men can move two hexes per hour for up to 16 hours, but then 
  must rest for 8 hours. Mounted men may also move at a higher rate depend-
  ing upon the type of horse they have. Most horses are fair or good quality, 
  but there are also poor or excellent types. Excellent horses cannot be 
  captured wild, but are actually good quality horses that have been trained for 
  speed and stamina. Use the following chart for the distances (in hexes per 
  hour) that may be travelled (resting a horse for one hour will bring it up two 
  steps of speed): 
  STRATEGIC MOUNTED MOVEMENT TABLE 
  Horse Type 
  Excellent 
  Good 
  Fair 
  Poor 
  1st Hour 
  8 
  7 
  6 
  5 
  2nd Hour 
  6 
  5 
  4 
  3 
  3rd Hour 
  4 
  3 
  2 
  1 
  4th Hour 
  2 
  1 
  1 
  must rest 
  5th Hour 
  must rest 
  must rest 
  must rest 
  Example: Crazy Pierre is escaping from a bank heist on a "good" horse. 
  In the first hour he moves 7 hexes, in the second hour he moves 5, and in the 
  third hour he moves 3 for a total of 15 hexes covered in 3 hours. Knowing 
  that his horse (which is tiring rapidly) would only move 1 hex next hour. 
  Crazy Pierre decides to rest his horse for a time. At the end of one hour of 
  rest, Pierre could start travelling again at a speed of 5; however, he does not 
  observe any close pursuit, and thus elects to rest his horse an additional 
  consecutive hour which will bring the horse to its full speed of 7 hexes per 
  hour. 
  Roles & Objectives 
  The roles and objectives assigned to the participants should be com-
  mensurate with the scope of the campaign. Thus, if the map covers a large 
  area and the duration is expected to be several game years, players would 
  represent major characters: large ranchers, outlaw leaders, sheriffs, Indian 
  chiefs, cavalry commanders, and so on — each with many figures to operate 
  or command. Objectives would likewise be broad. On the other hand, a 
  campaign taking place in a small county with but a town or two would have 
  participants cast in less grandiose roles and with smaller objectives — i.e., an 
  outlaw's objectives might be to lead a gang of desperadoes into town, rob the 
  bank, escape to a hideout, and lay low" for a month before pulling another 
  job. 
  Records 
  The referee should keep copies of all starting statistics and changes made 
  by all pertinent characters in the campaign, with special care taken for the 
  player characters (who will also want to keep suitable records of their own). 
  For example, the referee may inform each player at the start of the game as 
  to his characters' cash on hand, equipment, animals and possessions owned, 
  hirelings/associates/friends, and so on. Thus, rancher Longloop starts with 
  $671 and a herd of 600 head of longhorns. During the course of the first 
  couple of game months he hires three extra hands, makes a cattle drive 
  which mysteriously picks up several hundred additional doggies along the 
  way, and sells off the lot. At that point he could then have $9,004 and 325 
  head of cattle. 
  Orders for the actions of characters in each campaign turn can be given 
  orally, but referees may wish to consider requiring written orders from each 
  player to have a record of all desired undertakings. 
  POSSES 
  If a posse is needed to pursue bandits, Indian raiders, or whatever, there 
  will be a delay in assembling the group (which will be an assortment of 
  various citizen characters primarily), which, although on the same turn as 
  the escaping group, starts out one hex behind the pursued on the campaign 
  map. 
  An additional 1-10 persons comprising the posse may be added to any 
  pursuit by waiting one hour and rolling a die to determine the exact number 
  available. An additional wait of another hour will add another 1-10 persons. 
  The posse must then track as per the TRACKING rules. 
  If word is telegraphed or taken by rider to another town or area, one hour 
  must be spent preparing for the pursuit before the local law officers and 
  from 1-10 persons can be ready to ride. 
  TRACKING 
  Tracking a band of outlaws or Indians can be accomplished by using the 
  following rules. Check on the following table as each hex on the campaign 
  map is entered by the posse or trackers: 
  TRACKING CHART 
  Chance to notice 
  Terrain 
  Normal 
  Hard or rocky 
  Settled area 
  Large town 
  Chance to 
  follow cor-
  rect trail 
  01-90 
  01-75 
  01-90 
  01-60 
  Chance to 
  follow in-
  correct trail 
  91-95 
  76-80 
  91-99 
  61-70 
  Chance 
  that the 
  trail ends 
  96-00 
  81-00 
  00 
  71-00 
  lost trail if the 
  posse/tracker 
  recrosses it 
  01-10 
  01-02 
  01-15 
  01-05 
  16 
  All other types of terrain are treated as "normal". 
  Other factors are important in tracking, as follows: 
  
  1. If the trail ends or leads in the wrong direction, the tracker must spend an 
  entire turn (one hour) trying to pick up the trail again. If a result of "trail 
  ends" is indicated on the second try, the trail is lost permanently and can be 
  picked up only if the trail is later recrossed and is "found" as indicated in the 
  right hand column of the table above. 
  2. Scouts, detectives, and others with special tracking experience have a 5% 
  better chance of following the correct trail, so -5 is subtracted from their per-
  centile rolls on the TRACKING CHART. Indian scouts, if tracking Indians, 
  subtract an additional -5 from the die roll unless in settled areas or towns. 
  3. If Indians are being tracked, a +5 is added to the die roll unless they have 
  passed through settled areas or towns, in which case -5 is deducted due to 
  their noticeability in settled areas or -40 in large towns. 
  4. If the trail crosses a stream, the tracker will lose one hex of movement in 
  picking up the trail if the party being tracked went either up or downstream 
  before crossing. 
  5. If it rains during a chase, the trail is automatically lost and can only be 
  picked up again in settled areas or towns. 
  6. If a posse or an individual starts pursuing on the same turn that the 
  pursued group leaves the hex on the campaign map that the posse is in, the 
  posse starts its pursuit one hex behind the pursued group. As long as the 
  posse can remain one hex behind, they will automatically follow. As soon as 
  they become more than one hex behind, they must follow the TRACKING 
  rules as previously outlined. Nightfall affects all parties equally, and thus is 
  disregarded — although the passage of time can be monitored by the referee 
  as he sees fit. 
  AGING & PHYSICAL CHARACTERISTICS 
  When abilities are determined for characters, the age of the persons can 
  likewise be determined and may have an effect on individual capabilities. 
  To determine a character's age, a percentile die is rolled three times for a 
  1-10 result, the sum of the numbers rolled is computed, and 12 is added to 
  give the final age (thus giving an age spread of 15 to 42 years of age). As an 
  alternative, the referee may simply assign an age if he desires. Age will affect 
  abilities in the following manner, based upon the character's survival: 
  Speed — Add 1% to the SPEED percentile roll for each game year survived 
  up to age 25; after age 35, subtract 1% per year. 
  Accuracy — Add 1% for every other game year survived up to age 25; sub-
  tract 1% every other game year after age 40. 
  Bravery — No effect. 
  Strength — Add 2% for each game year survived up to age 25; subtract 2% 
  each year after age 35. 
  COST OF LIVING TABLE 
  Clothing 
  Hat: $2.00 
  Shirt: $1.00 
  Vest: $1.00 
  Trousers: $2.00 
  Socks: 25* per pair 
  Boots: $10.00 
  Chaps: $5.00 
  Spurs: $7.00 per pair 
  Entertainment and Miscellaneous 
  Tobacco: 10* per plug 
  Whiskey: 10* per shot or $2.00 
  per bottle 
  Beer: 5* per mug or glass 
  Shave and haircut: 25* 
  Bath: 75*. with fresh water $1.00 
  Steers: as calf: $5.00 
  as yearlings: $10.00 
  at Kansas railhead: $30.00 
  Doctor's services ($3 per visit min.): 
  bullet removed: 25* 
  bullet hole patched: 50* 
  broken bone set: 50* 
  broken bone splinted: 75* 
  buckshot removed: $2.00 
  lacerations stitched: 50* 
  concussion treated: 50* 
  powder burns treated: $1.00 
  other burns treated: $2.00 
  leeching: 25* 
  amputation: $5.00 
  diseases* treated: $2.00 
  Lodging 
  Sleazy hotel: 25* per night 
  Average hotel: 75* per night 
  "Deluxe" hotel: $2.00 per night 
  Corral space for horse: 25* per day 
  (free at deluxe hotel) 
  Rooming house: $1.00 per day, 
  meals included 
  * Diseases treated could include consumption, grippe, gangrene, cholera, 
  dysentery, malaria, smallpox, typhus, typhoid fever, yellow fever, 
  spotted fever, tetanus, rabies or social diseases. No cure is guaranteed 
  by treatment. 
  Food 
  Coffee: 30* per pound 
  Bacon: 20* per pound 
  Beef: 7* per pound 
  Flour: 4* per pound 
  Cheap meal: 25* 
  Mess kit: $2.00 
  Canteen: $1.00 
  Survival rations (hardtack, beans. 
  beef jerky, etc.): $1.50 per day 
  Wages and Salary 
  Cowboy: $30.00 per month 
  Cowboy foreman: $45.00 per month 
  Guard at territorial prison: $3.00 
  per day 
  Coroner: $5.00 per inquest 
  Lawmen: $75.00 per month, plus 
  $2.00 per arrest leading to 
  conviction 
  Deputies: $50.00 per month, plus 
  arrest bonus as above 
  Justice of the Peace: 
  Fines: $2.00 to $20.00 for dis-
  orderly conduct 
  Court costs: $2.00 to $5.00 for 
  above 
  Marriages: $5.00 
  Bartender: $50.00 per month 
  Waitress/saloon girl: $17.50 plus 
  tips per mo. and room/board 
  Hired gunfighter: $5.00 per day 
  plus expenses 
  Teamster: $40.00 per month 
  Civilian scout for the army: $75.00 
  per month 
  Undertaker: $20.00 per burial 
  Midwife: $3.50 per delivery 
  HEALING WOUNDS 
  Wounds heal at the rate of one point restored per week for each wound 
  (thus, a serious wound would take seven weeks to heal fully). Multiple 
  wounds will heal at the same time. This assumes proper medical treatment 
  Special penalties due to certain wounds will no longer be in effect after the 
  wounds are more than 50% healed. 
  Brawling damage can be restored at the rate of one point per hour of rest. 
  Non-brawling wounds heal at the normal rate. The point at which a 
  character recovers consciousness should be decided by the referee on an in-
  dividual basis. Note that if a character is not fully recovered from a brawl, it 
  will affect the character's accuracy, movement, strength, etc. just as in the 
  case of firearm wounds. 
  In some cases where medical treatment is not readily available or where 
  special considerations dictate, the referee will have to use discretion in 
  assigning appropriate chances for survival and recovery . . . 
  THE COST OF LIVING 
  As characters progress in a campaign, they will probably get jobs, eat 
  meals, and locate a place of residence. The following list is a sample for 
  guidelines of wages and expenses which can occur in Promise City, or else-
  where in a typical Western town of its size. 
  For simplicity, one may assume that a character can live cheaply for about 
  $25.00 per month (this includes two meals per day and lodging in a sleazy 
  hotel) if the person lives in town. A cowboy has virtually no expenses as he 
  lives in the ranch bunkhouse and eats at the ranch — however, he must work 
  about 16 hours a day six days a week, or longer on cattle drives! 
  17 
  
  MISCELLANEOUS CHARACTERS 
  In a typical game setting in a Western town, a lot of minor non-player 
  characters such as shopkeepers, bank tellers, bartenders, and the like are 
  needed in the course of play. It is advisable for the referee to have a stock set 
  of such characters already determined in advance, and when a character of a 
  certain type is needed, one is chosen from the proper category by chance. 
  The abilities of miscellaneous characters are determined in the normal 
  manner, as modified by the suggested guidelines below. Typical charac-
  teristics are listed, but there may always be exceptional as well as worse 
  types. 
  Whenever a player character has dealings with a miscellaneous character, 
  the miscellaneous character can be played by the referee or another dis-
  interested player. The minor character morale rule applies for all of these 
  types. 
  MISCELLANEOUS CHARACTERS CHART 
  Type 
  Town Marshal/ 
  Deputies 
  Sheriff/Stage 
  Guard 
  Deputy US Marshal/ 
  Gunfighter 
  Detective/Drifter 
  Bounty Hunter 
  Cavalry Trooper 
  Indian 
  Cowboy 
  Homesteader 
  Miner 
  Bartender 
  Gambler 
  Bank Teller 
  Merchant/Clerk 
  Saloon Gal 
  Speed 
  Quick-Very Fast 
  Average-Fast 
  Fast-Lightning 
  Quick-Lightning 
  Fast+ 
  Any 
  Above Average-Lightning 
  Any 
  Below Average-Quick 
  Average-Fast 
  Above Average-Very Fast 
  Very Quick+ 
  Any 
  Slow-Quick 
  Below Avg.-Very Quick 
  Gun Accuracy 
  Fair-Excellent 
  Above Average-Very Good 
  Good-Crack Shot 
  Fair-Excellent 
  Good+ 
  Fair-Excellent 
  Fair+ 
  Above Average-Crack Shot 
  Any 
  Above Average-Very Good 
  Fair-Excellent 
  Fair+ 
  Above Average-Very Good 
  Any 
  Any 
  Throwing Accuracy 
  Average-Good 
  Average-Good 
  Fair-Very Good 
  Any 
  Fair+ 
  Any 
  Good+ 
  Fair-Excellent 
  Any 
  Any 
  Above Average-Excellent 
  Fair-Excellent 
  Any 
  Any 
  Any 
  Bravery 
  Brave-Fearless 
  Any 
  Very Brave-Fearless 
  Above Average 
  Very Brave+ 
  Any 
  Brave-Fearless 
  Any 
  Any 
  Above Average+ 
  Brave+ 
  Any 
  Any 
  Any 
  Any 
  Strength 
  Any 
  Any 
  15+ 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  Any 
  13 
  Experience 
  1-5 
  0-4 
  2-6 
  1-4 
  3-8 
  0-4 
  0-3 
  0-2 
  0 
  0-2 
  1-3 
  0-4 
  0-2 
  0 
  0-1 
  * 
  * 
  * 
  THE FASTEST GUNS THAT EVER LIVED 
  The following is a list of real historical gunfighters which can be used to 
  liven up fictional games, or in historical scenarios. The various categories of 
  information on the chart are as follows: 
  SPD: Speed ability. 
  GAC: Gun Accuracy ability. 
  TAC: Throwing Accuracy ability (only included for those known to use 
  knives frequently). 
  BRAVERY: Bravery Speed and Accuracy modifiers. 
  EXP: Experience Accuracy modifier. 
  ST: Strength ability. 
  WPN: Weapons most frequently used. 
  BSP: Base Speed for each weapon listed under WPN. 
  BAC: Base Accuracy for gun and knives (if knives are listed). 
  DATES: Years of birth and death where known. Gunfighters were usually 
  most active between the ages of 20 and 30. 
  LOC: Area where the gunfighters usually operated. Abbreviations are for 
  states or special areas. 
  IT = Indian Territory (now called Oklahoma) 
  R = Rocky Mountain states 
  SW = Southwestern states 
  PROFESSION: How the man made his living. Many had no visible means 
  of support, and still more were at various times both "good guys" and 
  "bad guys". 
  KILLS: Both the probable (PR) and the maximum (MX) number of men (by 
  the wildest stretch of the imagination) the gunfighter killed during his 
  career. 
  A: If this category is marked with an "X". the gunfighter was definitely 
  ambidextrous. 
  GR: Gambler Rating of men who were professional gamblers. 
  REW: Amount of reward offered for any outlaw, where known. Since not all 
  were "dead or alive" rewards, the full reward should only be received if 
  the man is brought in alive and convicted. If he is brought in dead, only 
  half of the reward should be paid. 
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  Clay Allison 
  Apache Kid 
  KILLS 
  SPD 
  GAC 
  TAC 
  BRAVERY 
  EXP 
  ST 
  WPN 
  BSP 
  BAC 
  DATES 
  LOC 
  PROFESSION 
  PR 
  MX 
  A 
  GR 
  REW 
  +23 
  +20 
  +20 
  +3/+10 
  + 9 
  +18 
  -
  +5/+15 
  + 10 
  17 
  FDR 
  36 
  90 
  40-87 
  TX 
  Rancher 
  SAR 
  34 
  R 
  21 
  SW 
  Gunman 
  KS 
  + 6 
  14 
  FDR 
  24 
  89 
  68-94 
  SW 
  Outlaw 
  SAR 
  22 
  8 
  26 
  20 
  09 
  500 
  5,000 
  Cullen Baker 
  +18 
  +22 
  - 
  + 3 / + 1 0 
  +10 
  14 
  FDR 
  31 
  92 
  35-69 
  TX 
  Gunman 
  CBR 
  21 
  R 
  16 
  18 
  12 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  Sam Bass 
  SPD 
  GAC 
  TAC 
  + 15 — 
  KILLS 
  BRAVERY 
  EXP 
  ST 
  WPN 
  BSP 
  BAC 
  DATES 
  LOC 
  PROFESSION 
  PR 
  MX 
  A 
  GR 
  REW 
  + 3/+10 
  0 
  14 
  FDR 
  19 
  75 
  51-78 
  TX 
  Bandit 
  SAR 
  17 
  SD 
  R 
  4 
  NB 
  0 
  -
  2.500 
  Charlie Bassett 
  +16 
  +15 
  — 
  +3/+10 
  + 2 
  14 
  FDR 
  29 
  77 
  47-96 
  KS 
  Lawman 
  SAR 
  27 
  Gunman 
  R 
  14 
  "Billy the Kid" 
  +23 
  +21 
  "Kid Antrim" 
  Billy Bonney 
  Billy 
  +12 
  +18 
  Breakenridge 
  +3/+10 
  +10 
  13 
  FDR 
  36 
  91 
  59-81 
  SW 
  Outlaw 
  SAR 
  34 
  R 
  21 
  +4/+15 
  + 2 
  14 
  FDR 
  26 
  85 
  49-31 
  AZ 
  Lawman 
  SAR 
  24 
  Rancher 
  R 
  11 
  21 
  X 
  09 
  1,200 
  3 
  — 
  Curly Bill Brocius 
  +20 
  +18 
  +3/+10 
  + 6' 
  16 
  FDR 
  33 
  84 
  57-82 
  AZ 
  Rustler 
  SAR 
  31 
  TX 
  R 
  18 
  500 
  Bill Brooks 
  +17 
  +15 
  +3/+10 
  + 2 
  17 
  FDR 
  30 
  77 
  49-74 
  KS 
  Lawman 
  SAR 
  28 
  Bandit 
  R 
  15 
  4 
  15 
  Henry Brown 
  +22 
  + 7 
  — 
  +4/ +15 
  + 6 
  14 
  FDR 
  36 
  78 
  57-84 
  KS 
  Lawman 
  SAR 
  34 
  SW 
  Bandit 
  R 
  21 
  4 
  6 
  "Black Face 
  + 9 
  Charlie" Bryant 
  (Doolin Gang) 
  + 15 
  Frank Canton 
  +18 
  +15 
  +5/+15 
  + 2 
  14 
  FDR 
  24 
  82 
  ?-91 
  IT 
  Bandit 
  SAR 
  22 
  R 
  9 
  +5/+15 
  +-10 
  14 
  FDR 
  33 
  80 
  49-27 
  WY 
  Lawman 
  SAR 
  31 
  IT 
  Gunman 
  R 
  18 
  TX 
  1,000 
  Bill Carver 
  +17 
  (Wild Bunch) 
  "Butch Cassidy" 
  + 9 
  George Parker 
  (Wild Bunch) 
  -10 
  Augustine 
  Chacon 
  + 4 + 1 5 
  f 2 
  14 
  FDR 
  31 
  77 
  ?-01 
  R 
  Bandit 
  SAR 
  29 
  SW 
  R 
  16 
  + 
  18 
  — 
  f5 +15 
  0 
  15 
  FDR 
  24 
  83 
  66-09 
  R 
  Bandit 
  SAR 
  22 
  R 
  9 
  - o 
  4 15 
  — 
  +5/+15 
  +10 
  IS 
  FDR 
  21 
  90 
  ?-02 
  SW 
  Killer 
  SAR 
  19 
  R 
  6 
  2 
  4 
  X 
  0 
  10 
  10 
  29 
  500 
  2.000 
  2.000 
  Ned Christie 
  + 6 
  +23 
  Billy 
  Claibourne 
  + 15 +10 
  + 4 / + 15 
  + 5 / +15 
  Billy Clanton 
  +16 
  +15 
  — 
  +5/+15 
  FinnClanton 
  +12 
  +10 
  — 
  + 3 / + 1 0 
  Ike Clanton 
  +12 
  +10 
  0/0 
  6 
  17 
  FDR 
  20 
  94 
  ?-92 
  IT 
  Outlaw 
  2 
  — 
  SAR 
  18 
  R 
  5 
  0 
  13 
  FDR 
  30 
  75 
  ?-88 
  AZ 
  Rustler 
  1 
  3 
  SAR 
  28 
  R 
  15 
  0 
  18 
  FDR 
  31 
  80 
  ?-81 
  AZ 
  Rustler 
  0 
  — 
  SAR 
  29 
  Rancher 
  R 
  16 
  0 
  14 
  FDR 
  25 
  70 
  ?-? 
  AZ 
  Rustler 
  0 
  — 
  SAR 
  23 
  Rancher 
  R 
  10 
  0 
  13 
  FDR 
  22 
  60 
  ?-87 
  AZ 
  Rustler 
  0 
  — 
  SAR 
  20 
  Rancher 
  R 
  7 
  SOO 
  N.H. "Old Man" 
  +12 
  Clanton 
  + 18 
  Jim Courtright 
  +24 
  +21 
  — 
  +5/+15 
  + 2 
  14 
  FDR 
  27 
  85 
  30-82 
  AZ 
  Rustler 
  SAR 
  25 
  Rancher 
  R 
  12 
  +4/+15 
  + 8 
  15 
  FDR 
  38 
  91 
  48-87 
  TX 
  Gunman 
  SAR 
  36 
  NM 
  Lawman 
  R 
  23 
  4 
  13 
  X 
  19 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  "Flat Nose" 
  George Curry 
  (Wild Bunch) 
  "Kid Curry" 
  Harvey Logan 
  (Wild Bunch) 
  Bill Dalton 
  (Doolin Gang) 
  Bob Dalton 
  (Dalton Gang) 
  SPD 
  GAC 
  + 6 
  +10 
  + 19 +21 
  + 9 
  +15 
  + 9 
  +21 
  KILLS 
  TAC 
  BRAVERY 
  EXP 
  ST 
  WPN 
  BSP 
  BAC 
  DATES 
  LOC 
  PROFESSION 
  PR 
  MX 
  A 
  GR 
  REW 
  - 
  +3/+10 
  + 2 
  14 
  FDR 
  19 
  72 
  ?-00 
  R 
  Bandi! 
  1 
  - 
  3.000 
  SAR 
  17 
  R 
  4 
  - 
  +5/+15 
  +10 
  15 
  FDR 
  34 
  96 
  6504 
  R 
  Bandit 
  9 
  - 
  4,000 
  SAR 
  32 
  R 
  19 
  - 
  +4/+15 
  + 8 
  15 
  FDR 
  23 
  88 
  73-94 
  IT 
  Bandit 
  3 
  - 
  1,000 
  SAR 
  21 
  KS 
  R 
  8 
  - 
  +4/+15 
  + 8 
  15 
  FDR 
  23 
  94 
  67-92 
  IT 
  Bandit 
  3 
  - 
  5,000 
  SAR 
  21 
  Lawman 
  R 
  8 
  Emmett Dalton 
  (Dalton Gang) 
  + 9 
  +10 
  +4/+15 
  + 2 
  15 
  FDR 
  23 
  77 
  71-37 
  IT 
  Bandit 
  - 
  1 
  SAR 
  21 
  Lawman 
  R 
  8 
  5.000 
  Frank Dalton 
  +9 
  +10 
  - 
  +3/+10 
  + 6 
  14 
  FDR 
  22 
  76 
  ?-87 
  IT 
  Lawman 
  SAR 
  20 
  R 
  7 
  1 
  lira! Dalton 
  (Dalton Gang) 
  -12 
  +15 
  +4/ + 15 
  + 6 
  14 
  FDR 
  26 
  86 
  62-92 
  IT 
  Bandit 
  SAR 
  24 
  Lawman 
  R 
  11 
  5,000 
  Bill Doolin 
  (Doolin Gang) 
  + 6 
  +15 
  +4/ + 15 
  + 6 
  16 
  FDR 
  20 
  86 
  63-95 
  IT 
  Bandit 
  SAR 
  18 
  R 
  5 
  5,000 
  "Arkansas Tom'* 
  Dougherty 
  (Doolin Gang) 
  6 
  +15 
  +4/+15 
  + 2 
  14 
  FDR 
  20 
  82 
  ?-24 
  IT 
  Bandit 
  SAR 
  18 
  R 
  5 
  1,000 
  Morgan Earp 
  +18 
  +15 
  +4/+15 
  + 2 
  14 
  FDR 
  32 
  82 
  ?-82 
  AZ 
  Gunman 
  SAR 
  30 
  KS 
  Lawman 
  R 
  17 
  Virgil Earp 
  +15 
  +15 
  — 
  +4/+15 
  + 2 
  15 
  FDR 
  29 
  82 
  ?-05 
  AZ 
  Lawman 
  SAR 
  27 
  KS 
  Gunman 
  R 
  14 
  Warren Earp 
  +16 
  +10 
  +3/+10 
  0 
  13 
  FDR 
  29 
  70 
  ?-00 
  AZ 
  Gunman 
  SAR 
  27 
  Lawman 
  R 
  14 
  1 
  — 
  WyattEarp 
  +22 
  +18 
  — 
  +4/+15 
  8 
  19 
  FDR 
  36 
  91 
  49-29 
  KS 
  Lawman 
  SAR 
  34 
  AZ 
  Gambler 
  R 
  21 
  R 
  5 
  12 
  06 
  "Colorado Bill" 
  Elliott 
  Jessie Evans 
  (Billy the 
  Kid's gang) 
  t 15 
  +10 
  — 
  +3/+10 
  + 6 
  13 
  FDR 
  28 
  76 
  ?-79 
  IT 
  Bandit 
  SAR 
  26 
  R 
  13 
  + 21 
  +10 
  - 
  +3/+10 
  + 2 
  13 
  FDR 
  34 
  72 
  57-? 
  SW 
  Gunman 
  SAR 
  32 
  R 
  19 
  500 
  John "King" 
  Fisher 
  + 23 +20 
  +5/ +15 
  +10 
  15 
  FDR 
  38 
  95 
  54-84 
  TX 
  Rustler 
  SAR 
  36 
  Lawman 
  R 
  23 
  7 
  26 
  George Flatt 
  +9 
  +15 
  — 
  +5/ +15 
  0 
  14 
  FDR 
  24 
  80 
  53-80 
  KS 
  Saloon 
  SAR 
  22 
  Lawman 
  R 
  9 
  2 
  -
  Pat Garrett 
  +12 
  +21 
  Jim Gillett 
  + 15 +20 
  — 
  +4/+15 
  + 6 
  15 
  FDR 
  26 
  92 
  50-08 
  NM 
  Lawman 
  SAR 
  24 
  Cowbov 
  R 
  11 
  - 
  +5/+15 
  + 2 
  14 
  FDR 
  30 
  87 
  56- 
  TX 
  Tx. Rgr. 
  SAR 
  28 
  Lawman 
  R 
  15 
  20 
  2 
  6 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  SPD 
  "Cherokee Bill" 
  + 6 
  Crawford 
  Goldsby 
  "Deaf Charlie" 
  + 6 
  Hanks 
  (Wild Bunch) 
  GAC 
  TAC 
  +15 
  -
  BRAVERY 
  +5/+15 
  Wes Hardin 
  +25 
  +22 
  EXP ST 
  + 10 14 
  WPN BSP 
  FDR 
  21 
  SAR 
  19 
  R 
  6 
  BAC 
  90 
  KILLS 
  DATES 
  LOC 
  PROFESSION 
  PR 
  MX A 
  GR 
  76-96 
  IT 
  Killer 
  + 10 
  — 
  +3/+10 
  + 2 
  14 
  FDR 
  SAR 
  R 
  19 
  17 
  4 
  72 
  63-02 
  R 
  Bandit 
  +5/+15 
  +10 
  13 
  FDR 
  40 
  SAR 
  38 
  R 
  25 
  97 
  53-95 
  TX 
  Gunman 
  KS 
  Gambler 
  9 
  13 
  REW 
  1,000 
  1 
  — 
  1,000 
  22 
  44 
  X 
  07 
  4,000 
  "Wild BiH" 
  Hickok 
  Doc Holliday 
  Cash Hollister 
  + 24 
  +23 
  + 12 
  + 18 
  +20 
  + 10 
  — 
  + 18 
  +4/+15 
  +10 
  16 
  +5/+15 
  +10 
  8 
  +3/+10 
  + 6 
  14 
  FDR 
  38 
  CBR 
  28 
  D 
  33 
  FDR 
  SAR 
  SCG 
  FDR 
  SAR 
  R 
  38 
  36 
  28 
  25 
  23 
  10 
  93 
  37-76 
  KS 
  Lawman 
  SD 
  Gambler 
  MO 
  95 
  52-87 
  KS.R 
  Gambler 
  TX 
  Gunman 
  SW 
  76 
  40-86 
  KS 
  Gunman 
  Lawman 
  11 
  30 
  X 
  07 
  IS 
  30 
  02 
  2 
  — 
  Tom Horn 
  +12 
  +23 
  +4/+15 
  +10 
  16 
  FDR 
  26 
  98 
  61-03 
  R 
  Detective 
  SAR 
  24 
  TX 
  Gunman 
  R 
  11 
  IT 
  7 
  24 
  Temple Houston 
  +15 
  +20 
  — 
  +4/+15 
  + 2 
  14 
  FDR 
  29 
  SAR 
  27 
  R 
  14 
  87 
  ?-05 
  IT 
  Lawyer 
  TX 
  Gunman 
  1 
  — 
  Frank James 
  + 9 
  (James gang) 
  -15 
  — 
  +4/+15 
  +10 
  15 
  FDR 
  23 
  90 
  43-15 
  MO 
  Bandit 
  CBR 
  13 
  KY 
  R 
  8 
  KS 
  2 
  8 
  10,000 
  Jesse James 
  +12 
  +18 
  (James gang) 
  "Canada Bill" 
  +12 
  +10 
  Jones 
  Sam Ketchum 
  +6 
  +10 
  Tom "Black 
  + 6 
  Jack" Ketchum 
  + 15 
  +4/+15 
  +10 
  14 
  +5/+15 
  0 
  13 
  +3/+10 
  + 2 
  14 
  +3/+10 
  + 6 
  15 
  FDR 
  CBR 
  R 
  FDR 
  SAR 
  D 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  26 
  16 
  11 
  27 
  25 
  22 
  19 
  17 
  4 
  19 
  17 
  4 
  93 
  47-82 
  MO 
  Bandit 
  KY 
  KS 
  75 
  ?-77 
  MO 
  Gambler 
  KS 
  72 
  ?-99 
  SW 
  Bandit 
  81 
  66-01 
  SW 
  Bandit 
  4 
  15 
  0 
  — 
  X 
  01 
  10.000 
  1 
  — 
  1,000 
  1,000 
  Jeff Kidder 
  +20 
  +21 
  — 
  +5/+15 
  + 2 
  14 
  FDR 
  SAR 
  R 
  35 
  33 
  20 
  88 
  ?-08 
  AZ 
  Az. Rgr. 
  Ben Kilpatrick 
  +16 
  "The Tall Texan" 
  (Wild Bunch) 
  + 10 
  +5/+15 
  0 
  16 
  FDR 
  31 
  SAR 
  29 
  R 
  16 
  75 
  ?-12 
  R 
  Bandit 
  SW 
  JohnLangford 
  +18 
  +10 
  — 
  +3/+10 
  + 8 
  14 
  FDR 
  CBR 
  R 
  31 
  21 
  16 
  78 
  ?-69 
  KS 
  Gunman 
  1 
  4 
  6 
  — 
  1,000 
  ElzaLay 
  + 9 
  (Wild Bunch) 
  + 10 
  +3/+10 
  + 2 
  14 
  FDR 
  SAR 
  R 
  22 
  20 
  7 
  72 
  65-33 
  R 
  Bandit 
  1.000 
  "Buckskin 
  +21 
  Frank" Leslie 
  Lonny Logan 
  +12 
  (Wild Bunch) 
  + 15 
  +3/+10 
  + 6 
  14 
  + 15 
  — 
  +4/+15 
  0 
  13 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  34 
  32 
  19 
  26 
  24 
  11 
  81 
  42-24 
  AZ 
  Gunman 
  IT 
  TX 
  80 
  ?-00 
  R 
  Bandit 
  4 
  14 
  1 
  — 
  1.000 
  21 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  •> "Wild Bill" 
  Longley 
  "Rowdy Joe" 
  Lowe 
  Chris Madsen 
  Bat Masterson 
  Ed Masterson 
  Jim Masterson 
  "Mysterious 
  Dave" 
  Mathers 
  Frank McLaury 
  Tom McLaury 
  John Meagher 
  Mike Meagher 
  /"Old Bill" 
  Miner 
  SPD 
  +25 
  + 16 
  + 19 
  +21 
  + 12 
  + 16 
  +23 
  + 18 
  + 12 
  + 6 
  + 6 
  + 6 
  "Bitter Creek" 
  +19 
  George Newcomb 
  (Doolin gang) 
  Print Olive 
  Bass Outlaw 
  "Big Nose 
  George" 
  ParrotI 
  Bill Raynor 
  Johnny Ringo 
  > Baldy Russell 
  + 12 
  +22 
  + 9 
  +20 
  +24 
  + 12 
  GAC 
  TAC 
  BRAVERY 
  +20 
  -
  + 10 -
  +20 
  -
  + 18 -
  + 15 -
  + 15 -
  + 15 -
  + 18 
  -
  + 15 -
  + 10 -
  +20 
  -
  + 10 
  -
  + 10 
  -
  + 10 
  -
  + 18 -
  + 10 -
  +10 
  -
  +20 
  -
  + 10 -
  +5/+15 
  +4/+15 
  +4/+15 
  +4/+15 
  +5/+15 
  +4/+15 
  +4/+15 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +3/+10 
  +5/+15 
  +3/+10 
  EXP 
  +10 
  + 6 
  +10 
  + 8 
  + 6 
  + 6 
  + 6 
  + 2 
  0 
  0 
  + 2 
  + 2 
  + 6 
  + 6 
  + 6 
  + 6 
  + 6 
  +10 
  + 2 
  ST 
  17 
  19 
  14 
  14 
  14 
  14 
  13 
  15 
  14 
  14 
  14 
  14 
  14 
  14 
  12 
  15 
  14 
  16 
  14 
  WPN 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  SCG 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  SG 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  SCG 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  BSP 
  40 
  38 
  25 
  30 
  28 
  20 
  33 
  31 
  18 
  35 
  33 
  20 
  27 
  25 
  12 
  30 
  28 
  15 
  37 
  35 
  22 
  31 
  29 
  16 
  25 
  23 
  10 
  19 
  17 
  4 
  19 
  17 
  9 
  19 
  17 
  4 
  32 
  30 
  17 
  25 
  23 
  10 
  35 
  33 
  20 
  22 
  20 
  7 
  33 
  31 
  18 
  39 
  37 
  24 
  25 
  23 
  10 
  BAC 
  95 
  81 
  95 
  91 
  86 
  86 
  86 
  80 
  75 
  70 
  82 
  72 
  76 
  7 
  84 
  76 
  76 
  95 
  72 
  KILLS 
  DATES LOC 
  PROFESSION PR 
  MX A 
  GR 
  REW 
  51-78 
  TX 
  Gunman 
  17 
  32 
  X 
  08 
  1,000 
  KS 
  Gambler 
  UT 
  45-99 
  KS 
  Gambler 
  2 
  10 
  05 
  TX 
  Gunman 
  CO 
  Saloon 
  51? 
  IT 
  Lawman 
  3 
  10 
  53-21 
  KX 
  Lawman 
  TX 
  Gambler 
  CO 
  52-78 
  KS 
  Lawman 
  55-95 
  KS 
  Lawman 
  IT 
  4 
  27 
  08 
  2 
  -
  44-20 
  KS 
  Lawman 
  SW 
  Bandit 
  Gambler 
  ?-81 
  AZ 
  Rustler 
  2 
  — 
  Rancher 
  ?-81 
  AZ 
  Rustler 
  Rancher 
  ?-? 
  KS 
  Lawman 
  1 
  — 
  44-81 
  KS 
  Lawman 
  1 
  — 
  Politician 
  47-13 
  R 
  Bandit 
  2 
  — 
  ?-78 
  R 
  Bandit 
  ?-85 
  TX 
  Lawman 
  Gunman 
  51-82 
  AZ 
  Rustler 
  TX 
  Gunman 
  KS 
  Gambler 
  53-28 
  TX 
  Outlaw 
  4 
  8 
  06 
  ?-95 
  IT 
  Bandit 
  40-86 
  TX 
  Rancher- 
  3 
  Gunman 
  65-94 
  TX 
  Tx. Rgr. 
  Gunman 
  2 
  5 
  500 
  1,000 
  500 
  6 
  12 
  09 
  3 
  -
  500 
  22 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  SPD 
  Thomas Rynning 
  +15 
  "Old John" 
  +12 
  Selman 
  GAC TAC 
  +21 
  — 
  + 18 — 
  BRAVERY 
  +4/+15 
  Charles 
  Siringo 
  Joe Slade 
  John 
  Slaughter 
  Charlie 
  Storms 
  Dallas 
  Stoudenmire 
  + 15 +18 
  +20 
  +21 
  +22 
  + 7 
  Sam Strawhim 
  +12 
  +10 
  "Sundance Kid" 
  +22 
  Harry Longabaugh 
  (Wild Bunch) 
  +15 
  "Mad Dog" 
  + 9 
  Harry Tracy 
  (Wild Bunch) 
  Matt Warner 
  +16 
  (Wild Bunch) 
  +20 
  Ben Wheeler 
  +15 
  +10 
  Zip Wyatt 
  + 6 
  +10 
  Bob Younger 
  + 9 
  (James gang) 
  EXP 
  +10 
  ST WPN BSP 
  15 
  FDR 
  29 
  SAR 
  27 
  R 
  14 
  +3/+10 
  + 8 
  13 
  Luke Short 
  +21 
  +18 
  — 
  +5/+15 
  + 8 
  12 
  FDR 
  25 
  SAR 
  23 
  SG 
  10 
  FDR 
  36 
  SAR 
  34 
  R 
  21 
  +4/+15 
  + 6 
  14 
  FDR 
  SAR 
  R 
  29 
  27 
  14 
  BAC 
  96 
  86 
  91 
  89 
  KILLS 
  DATES 
  LOC 
  PROFESSION 
  PR 
  MX A 
  GR 
  REW 
  66-? 
  AZ 
  Az. Rgr. 
  6 
  — 
  TX 
  Soldier 
  KS 
  39-96 
  TX 
  Lawman 
  5 
  20 
  Outlaw 
  54-93 
  KS 
  Gambler 
  TX 
  Gunman 
  CO 
  55-27 
  R 
  Detective 
  TX 
  +19 
  +15 
  +15 
  +4/+15 
  + 8 
  20 
  FDR 
  33 
  CBR 
  23 
  R 
  18 
  +4/+15 
  +10 
  +17 
  +10 
  — 
  +4/+15 
  + 2 
  14 
  FDR 
  34 
  SAR 
  32 
  R 
  19 
  14 
  FDR 
  31 
  SAR 
  29 
  R 
  16 
  +5/+15 
  +10 
  18 
  FDR 
  37 
  SAR 
  35 
  SG 
  22 
  96 
  77 
  82 
  41-22 
  AZ 
  Lawman 
  TX 
  Rancher 
  Tx. Ranger 
  ?-81 
  CO 
  Gambler 
  AZ 
  45-82 
  TX 
  Lawman 
  Gunman 
  +3/+10 
  + 2 
  +4/+15 
  + 6 
  14 
  FDR 
  25 
  CBR 
  15 
  R 
  10 
  14 
  FDR 
  36 
  SAR 
  34 
  R 
  21 
  Heck Thomas 
  +20 
  +20 
  — 
  +4/+15 
  +10 
  15 
  FDR 
  SAR 
  R 
  34 
  32 
  19 
  Ben Thompson 
  +25 
  +21 
  — 
  +5/+15 
  +10 
  15 
  Billy Thompson 
  +12 
  +15 
  — 
  +3/+10 
  + 2 
  13 
  BillTilghman 
  +21 
  +15 
  — 
  +4/+15 
  +10 
  15 
  FDR 
  40 
  SAR 
  38 
  R 
  25 
  FDR 
  25 
  SAR 
  23 
  R 
  10 
  FDR 
  SAR 
  R 
  35 
  33 
  20 
  +5/+15 
  +10 
  16 
  FDR 
  24 
  SAR 
  22 
  R 
  9 
  + 
  10 
  — 
  +3/+10 
  + 6 
  13 
  FDR 
  SAR 
  R 
  29 
  27 
  14 
  72 
  ?-69 
  KS 
  Gunman 
  86 
  67-09 
  R 
  Bandit 
  95 
  50-12 
  IT 
  Lawman 
  TX 
  Tx. Ranger 
  96 
  51-84 
  TX 
  Gambler 
  KS 
  Lawman 
  Gunman 
  77 
  47-? 
  TX 
  Gambler 
  KS 
  Gunman 
  90 
  54-24 
  IT 
  Lawman 
  KS 
  Cowboy 
  95 
  ?-02 
  R 
  Killer 
  Bandit 
  76 
  ?-38 
  R 
  Bandit 
  +3/+10 
  + 6 
  +3/+10 
  + 2 
  13 
  FDR 
  28 
  SAR 
  26 
  R 
  13 
  14 
  FDR 
  19 
  SAR 
  17 
  R 
  4 
  76 
  72 
  ?-95 
  IT 
  Bandit 
  +15 
  — 
  +5/+15 
  +10 
  14 
  FDR 
  CBR 
  R 
  24 
  14 
  9 
  90 
  51-89 
  MO 
  Bandit 
  TX 
  4 
  9 
  04 
  4 
  6 
  24-64 
  R 
  Gunman 
  4 
  26 
  Stage Agent 
  8 
  20 
  06 
  7 
  11 
  2 
  3 
  3 
  11 
  4 
  10 
  8 
  40 
  X 
  04 
  6,500 
  08 
  500 
  3 
  12 
  12 
  20 
  2 
  -
  3,000 
  ?-84 
  KS 
  Lawman 
  2 
  — 
  TX 
  Bandit 
  2 
  11 
  2 
  — 
  1,000 
  5,000 
  23 
  
  FASTEST GUNS THAT EVER LIVED CHART 
  NAME 
  Cole Younger 
  (James gang) 
  Jim Younger 
  (James gang) 
  John Younger 
  (James gang) 
  KILLS 
  SPD 
  GAC TAC 
  BRAVERY 
  EXP ST WPN BSP 
  BAC DATES LOC 
  PROFESSION 
  PR 
  MX A 
  GR 
  REW 
  + 
  12 
  +20 
  — 
  +4/+15 
  + 9 
  +15 
  - 
  +4/+15 
  +12 
  +10 
  +5/+15 
  + 10 20 FDR 26 
  95 
  44-16 
  MO 
  Bandit 
  CBR 
  16 
  TX 
  R 
  11 
  + 10 
  14 
  FDR 
  23 
  90 
  48-02 
  MO 
  Bandit 
  CBR 
  13 
  TX 
  R 
  8 
  + 6 
  14 
  FDR 
  27 
  81 
  50-74 
  MO 
  Bandit 
  CBR 
  17 
  R 
  12 
  2 
  10 
  5,000 
  5,000 
  5,000 
  Hi 
  * 
  APPENDICES 
  APPENDIX A: THE CODE OF THE OLD WEST 
  The code of the gunfighter was a practical one. If a man thought he had 
  just cause to kill someone, he simply went to the saloon where he had 
  checked his gun and then looked up his victim — no seconds, no engraved 
  invitations, just action. The most he might do would be to suggest that they 
  step out into the street to avoid shooting up a favorite drinking establish-
  ment. When a fight started, the only rules were to sling lead. The gunfighter 
  was under no compulsion to stand and exchange shots like gentlemen of by-
  gone eras. The sole objective was to kill while avoiding return fire. Formality 
  and dignity went by the boards. Even the quick draw was decisive only if it 
  prevented the other man from firing. Leg work and the ability to shoot on the 
  dodge were of prime importance. 
  Black powder was one obstacle to shooting accuracy. That explosive threw 
  up dense clouds of foul smoke, and indoors a gunfight of more than a few 
  shots duration caused an effect similar to tear gas. 
  There was only one real clause in the gunfighter's code. That was that the 
  gunfighter could not shoot an unarmed man or one who was not on his 
  guard. This was a practical rule, because it often saved him from hanging. 
  The law of the old west often ruled that if an argument had occurred and 
  both men had been armed and willing to fight, any killing was in 
  self-defense. A minor condition to the rule was that it was not healthy for a 
  stranger to kill a prominent townsman under any circumstances. Such oc-
  currences frequently ended in lynchings. 
  APPENDIX B: THE GUNFIGHT AT THE O.K. 
  CORRAL (TRAINING GAME) 
  This scenario (with the example of play which follows it) provides a suit-
  able training game for beginning players. 
  The Gunfight at the O.K. Corral is probably the most famous of all Amer-
  ican gunfights. In this fight Wyatt Earp, his brothers Virgil and Morgan, 
  and "Doc" Holliday fought Ike and Billy Clanton and Frank and Tom 
  McLaury, leaders of the "Cowboy" (rustler) faction in the Tombstone, 
  Arizona area. The chain of events which led to the fight is too long to recount 
  here, but can be found in many books on the Old West. 
  The gunfight did not take place at the O.K. Corral, but just down the 
  street (see the diagram which follows). The Earp group was allegedly ap-
  proaching the Cowboys to disarm them. 
  The Earps were all armed with two six-guns each, all of the fast draw type. 
  "Doc" Holliday carried both a fast draw pistol and a shotgun. Of the Cow-
  boys (who were obviously expecting a fight at this time), only Frank McLaury 
  and Billy Clanton were wearing revolvers — two each of the fast draw type. 
  Tom McLaury and Ike Clanton, a loud-mouthed braggart, were supposedly 
  unarmed, but for the purposes of this scenario should be armed with one fast 
  draw revolver apiece. Billy and Frank were both holding horses, each of 
  which had a rifle in a scabbard next to the saddle. Billy Claibourne was also 
  actually present at the fight, but ran before the first shot and later claimed 
  that he was just a bystander and had no part in the feud. As an option, he 
  can be added to the Cowboy side. (Note that only Ike Clanton is subject to 
  the MINOR CHARACTER MORALE rule.) 
  The town map provided with the game is suitable for use in this scenario 
  (some minor liberties have been taken with the exact location or distances 
  represented, but these will not in any way interfere with the re-creation of 
  history), and the setup should be as illustrated. The fight starts with the 
  shooting beginning and continues until one side has been eliminated or has 
  fled. The winner is the side that is remaining, although a historical 
  comparison can be used to modify success. 
  The actual outcome of the battle found Billy Clanton and both McLaurys 
  dead. Ike Clanton had fled at the beginning of the shooting. On the Earp's 
  side, Virgil and Morgan were both seriously wounded, and "Doc" Holliday 
  was slightly wounded. Wyatt was uninjured. 
  24 
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  THE CHARACTERS 
  Turn 2 
  Name 
  Wyatt Earp (3) 
  Morgan Earp (2) 
  Virgil Earp(l) 
  Doc Holliday (4) 
  Frank McLaury (5) 
  Tom McLaury (7) 
  Billy Clanton (6) 
  Ike Clanton (8) 
  BillyClaibourne(9) 
  (optional) 
  Weapon 
  FDR6 
  FDR6 
  FDR6 
  FDR6 
  2SG 
  FDR6 
  15R 
  FDR6 
  15R 
  FDR6 
  15R 
  FDR6 
  15R 
  FDR6 
  Base 
  Speed 
  36 
  32 
  29 
  38 
  23 
  31 
  16 
  25 
  10 
  31 
  16 
  22 
  7 
  30 
  Base 
  Accuracy 
  91 
  82 
  82 
  95 
  95 
  80 
  80 
  75 
  75 
  80 
  80 
  60 
  60 
  75 
  Strength 
  19 
  14 
  15 
  8 
  15 
  14 
  18 
  13 
  13 
  Bravery 
  30% 
  Example 
  of play 
  What follows is an example of how a scenario of the Gunfight at the O.K. 
  Corral might be played using the basic rules with the addition of MINOR 
  CHARACTER MORALE for Ike Clanton. 
  Turn 1 
  Morale is first checked for Ike Clanton, as he is faced with a dangerous 
  situation. His bravery percentile score is 30, and 15 is added because he has 
  three comrades with him (four if Billy Claibourne is added to the scenario, 
  with an additional bonus); thus, he will stay on a dice roll of 45 or less. A 43 
  is rolled, meaning he will stay and fight this turn. 
  No one chooses to move, so the fighters pick their targets. Wyatt elects to 
  fire three shots at Frank, who chooses to return three shots. Morgan fires 
  three shots at Tom; Tom fires three at Virgil. Virgil aims one shot at Ike and 
  Ike fires three at Morgan. "Doc" Holliday fires one shot from his shotgun at 
  Billy, and Billy fires one shot at Wyatt. The net speed of the characters is: 
  Wyatt 
  Morgan 
  Frank 
  Virgil 
  Billy 
  Tom 
  Doc 
  Ike 
  41 (hipshooting) 
  37 (hipshooting) 
  36 (hipshooting) 
  34 (hipshooting) 
  31 
  30 (hipshooting) 
  28 (hipshooting) 
  27 (hipshooting) 
  Wyatt, hipshooting his FDR at short range, has an 81% chance to hit on 
  his first shot, a 71% chance on his second, and a 61% chance on his third. 
  The numbers 18, 01, and 44 are rolled, so all three shots hit. The wound 
  results (from separate rolls on the WOUND CHART) are a serious wound in 
  the left shoulder, a serious wound in the abdomen, and a mortal wound in 
  the head for Frank. Frank is dead and thus does not get to shoot. 
  Morgan, firing his FDR at Tom at short range, hipshooting, three shots, 
  has a 92% chance to hit on his first shot, an 82% chance on his second, and a 
  72% chance on his third. Rolls of 78, 45, and 54 are the result, so all three of 
  his shots hit. The wound results are a fight wound in the left shoulder, a light 
  wound in the right shoulder, and a mortal wound in the abdomen. Tom is 
  dead and will not get to shoot. 
  Virgil (shooting next since Frank is dead) fires his FDR at Ike at medium 
  range, one shot, hipshooting, and has a 92% chance to hit. A 35 is rolled, 
  indicating a hit, and the bullet causes a serious wound in the abdomen. Ike's 
  net speed drops to 7 because his strength falls to 6 (less than half). 
  Billy fires his FDR at Wyatt at short range, one shot. A roll of 90 or less is 
  needed to hit, and a 26 is rolled. Wyatt receives a serious wound in the head, 
  reducing his strength to 12, and his base speed to 31 next turn. 
  Doc (shooting next because Tom is dead) fires at Billy at short range with 
  his shotgun, hipshooting, one barrel. He has a 95% chance to hit. A 70 is 
  rolled and the shot hits. A check on the shotgun table with a die roll of 9 
  indicates that Billy has been hit 4 times by the flying shot. Billy suffers a 
  mortal wound in the abdomen, a serious wound in the left shoulder, a serious 
  wound in the chest, and a light wound in the head. Billy is quite dead. 
  Ike, who is wounded, fires two shots at Morgan, hipshooting, at medium 
  range with his FDR. He has a 20% chance to hit on his first shot and a 10% 
  chance to hit with his second. Since he has 0% chance of hitting with a third 
  shot he elects not to waste ammunition. Rolls of 64 and 06 mean one hit. 
  Morgan receives a light wound in the abdomen, reducing his strength to 11 
  and his base speed to 27. 
  Since no one had moved in to brawl, turn 1 is over. 
  Ike must check morale again. He has no companions left alive or 
  conscious, so he gets no bonus to his bravery. He has a 30% chance to stay 
  and fight, and a 70 is rolled, meaning he will flee. 
  Rolls for movement are made, and Ike rolls the low number, followed by 
  Wyatt, "Doc", Virgil, and Morgan. Ike, seriously wounded in the abdomen, 
  can only run 12 spaces. He runs to the door of Fly's Photographic Studio and 
  ducks inside. Wyatt, moving second, calls to Ike to surrender but does not 
  pursue. Since Wyatt has not pursued, the others do not pursue either. 
  No shots are fired, as Ike does not expose himself at the window or door. 
  Turn 3 
  Ike runs out the back door of Fly's and makes good his escape. The Earps 
  do not pursue, but begin to tend to their wounded. 
  The final score of the fight — 
  Frank McLaury: dead 
  Tom McLaury: dead 
  Billy Clanton: dead 
  Ike Clanton: serious wound in the abdomen, escaped 
  Wyatt Earp: serious wound in the head 
  Morgan Earp: light wound in the abdomen 
  Virgil Earp: unhurt 
  "Doc" Holliday: unhurt 
  The Gunfight at the O.K. Corral is over, again. Set it up on your own and 
  practice working out the mechanics. Maybe next time the Clanton/McLaury 
  crowd will win . . . 
  APPENDIX C: THE BATTLE OF COFFEYVILLE 
  The Battle of Coffeyville marked the end of the trail for the Dalton Gang. 
  The battle began when five members of the gang attempted to rob two banks 
  in the same town at the same time. This had only been attempted once before 
  — unsuccessfully — by their cousins, the James/Younger Gang. The ensuing 
  fight ended with four citizens killed and four wounded; of the bandits, only 
  Emmett Dalton lived, and he received a long jail sentence. 
  The town map provided with the game can be used for this scenario (it cor-
  responds to the historical situation in general respects, although some minor 
  details have been altered which will in no way restrict the re-creation of 
  history). The illustration below shows the playing area and the opening setup 
  of the situation is as noted below: 
  Setup 
  The Dalton Gang's members begin in two locations at the start of the 
  action: Grat Dalton, Bill Powers, and Dick Broadwell are at position #2 
  (Condon's Bank), and Bob and Emmett Dalton are at position #4 (1st Na-
  tional Bank). Each is armed with a rifle and two fast draw revolvers. 
  There are sixteen men (citizens) in three groups of 6, 8 and 2. Their 
  abilities are determined randomly in the normal manner except for one, John 
  Kloehr, who is in the group of 8 and who has a GUN ACCURACY score of 
  99 and a BRAVERY score of 97 (he was noteworthy as the person respon-
  sible for killing two or three of the outlaws, depending upon whose account is 
  read). The group of 6 citizens starts at position #1, the group of 8 citizens 
  starts at position #3, and the group of 2 citizens begins at position #5. The 
  citizens will begin to take action immediately upon hearing any shooting; 
  however, if they do not hear shooting, each group will have a 30% chance per 
  turn of noticing something suspicious, and will act accordingly if this occurs. 
  (Acting accordingly will not necessarily mean shooting to alert the other 
  groups — the discretion of the referee will determine appropriate action.) 
  The citizens have one gun each at the start and minimal ammunition on 
  their person (extra ammunition or guns must be obtained from a hardware 
  or similar store on the map). A random number is generated by the roll of a 
  single die for each citizen's firearm: 1, 2, 3, or 4 Rifle, 5, 6, 7, or 8 Revolver 
  (random type), 9 or 0 Shotgun. 
  Special 
  Rules 
  All buildings are locked and may not be entered except for those that are 
  used as starting positions. 
  The Dalton Gang members are exempt from the MINOR CHARACTER 
  MORALE rule, but the citizens are not. 
  25 
  
  Optional 
  Factors 
  Bill Doolin. a man who later became the leader of his own famous gang, 
  was originally planning to join in the robbery attempt. His horse went lame 
  on the way to the meeting place, and when he failed to arrive on time the 
  others started without him. To give the Daltons a slightly better chance, Bill 
  Doolin can be added to their forces. (In such a case, the victory conditions 
  remain the same.) 
  As an option to the specified setup locations, the outlaw characters and 
  citizens can be started in varying places at the referee's discretion, with each 
  side unaware of opposing character's placement. This requires planning and 
  a careful consideration of numerous pertinent factors, but can make the 
  situation more challenging for both sides. 
  Victory 
  Conditions 
  To win, the outlaws must get to their horses at position #6 and get off the 
  north edge of the board (while mounted) with at least three of their gang. The 
  citizens win if they capture or kill all of the gang members. Any other result 
  is a draw. 
  THE CHARACTERS — THE DALTON GANG 
  Bob Dalton 
  Grat Dalton 
  Emmett Dalton 
  Dick Broadwell 
  Bill Powers 
  Bill Doolin 
  (optional) 
  Speed 
  72 
  88 
  78 
  62 
  75 
  90 
  Gun 
  Accuracy 
  99 
  87 
  80 
  79 
  85 
  97 
  Throwing 
  Accuracy 
  69 
  63 
  55 
  70 
  52 
  73 
  Brav-
  ery 
  99 
  99 
  85 
  83 
  82 
  95 
  Strength 
  66 
  78 
  64 
  50 
  33 
  88 
  Exp. 
  6 
  6 
  3 
  2 
  3 
  4 
  * 
  * 
  APPENDIX D: CAMPAIGN SCENARIO I — 
  PROMISE CITY, 1876 (Quasi-historical) 
  The Town 
  Promise City is a fictional town "somewhere in the Southwest", and for 
  purposes of this scenario it is located in Texas as the seat of "El Dorado 
  County", not far from the Indian Territory. Located on the Great Southwest-
  ern Trail (one of the important trails up which cattle are driven to the Kansas 
  railheads for shipment to the East), Promise City has become a bustling 
  locale. It has become one of the main stops of the Gamblers' Circuit, and 
  gamblers from all over have flocked to the cities on the circuit in search of a 
  quick buck. Promise City's proliferation of miners, cowboys, and business-
  men make easy pickings for the deft gamblers. 
  The town of Promise City is located near the army fort known as Fort 
  Griffin. The fort was established to protect the area from the ravages of 
  renegade Indians who leave their reservations in the Indian Territory to 
  strike out at the ranchers and farmers and cowboys driving herds to Kansas. 
  The Indian Territory is also a favorite hideout for bandits and outlaws, since 
  it is a federal territory where Texas lawmen have no jurisdiction. 
  The town of Promise City is of course somewhat larger than that portion 
  represented on the town map included with the game. Although the portion 
  provided should offer enough room for most action, the referee may wish to 
  outline other parts of the town. 
  This campaign primarily utilizes the town map of Promise City, and is set 
  in that locale. If larger scope to the campaign is desired, the town and its 
  environs (and even part of El Dorado County) can be included at the referee's 
  option. Other changes and additions can expand the action as desired, with 
  feasible limits placed to reflect the duration of the campaign, the number of 
  players, .. d so on. 
  The Non-Player Characters 
  — 
  Special (Historical) 
  To add interest and spice, the following characters (from the list of actual 
  gunfighters listed in the section THE FASTEST GUNS THAT EVER 
  LIVED) may occasionally drift through El Dorado County in general, and 
  Promise City in particular. Note: the list assumes an 1876 setting in northern 
  Texas, but appropriate adjustments can be made for other locales. 
  Wes Hardin. Outlaw 
  Bill Longley, Outlaw 
  Ben Thompson, Rancher on a cattle drive 
  Jim Courtright. Deputy from another part of Texas in search of crimi-
  nals 
  Johnny Ringo. Gambler 
  Doc Holliday, Gambler 
  Clay Allison, Rancher on a cattle drive 
  King Fisher, Rancher on a cattle drive 
  Wyatt Earp, Gambler 
  Bat Masterson, Gambler 
  Luke Short, Gambler 
  John Slaughter, Texas Ranger 
  Bill Raynor, Deputy U.S. Marshal in the Indian Territory 
  Heck Thomas, Texas Ranger 
  Chris Madden, Deputy U.S. Marshal in the Indian Territory 
  Frank Canton, Outlaw (using the name Joe Horner) 
  Rowdy Joe Lowe, Gambler 
  Bill Elliot, Outlaw 
  Jim Gillett, Texas Ranger 
  Baldy Russell, Outlaw 
  John Selman, Outlaw 
  Print Olive. Rancher on a cattle drive 
  Billy Thompson. Gambler 
  Sam Bass, Outlaw 
  The 
  Players 
  Each player should randomly roll up a character as provided in the basic 
  rules. In addition, the PROFESSIONAL GAMBLERS optional rule is used, 
  each character having a gambler rating. 
  The Non-Player Characters — Standard (Fictional) 
  A list of locally prominent non-player characters residing in the Promise 
  City area follows, and these characters can be used as desired in setting up 
  the campaign situation: 
  26 
  
  FICTIONAL NON-PLAYER CHARACTERS CHART 
  NAME 
  SPD 
  GAC 
  TAC 
  BRAVERY 
  EXP 
  ST 
  WPN 
  BSP 
  BAC 
  AGE 
  PROFESSION 
  A 
  GR 
  REW 
  Luke Hardeman 
  +20 
  +10 
  - 6 
  +5/+15 
  +2 
  8 
  FDR 
  35 
  77 
  23 
  Gambler 
  X 
  11 
  SAR 
  33 
  R 
  20 
  Julio Diego 
  Garcia 
  + 6 
  0 + 5 
  +1/+3 
  0 
  14 
  FDR 
  17 
  53 
  33 
  Horse Rancher 
  SCG 
  7 
  Jake Priddy 
  + 6 + 7 
  0 
  +3/+10 
  5 
  14 
  FDR 
  19 
  62 
  28 
  Sheep Herder 
  SAR 
  17 
  Dwayne De 
  Truthe 
  + 9 
  +18 
  +5 
  +4/+15 
  0 
  15 
  FDR 
  23 
  83 
  38 
  Preacher 
  SAR 
  21 
  "Moonwaltz Kid" 
  Montgomery Pickens 
  + 9 
  +5 
  +15 
  +5/+15 
  +10 
  17 
  FDR 
  24 
  80 
  23 
  Gambler 
  R 
  9 
  Gunman 
  KN 
  19 
  90 
  X 
  06 
  "Hole-in-Juan" 
  Gomez 
  "Pig's Eye" 
  Douglas 
  (Douglas gang) 
  "Deadeye" Douglas 
  (Douglas gang) 
  "Bullseye" Douglas 
  (Douglas gang) 
  "Eagle Eye" 
  Douglas 
  (Douglas gang) 
  Jake Krain 
  (Douglas gang) 
  Toby Harris 
  (Douglas gang) 
  "Dastardly Dave" 
  Slade 
  Ben Cartwheel 
  "Bad Joe" 
  Johnson 
  Mister "G" 
  Mason Dix 
  "Silver Dollar" 
  TimMeCall 
  +12 
  +15 
  +18 
  +2/+6 
  +2 
  18 
  +18 
  + 5 
  + 2 
  +4/+15 
  0 
  +18 
  +10 
  +1/+3 
  + 1 2 - 6 
  0 
  +5/+15 
  +22 
  +10 
  + 2 
  +1/+3 
  + 9 
  +15 
  + 2 
  +1/+3 
  0 
  13 
  + 2 
  +18 
  + 2 
  +1/+3 
  - 5 
  16 
  5 
  14 
  + 2 
  - 3 
  +20 
  +1/+3 
  - 5 
  14 
  + 6 
  0 + 2 
  +2/+6 
  - 5 
  20 
  + 
  12 
  + 
  5 
  +10 
  -4/-6 
  - 5 
  12 
  + 9 + 1 0 
  0 
  +1/+3 
  + 6 
  16 
  + 6 _ +20 
  +5 
  +3/+10 
  +10 
  14 
  0 
  13 
  0 
  15 
  + 6 
  +7 
  +7 
  +3/+10 
  +2 
  19 
  0 18 
  FDR 
  R 
  KN 
  FDR 
  SAR 
  R 
  SAR 
  LBR 
  R 
  SAR 
  LBR 
  R 
  SAR 
  BOW 
  KN 
  FDR 
  SAR 
  R 
  FDR 
  R 
  KN 
  FDR 
  SAR 
  SCG 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  R 
  FDR 
  SAR 
  SG 
  24 
  9 
  19 
  32 
  30 
  17 
  11 
  3 
  -2 
  9 
  1 
  -4 
  11 
  3 
  8 
  18 
  16 
  3 
  18 
  3 
  13 
  20 
  18 
  10 
  19 
  17 
  4 
  27 
  25 
  12 
  33 
  31 
  18 
  19 
  17 
  4 
  20 
  18 
  5 
  73 
  76 
  70 
  66 
  66 
  45 
  68 
  68 
  51 
  44 
  49 
  69 
  90 
  59 
  63 
  69 
  68 
  20 
  26 
  24 
  23 
  21 
  19 
  22 
  31 
  30 
  25 
  29 
  40 
  28 
  Gambler 
  Gunman 
  Bandit 
  Bandit 
  Bandit 
  Bandit 
  (half breed) 
  Bandit 
  Bandit 
  Saloon Keeper 
  Gambler 
  Rancher 
  Gambler 
  Rancher 
  Lawyer 
  Saloon Keeper 
  Gambler 
  24 
  500 
  500 
  500 
  500 
  250 
  250 
  18 
  X 16 
  12 
  27 
  
  NAME 
  Mark "Snake" 
  Redman 
  Ernie Sloan 
  George "Shotgun" 
  Chambers 
  Fred Hicks 
  Irbv Cole 
  Clem Hawkins 
  FICTIONAL NON-PLAYER CHARACTERS CHART 
  SPD 
  GAC 
  TAC 
  BRAVERY 
  EXP 
  ST 
  WPN 
  BSP 
  BAC 
  AGE 
  PROFESSION 
  + 15 
  +10 
  +5 
  - 2/-3 
  +6 
  15 
  FDR 
  23 
  63 
  25 
  Gambler 
  SAR 
  21 
  D 
  18 
  + 4 
  + 2 
  +15 
  +1/+3 
  + 9 
  + 5 
  + 5 
  +1/+3 
  + 6 
  + 2 
  + 7 
  +1/+3 
  + 6 
  + 7 
  + 5 
  0/0 
  + 2 
  + 2 
  +15 
  0/0 
  - 5 
  13 
  SAR 
  13 
  50 
  26 
  Saloon Keeper 
  SCG 
  5 
  Gambler 
  KN 
  10 
  63 
  -5 
  12 
  FDR 
  20 
  53 
  22 
  City Marshal 
  SAR 
  18 
  SG 
  5 
  - 10 
  16 
  FDR 
  17 
  45 
  26 
  Saloon Keeper 
  SCG 
  7 
  KN 
  12 
  50 
  - 5 
  16 
  FDR 
  16 
  52 
  27 
  Sheriff 
  SAR 
  14 
  SG 
  1 
  0 
  14 
  SAR 
  10 
  52 
  36 
  Saloon Keeper 
  SCG 
  2 
  KN 
  7 
  65 
  A 
  GR 
  REW 
  X 
  10 
  14 
  Neil Tolson 
  + 2 
  6 
  +2 
  +2/+6 
  - 5 
  16 
  SAR 
  12 
  45 
  45 
  Justice of 
  R 
  -1 
  KN 
  9 
  53 
  the Peace 
  APPENDIX E: CAMPAIGN SCENARIO H — 
  PROMISE CITY & ELDORADO COUNTY, 
  1890 (Fictional) 
  The County & Its Environs 
  Promise City is located as the seat of fictional El Dorado County, "some-
  where in the Southwest". Outside the town is Fort Griffin, an army outpost 
  of importance in the area. (See the previous description of Promise City in 
  APPENDIX D.). 
  The large-scale map shows El Dorado County, its surrounding areas, and 
  prominent geographical features. The map is designed to be "finished" by 
  the gamemaster, who can set Promise City in the locale of his or her choice 
  — perhaps in Colorado or Wyoming, perhaps in Texas (near the Indian Ter-
  ritory, along the Mexican border, or elsewhere), or anywhere in the Old West 
  desired. The map is designed to allow this, since the referee can orient it 
  (designate which way is north and identify the borders as county or state 
  lines, or whatever) as appropriate to the chosen setting. In addition, various 
  parts of the map (the towns, in particular) must be placed and marked with 
  names — and the following list of towns (with accompanying descriptions) 
  can be consulted, with each town being assigned an exact location (a few 
  extra names and descriptions are included due to the Mexican listings shown 
  —if the setting is near Mexico, the extra listings are either disregarded or 
  can be added to the map; if it is elsewhere, the Mexican listings are disre-
  garded and the rest are used). Other features listed and described below 
  should also be shown and marked on the map. 
  Using the Map 
  Before employing the county map, the gamemaster must decide what 
  setting he or she wishes for the campaign — i.e., what part of the Old West 
  Promise City will be set in. Once decided, the map can be oriented as desired 
  and completed appropriately. The following examples are indicative of some 
  possible settings: 
  a) Promise City in Texas, near the Indian Territory — the map is 
  oriented so that Fort Griffin is east of Promise City. Thus, the river at 
  the north with the boundary marks the border of Texas and the Indian 
  Territory (a fictional equivalent of the actual Red River border be-
  tween Texas and present-day Oklahoma). 
  b) Promise City in Texas, near Mexico — the map is oriented so that Fort 
  Griffin is west of Promise City. Thus, the river at the south with the 
  boundary marks the Texas-Mexican border (a fictional equivalent of 
  the actual Rio Grande River). 
  Promise City in Colorado, at the edge of the Rockies — the map is 
  oriented so that Fort Griffin is south of Promise City. Thus, the moun-
  tains arise to the west. 
  These are only a few possible settings for the action — actually, the map is 
  designed to be placed almost anywhere desired. With a little planning, it is 
  suitable for many applications. 
  Once the setting has been determined, the following list of geographic 
  features can be placed by the gamemaster on the map to "fill in" the details 
  as desired. A representative list of map features is given — it is up to the 
  gamemaster to decide where they will be placed. In the same vein, not all list-
  ings need be used, and additional features can certainly be added as desired. 
  The end result should be a unique campaign map with an interesting assort-
  ment of locales for a useful and enjoyable game setting. If action takes place 
  in any given locale, the referee can map out appropriate details for any table-
  top games that might occur. 
  Towns 
  Brewster — A railroad town. Brewster is developing into a major trading 
  center of importance in the area. It is larger than Promise City, but the 
  considerable distance between the two towns has allowed Promise City to 
  grow without being in the shadow of Brewster's influence. Brewster 
  boasts about 90 buildings. (If desired, this town could be off the map as 
  the nearest city of importance.) 
  Bullion City — Once a somewhat prosperous town for prospectors and 
  miners, Bullion City is now dying out because of the lack of substantive 
  mineral and precious metals deposits nearby. It is now a hangout for 
  rough characters of all descriptions. There are about 25 buildings. 
  Burned Bush Wells — A small town which is nonetheless bustling, Burned 
  Bush Wells has sprung up along a cattle trail as a regular stop. Gambling 
  is one of the main activities. There are about 20 buildings comprising the 
  town. 
  Buffalo Chips Junction — This hamlet is a rather sleepy town, lying at the 
  intersection of two well-travelled routes. There are about 12 buildings. 
  Flapjack Junction — A small town which serves the local farmers and 
  ranchers, Flapjack Junction is a rather quiet settlement. There are only 
  about 10 buildings. 
  28 
  
  Gordon — Now a ghost town, Gordon had a quick existence when short-
  lived mining enterprises in the area enjoyed brief success. There are 
  about 15 buildings, all in disrepair. 
  Garrison del Neuvos — Garrison del Nuevos is located along a well-trav-
  elled route, meaning it harbors its share of intriguing characters. There 
  are about 15 buildings comprising the town. 
  Roads & Trails 
  The major routes of travel in the area are shown on the map. The most 
  prominent of these can be named as desired. Stage routes should be 
  noted by the gamemaster. Cattle trails, if any, can be marked on the map 
  or at least noted elsewhere (and they will of course be common knowledge 
  in the area). 
  Glencia Portos — A growing settlement, Glencia Portos primarily serves the 
  small ranchers and farmers in its surrounding area. Regular stagecoach 
  service points up its relative importance in the local area. There are about 
  20 buildings. 
  Hacienda del Roberto — This town has grown up around the prominent 
  settlement of a local landowner, and now numbers about 15 buildings. 
  Justice — Justice, located in an abundant farming area, is a somewhat 
  prosperous town which is assuming greater importance in the local area 
  as growth continues. There are only about a dozen buildings, but new 
  construction is certain to increase the size of the town in the near future. 
  Plaza del Lobo — One of the oldest settlements in the entire area. Plaza del 
  Lobo has not enjoyed recent growth in the area's expansion due to its iso-
  lated locale. Recurring rumors of bad water in the surrounding area have 
  also kept new settlers away. There are about 15 buildings. 
  Railroad 
  Lines 
  No rail lines are marked on the map, but can be added initially, or con-
  structed during the course of the campaign — depending, of course, on 
  the year selected for play and the geographic area chosen for the location 
  of the campaign setting. Rail plans for the county call for a line to 
  Promise City (perhaps from Brewster), with eventual connections to Wild 
  Creek (due to the lumber business there). Rumor has it that two 
  competing railroads each have separate plans for the first line through 
  the county . . . 
  Water Features 
  The bodies of water and the watercourses can be named as desired. Smaller 
  creeks can be added in certain areas, since the map shows only the more 
  prominent streams. 
  Prairie Gulch — A quiet but mysterious place, Prairie Gulch enjoys a rather 
  unsavory reputation in the county due to its unfriendliness to travellers 
  and outsiders. There are about 10 buildings. 
  Promise City — A prosperous town which has grown up as the seat of El 
  Dorado County, Promise City is growing in importance. While retaining 
  a certain definite measure of its rough and ready frontier nature, Promise 
  City nonetheless shows other small signs of refinement, elegance, and 
  progress that give the local citizens pride — and which would even be a 
  welcome sight for the more discriminating visitors from such places as, 
  say, Saint Louis, New Orleans, or San Francisco. 
  Promise City carries on a bustling merchant and banking trade, with a 
  good assortment of business enterprises to serve the local populace and, 
  indeed, the entire county. Regular stagecoach service links the town with 
  the outside world, and Promise City is on the proposed route of the 
  planned railroad which, it is hoped, will soon cross the county. There are 
  about 75 buildings comprising Promise City (the town map shows about 
  60 of them). 
  Prosperity — A boom town which has sprung up with reports of recent 
  strikes by prospectors in the area, Prosperity is a wild and woolly place 
  which has attracted all sorts of newcomers. There are already almost 20 
  buildings in the town, and more are being built. 
  Rio Neches — Rio Neches is a backwater town which is frequented by few 
  visitors due to its somewhat isolated location. There are about 10 build-
  ings. 
  Stetson City — A ranching town, Stetson City has gained a reputation as a 
  tough place due to the outbreaksj>f local violence which seem to recur 
  there with relative frequency. There are about 20 buildings that make up 
  the town. 
  Shiftless — A cattle town of some reputation, Shiftless is a ramshackle settle-
  ment where passing visitors usually outnumber local residents. Shiftless 
  has become a popular stop for travelling gamblers, and that activity 
  abounds in the town. There are about 15 buildings. 
  Two Feathers — Two Feathers is a semi-permanent Indian encampment 
  which is outside the boundaries of the designated Indian lands. The fact 
  that it is away from travelled routes and in a relatively remote area ac-
  counts for the fact that few white men venture there. 
  Mines 
  There are several mines in the area, including some which have been 
  abandoned: 
  Bronco Mine 
  Caliente Mine 
  Downer Mine 
  Mother Lode Mine 
  Red Rock Enterprises Mine 
  T. T. Mine 
  Ranches 
  Cattle and sheep ranching is a major activity in the county (with the in-
  evitable conflicts between the two groups), and there are numerous 
  ranches of large and small size. The most prominent of these are the fol-
  lowing: 
  Benjamin Ranch 
  D Bar K Ranch 
  Double C Ranch 
  G Bar G Ranch 
  Hanging S Ranch 
  Lazy J Ranch 
  Logan Ranch 
  Ponderous Ranch 
  Rocking G Ranch 
  Templeton Enterprises Ranch 
  (The size and location of prominent ranches can be designated by the game-
  master.) 
  Neighboring Counties 
  Benton County 
  Big Rock County 
  Cimmaron County 
  Patch County 
  Wyler County 
  Wild Creek — A small but bustling lumber town, Wild Creek's future is 
  bright as the county continues to prosper and grow. Its single mill has en-
  joyed success, but if long-planned rail connections are made to the town 
  as anticipated, a boom could occur. There are about 15 buildings. 
  /.ion — The newest settlement in the area, Zion is small but growing. 
  Another group of settlers from "back East" is expected in the near 
  future, with an accompanying boost in the town's size. There are 10 
  buildings, mostly new, currently comprising the town. 
  29 
  
  Topographic Features 
  Badlands — The barren Badlands cover a considerable area. They are a 
  desolate expanse of dry waste, with irregular rock formations through-
  out. They are generally inhospitable, although their very nature makes 
  them a suitable locale for isolated hideouts. (The Badlands will be notice-
  able as a permanent feature marked near one edge of the map.) 
  Cactus Flats 
  Desolation Valley 
  Eldon Hills 
  Flat Top Mountains, 
  Hidden Cave 
  Horn Mountains 
  Mesquite Hills 
  Mesa del Sol 
  Mesa Grande 
  Morgan Range 
  Mustang Hills 
  No Man's Canyon 
  Profit Valley 
  Red Rose Pass 
  Remembrance Pass 
  Rock Spring 
  Sandy Hills 
  Scavenger Flats 
  Sugar Bowl Valley 
  Token Pass 
  Vulture Hills 
  Yellow Rock Canyon 
  (The elevation and roughness of high ground can be decided by the game-
  master in designating whether topographic features are hills, mesas, or 
  mountains. Similarly, the most prominent hills or peaks can be specially 
  marked and named.) 
  The players should be divided into two basic groups — lawmen and out-
  laws. There can also be an assortment of prominent citizens — ranchers, 
  businessmen, and so on. Many other possible positions for player characters 
  include: railroad executive, Indian chief, cavalry commander, gambler, or 
  perhaps a less savory character such as a hired gun, drifter, or bounty 
  hunter. 
  Characters on the side of law enforcement can take such roles as: county 
  sheriff, town marshal, deputy, state ranger (such as Texas or Arizona 
  Ranger), or deputy U.S. marshal. Jurisdiction depends upon the situation 
  and locale for each official — county sheriffs will have no jurisdiction outside 
  their county, state rangers will have no power to arrest outside their state 
  border (and they will only operate in a county at the request of county law of-
  ficers), and deputy U.S. marshals will have no jurisdiction outside a federal 
  reservation or the Indian Territory unless carrying a federal arrest warrant. 
  Players opting to be outlaws start their own gangs by hiring non-player 
  characters and/or by joining with other player characters of similar bent. 
  None of the player outlaws are wanted by the law at the start of the game, so 
  they are free to travel and act as they please until such time as they break the 
  law. Famous outlaws from the list of Non-Player Characters — Special 
  (Historical) will seldom have anything to do with the player characters. 
  Players who are other than lawmen or outlaws may have special individual 
  goals as outlined privately by the gamemaster at the start of play (for 
  instance, a prominent rancher may Have an objective of gaining control of 
  part of the county, and so on). With town and county elections occurring 
  from time to time (but on a regular basis), the selection of elected officials 
  friendly to certain players can add additional intrigue, as well. The pos-
  sibilities are many . . . 
  The Non-Player Characters — Standard (Fictional) 
  The list of locally prominent non-player characters previously presented in 
  APPENDIX D. can be used as desired. See the listings there for details on 
  the abilities of individual characters. 
  Other Features 
  Lodge Pole Trading Post — A small settlement (5 buildings) has arisen next 
  to the established trading post at the place known as Lodge Pole, near the 
  Standing Bear Indian Reservation. The trading post is a well-known 
  place, but the clientele's generally tough and imposing nature keeps most 
  average souls away. 
  Standing Bear Indian Reservation — A fairly large land area comprises the 
  reservation, named after Chief Standing Bear, an Indian leader. The 
  Indians living on the reservation are of a somewhat considerable number, 
  being of two different tribes. Despite the government's designation of the 
  reservation as a single entity, it is actually settled in two distinct sections, 
  with each tribe keeping its distance from the other. An uneasy peace 
  exists between the two peoples, whose dislike for each other is exceeded 
  only by their mutual resentment of the white man. This ill-feeling 
  manifests itself on occasion in various ways, adding great and continuing 
  uncertainty to the entire situation. 
  The reservation land is mostly barren and bleak. Indian groups have 
  settled in various parts of the reservation, but the two main encampments 
  are known as Buffalo Tooth and Many Tears. There is a small trading 
  post on the reservation known as the Standing Bear Trading Post, which 
  is generally the only place white men are seen. (The reservation can be 
  located where desired on the map, and its size is up to the gamemaster.) 
  Fort Griffin — Although important in the area, Fort Griffin is an unremark-
  able outpost. Its garrison is small considering the widespread nature of 
  the surrounding territory, and the fort itself consists only of a simple 
  stockade and several interior buildings. 
  Desperadoes' Den — An area of small caves and protective overhanging rock 
  formations is known locally as Desperadoes' Den. This isolated place in 
  the semi-mountainous hills is barely accessible, and few know its exact 
  location despite its reputation as a hideout for those on the run or on the 
  wrong side of the law. (The gamemaster may initially want to keep the lo-
  cation of this place as a secret from all except the most prominent outlaw 
  characters.) 
  The Players 
  The size and scope of the campaign will depend upon the number of 
  players — the more, the merrier (in the largest campaigns, having two 
  referees can be helpful)! 
  30 
  The Non-Player Characters — Special (Historical) 
  To add interest and spice, the following characters (from the list of actual 
  gunfighters listed in the section THE FASTEST GUNS THAT EVER 
  LIVED) may occasionally drift through El Dorado County in general, and 
  Promise City in particular. Note: the list assumes an 1890 setting in northern 
  Texas, but appropriate adjustments can be made for other locales. 
  Bass Outlaw, Texas Ranger 
  Luke Short, Gambler 
  Bill Tilghman, Deputy U.S. Marshal in the Indian Territory 
  "Bitter Creek" Newcomb, Doolin gang member 
  Chris Madsen, Deputy U.S. Marshal in the Indian Territory 
  Rowdy Joe Lowe, Gambler 
  Jim Masterson, Deputy U.S. Marshal in the Indian Territory 
  Temple Houston, Lawyer 
  Tom Rynning, Texas Ranger 
  Jim Gillett, Rancher on a cattle drive 
  John Selman, Lawman from another part of Texas searching for a 
  criminal 
  Grat Dalton. Outlaw 
  Bob Dalton, Outlaw 
  Emmett Dalton, Outlaw 
  Bill Dalton, Doolin gang member 
  Charlie Bryant, Doolin gang member 
  Ned Christie, Outlaw 
  Bill Doolin, Outlaw 
  "Cherokee Bill" Goldsby, Outlaw 
  Zip Wyatt, Outlaw 
  Tom Dougherty, Doolin gang member 
  Heck Thomas, Deputy U.S. Marshal in the Indian Territory 
  The 
  Objective 
  The objective of outlaw players is to be the first to accumulate $100,000 
  and safely escape from the area. The objective of the lawmen players is to be 
  the one who garners the most reward money for capturing outlaws without 
  being killed (all player outlaws must be captured for any lawman to win). 
  The objective of other players will vary depending upon their starting 
  situation and the resources at hand (or attainable), depending upon the 
  referee's discretion. 
  Since BOOT HILL is a role-playing game, "winning" is relative to a large 
  degree. A campaign can run to some predetermined time limit, or can simply 
  
  keep on going if the gamemaster and players agree that it is worthwhile to do 
  so. In such cases, formal guidelines for winning should be discarded and 
  each player will endeavor to simply best improve their individual position 
  (and that of their colleagues and henchmen). As always, the main objective is 
  simply to have fun! 
  Rewards for player outlaws and their gang members are determined as fol-
  lows: 
  1. Any crime involving robbery of more than $10,000 places a reward of 
  $1,000 on the gang leader and $250 on any other gang members. Any 
  robberies of lesser amounts call for rewards of $500 and $100, respectively. 
  2. Any crime involving murder adds a reward of $250 (or more if the victim 
  is a prominent citizen) to each of the criminals involved. 
  3. Any other crime may add rewards of up to $250, at the discretion of the 
  referee. 
  Since not all rewards are "dead or alive" rewards, the full amount should 
  only be received if the outlaw is brought in alive and convicted. If he is 
  brought in dead, only half of the reward should be paid. 
  The Referee 
  A referee is essential with this campaign scenario. The previous comments 
  in this section of APPENDIX D. are appropriate here, as well. 
  The Rules 
  The players should use all advanced and campaign rules, adding any 
  optional rules they desire with the agreement of the referee. 
  APPENDIX F: DESIGNING YOUR OWN 
  SCENARIOS 
  With the wealth of information provided in this booklet and with the two 
  scenario outlines provided as examples, anyone can design their own cam-
  paign setting with ease. 
  Anything you have seen in movies or on TV or have read in books can be 
  done with BOOT HILL. Let your imagination run wild! 
  The economic aspect should not be overlooked in the conflict between law-
  men and outlaws — the striving and intrigues of landowners and ambitious 
  businessmen can provide plenty of interesting action along with the rest. A 
  typical campaign of the designers has each player starting as a property 
  owner and ends with each player trying to gain complete economic and 
  political control of the county. 
  GEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, GAM-
  MA WORLD, and METAMORPHOSIS ALPHA. Although all of these 
  games take place in different time periods, the referee can employ devices 
  such as "time warps" to arrange an occasional anachronistic confrontation. 
  The tables below show how to convert the other game systems to BOOT 
  HILL. 
  BOOT HILL FIRING CONVERSION TABLE 
  D&D 
  Armor 
  Class 
  Advanced 
  D&D 
  Armor 
  Class 
  Gamma 
  World 
  Armor 
  Class 
  Metamorphosis 
  Alpha 
  Armor Class 
  Effect on 
  Boot Hill 
  "To Hit" Score 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -1 
  -2 
  -2 
  -3 
  -3 
  -4 
  -4 
  -5 
  -5 
  -6 
  -6 
  -7 
  -7 
  -8 
  -8 
  -9 
  -9 
  -10 
  Thus, if Evil Sam Slade draws on a D&D swordsman of armor class 5, 
  the result is "-3". If Evil Sam originally had a "To Hit" score of 65, he 
  would now need a roll of 68 because the armor adjustment subtracts 3 
  from his die roll. All BOOT HILL characters will have AC 10 (no armor), 
  at least initially. 
  Hit Dice: Each BOOT HILL character is equal to a 2nd level fighter (2 dice). 
  In addition, for each category of gunfighting experience a BOOT HILL char-
  acter has, add one additional level of fighter ability. 
  Saving Throws: BOOT HILL characters save at their fighter level as noted 
  under hit dice. 
  APPENDIX G: LOOT (THE WAGES OF SIN) 
  A successful robbery or holdup can net a haul for the outlaws within the 
  following ranges: 
  Bank 
  $1,000-50,000" 
  Citizen 
  $0-50 + watch, ring, etc. 
  Freight Wagon 
  Value of goods, bullion, or ore 
  Post Office 
  $0-1.000 in mail 
  Stage Coach 
  with payroll 
  $100-1,000 
  without payroll 
  $5-500 + watches, rings, etc. 
  Stage Office 
  $100-1,000 
  Train (express car) 
  $ 1,000-50,000 in mail, payroll, or securities 
  Other Businesses 
  $50-500 
  Cattle rustling, horse thieving, and other types of theft will depend upon 
  the market value of the stolen animals or items. Disposal of stolen goods may 
  sometimes be difficult to accomplish without raising undue attention — the 
  referee's discretion will be appropriate to the situation. 
  APPENDIX H: COMBINING BOOT HILL WITH 
  OTHER GAME SYSTEMS 
  BOOT HILL can be tied in to other role-playing games such as DUN-
  Gun Accuracy: Each anachronistic character using BOOT HILL weapons 
  will have 01 initially, adding +1 for each 6 rounds fired to a maximum of 25. 
  Distance and Scale Conversions: BOOT HILL inches equal inches in D&D 
  and AD&D. Each BOOT HILL inch equals 2 meters in GW and MA. 
  Wounds: Each hit causes damage as follows: several hits from the same 
  weapon are each computed separately: 
  Weapon 
  Arrow, tomahawk 
  (hand axe), etc. 
  Derringer 
  Other Hand Gun 
  Shotgun 
  Scattergun 
  Other Shoulder Arms 
  Gatling Gun 
  Cannon (cannister) 
  Dynamite (per stick)' 
  Damage 
  ALL AS 
  1-4 
  1-8 
  1-10 
  1-8 
  2-8 
  1-8 
  3-12 
  4-24 
  Range 
  IN 
  Modifier — 
  AD&D OR MA 
  S 
  M 
  L 
  (as applicable) 
  + 2 
  +3 
  +2 
  + 1 
  +2 
  + 2 
  + 4 
  — 
  + 
  1 
  0 
  + 
  1 
  0 
  0 
  -1 
  0 
  -1 
  + 
  1 
  0 
  +1 
  (1 
  +2 
  0 
  — — 
  * No saving throw allowed. The referee may optionally allow a save, treating 
  the explosion as if it were a Fireball, but damage base must then be in-
  creased to 6-36 hit points. 
  Greater details on how to merge BOOT HILL with ADVANCED D&D 
  can be found in the AD&D DUNGEON MASTERS GUIDE in the section 
  "The Ongoing Campaign". 
  31 
  
  APPENDIX I: STANDARD BUILDING INTERIORS 
  The following building interiors are samples to use as a guide in determin-
  ing the layout of various buildings: 
  43 COUNTt 
  SHERIFF 
  44 BARBER/BATHS 
  v . / 
  4 5 LONG 
  BRANCH 
  ^ T ^ 
  SALOON 
  46 HOTEL/CAfE 
  SO LAWYER 
  BILLIARD HALL 
  32 
  
  WEAPONS CHART 
  Weapon 
  Knife or Tomahawk 
  Bow 
  Lance 
  Derringer 
  Cap & Ball Revolver 
  Single Action Revolver 
  Double Action Revolver 
  Fast Draw Revolver 
  Long Barrel Revolver 
  Scatter Gun 
  Shotgun 
  Civil War Rifle 
  Civil War Carbine 
  Buffalo Rifle 
  Army Rifle 
  Other Rifles 
  Other Carbines 
  Short 
  Oto 1 
  Oto 7 
  Oto 2 
  Oto 1 
  Oto 3 
  Oto 4 
  Oto 4 
  Oto 3 
  Oto 6 
  Oto 2 
  Oto 6 
  Oto 15 
  Oto 12 
  Oto 30 
  Oto 25 
  Oto 20 
  Oto 15 
  RANGF 
  Medium 
  1+to 2 
  7+ to 18 
  2+to 5 
  1+to 3 
  3+to 7 
  4+ to 10 
  4+ to 10 
  3+to 7 
  6+ to 12 
  2+to 4 
  6+ to 12 
  15+ to 30 
  12+to 24 
  30+ to 60 
  25+ to 50 
  20+to 40 
  15+ to 30 
  (in spaces or inches) 
  Long 
  2+to 
  3 
  18+to 30 
  5+ to 10 
  3+to 
  6 
  7+to 12 
  10+to 20 
  10+to 20 
  7+to 15 
  12+to 25 
  4+to 
  8 
  12+to 18 
  30+to 60 
  24+to 50 
  60+ to 120 
  50+ to 100 
  40+ to 80 
  30+to 50 
  Extreme 
  3+to 
  ' 
  30+to 
  10+to 
  6+to 
  12+to 
  20+to 
  20+to 
  15+to 
  25+to 
  8+to 
  18+to 
  60+ to 120 
  50+to 100 
  120+to 300 
  100+ to 250 
  80+ to 200 
  50+ to 120 
  50 
  15 
  10 
  26 
  40 
  40 
  30 
  45 
  15 
  36 
  Rate 
  of Fire 
  1 
  1 
  1 
  1* 
  3 
  3 
  3 
  3 
  Reload 
  Rate 
  Weapon 
  Speed 
  Average 
  Below Average 
  Below Average 
  Average 
  Below Average 
  Fast 
  Average 
  Very Fast 
  Below Average 
  Below Average 
  Slow 
  Slow 
  Slow 
  Very Slow 
  Very Slow 
  Slow 
  Slow 
  : 2 if double-barreled 
  MOVEMENT 
  HIT DETERMINATION CHART 
  Each character moves at a certain maximum rate depending upon how he 
  or she is travelling. The base movement rates for different types of travel are 
  given below, and the numbers given correspond either to spaces on the town 
  map provided with the game, or inches if miniature figures are being used on 
  the tabletop. 
  8 
  16 
  32 
  On Foot 
  Crawling 
  Walking 
  Running and dodging 
  Running 
  2 
  6 
  12 
  24 
  Mounted 
  Walking 
  Trotting 
  Galloping 
  FIRST SHOT DETERMINATION CHART 
  SURPRISE 
  Giving opponent the first move 
  Character is surprised 
  Character is completely surprised (including returning fire on an 
  unseen opponent) 
  MOVEMENT 
  Character is running or running and dodging 
  Character is on horseback 
  WOUNDS 
  Character has wounds totalling less than 50% of STRENGTH 
  Character has wounds totalling 50% or more of STRENGTH 
  MISCELLANEOUS 
  Character draws two guns 
  Character hipshoots 
  Character fires on same target for second or greater consecutive 
  turn or 
  Character aims at same target for second or greater consecutive 
  turn 
  WEAPON SPEED CLASS 
  Very Slow 
  Slow 
  Below Average 
  Average 
  Fast 
  Very Fast 
  - 1 
  - 5 
  - 10 
  - 20 
  - 10 
  - 5 
  -20 
  - 3 
  + 5 
  + 10 
  + 5 
  - 10 
  - 5 
  0 
  + 5 
  + 8 
  +10 
  RANGE 
  Short 
  Medium 
  Long 
  Extreme 
  MOVEMENT OF SHOOTER 
  Walking 
  Crawling 
  Running and dodging 
  Running 
  Trotting 
  Galloping 
  MOVEMENT OF TARGET 
  Walking or crawling 
  Running or trotting 
  Galloping 
  Running and dodging 
  WOUNDS 
  Character has wounds totalling less than 50% of STRENGTH 
  Character has wounds totalling 50% or more of STRENGTH 
  MISCELLANEOUS 
  Weapon at rest on solid object (not possible on the turn weapon is 
  first aimed at target) 
  Second shot this turn 
  Third shot this tum 
  Firing a scatter gun 
  Firing a shotgun 
  Shooting with the wrong hand (with left hand if right-handed, etc.) 
  Light wound in gun arm 
  Serious wound in gun arm 
  Firing two pistols 
  Hipshooting 
  Target obscured (50% or less of target is visible) 
  + 10 
  0 
  - 15 
  -25 
  5 
  10 
  30 
  20 
  15 
  25 
  5 
  10 
  15 
  20 
  5 
  20 
  + 10 
  -10 
  -20 
  +20 
  + 10 
  - 10 
  - 25 
  -50 
  - 30 
  - 10 
  -10 
  Reference Sheets 
  © 1979, TSR Games 
  These pages are perforated for easy removal. Com-
  monly used tables are reproduced here for handy 
  reference. 
  33 
  
  BRAWLING CHARTS 
  WOUND CHART 
  PUNCHING TABLE 
  Adjusted 
  Die 
  Score 
  2 or less 
  3 or 4 
  5 to1 
  8 or 9 
  10 to 13 
  14 
  15 
  lb 
  17 
  18 
  Result 
  Miss 
  Miss 
  Miss 
  Blocked 
  Glancing blow 
  Jab 
  Hook 
  Combinations 
  Rabbit punch 
  Uppercut 
  19 or more 
  Haymaker 
  Notes to the PUNCHING TABLE 
  Effect 
  Left 
  Right 
  plus 
  Next round + or -
  on dice roll* 
  Opponent 
  You 
  +2 
  -
  + 
  1 
  -
  - 1 
  - 1 
  - 2 
  - 3 
  H The combination punch, if both arms are free, scores 2 + 2 points 
  against the opponent's strength rating; if only one arm is free, but 2 
  points are scored. 
  Dice 
  Roll 
  01-10 
  11-20 
  21-25 
  26-30 
  31-40 
  41-50 
  51-70 
  71-85 
  86-00 
  Location 
  Left Leg 
  Right Leg 
  Left Arm/Hand 
  Right Arm/ 
  Hand 
  Right Shoulder 
  Left Shoulder 
  Abdomen/Groin 
  Chest 
  Head 
  Lt. Wound 
  (-3 on 
  Strength) 
  01-40 
  01-40 
  01-75 
  01-75 
  01-40 
  01-40 
  01-40 
  01-20 
  01-20 
  Ser. Wound 
  (-7 on 
  Strength) 
  41-00 
  41-00 
  76-00 
  76-00 
  41-90 
  41-80 
  41-80 
  21-60 
  21-40 
  Mortal 
  Wound 
  — 
  — 
  — 
  — 
  91-00 
  81-00 
  81-00 
  61-00 
  41-00 
  Wounds suffered by a character will reduce movement capabilities as 
  follows: 
  Light wound in leg 
  Serious wound in leg 
  Other serious wounds 
  Move at Vt speed 
  Walk only, at '/i speed 
  ** 
  Move at Vi speed, except walking 
  Light wounds other than in the leg do not generally affect movement (see 
  WOUNDS for further details). 
  * The plus or minus will be as shown for punching or grappling in the fol-
  lowing round, or will convert (X 10%) to a modification of the per-
  centage chance to hit if weapon firing is subsequently attempted. 
  GRAPPLING TABLE 
  STUNNING CHART 
  Adjusted 
  Die 
  Score 
  1 or less 
  2 or 3 
  4 or 5 
  6 or 7 
  8 or 9 
  10 or 11 
  12orl3 
  14 
  15 or 16 
  r 
  18 
  19 or more 
  Result 
  Opponent knees you (or if 
  held, you break hold)** 
  Opponent gouges you (or if 
  held, you break hold)** 
  No hold" 
  No hold 
  No hold 
  Arm lock, left 
  Arm lock, right 
  Elbow smash 
  Throw (and if held, you 
  break hold)** 
  Kick 
  Head lock 
  Bear hugt 
  Effect 
  4(-) 
  M-> 
  — 
  — 
  — 
  2 
  2 
  2 
  2 
  3 
  4 
  1 
  Next round + 
  on dice rol 
  Opponent 
  - ( - ) 
  -(-) 
  +2 
  +1 
  — 
  - 1 
  - 1 
  1 
  - 2 
  - 1 
  - 2 
  - 4 
  or-
  * 
  You 
  -4(-) 
  -2(-) 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  Notes to the GRAPPLING TABLE 
  Bold listings show the four types of holds. These can only be broken (es-
  caped) by an opponent's roll of either 15, 16, or 3 or less on the 
  GRAPPLING table, although (except for the bear hug) an opponent 
  could elect to punch rather than try to break the hold. 
  Note that rolls of 3 or less on this table have different results depending on 
  whether or not a character is held — if not, the character suffers a 
  knee or gouge result; if so, the character escapes the hold, but with-
  out further immediate effect. 
  ** If held by an opponent, a character will only break the hold with a roll 
  which gives this result — all other rolls are no effect and the hold 
  may be continued. 
  t A character held in a bear hug may only respond by grappling in an at-
  tempt to break the hold — no punching is possible. 
  Gun butl or barrel 
  Club 
  Chair 
  Bullet wound in head 
  Buffalo gun bullet wound 
  Tomahawk 
  Basic 
  20% 
  25% 
  30% 
  50% 
  25% 
  25% 
  Hit From Behind/Surprised 
  60% 
  65% 
  70% 
  80% 
  30% 
  65% 
  SHOTGUN/SCATTER GUN EFFECTS TABLE 
  Die 
  Scatter Gun Range 
  Shotgun Range 
  Roll 
  Short 
  Med. 
  Long 
  Ext. 
  Short 
  Med. 
  Long 
  Ext. 
  0 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  2 
  2 
  2 
  3 
  3 
  2 
  2 
  2 
  0 
  0 
  0 
  0 
  0 
  0 
  Field of fire: shotgun 
  Long 
  Shotgun fire may hit a single 
  target at close range, ev-
  ery target in the space (or 
  within 1 inch) at medium 
  range, and every target 
  within 3 spaces (or 3 
  inches) at long or extreme 
  range. 
  • 
  1 1 1 1 1 11 1 1 1 1 1 
  Medim 
  Shot! 
  Field of fire: scatter gun 
  * The plus or minus will be as shown for punching or grappling in the fol-
  lowing round, or will convert (X 10%) to a modification of the per-
  centage chance to hit if weapon firing is subsequently attempted. 
  34 
  Scatter gun fire may hit every target in a space (or within 1 inch) at close 
  range, every target within 3 spaces (or 3 inches) at medium range, and every 
  target within 5 spaces (or 5 inches) at long or extreme range. 
  
  BOOT HILL CHARACTER RECORD 
  ©1979, TSR Games 
  (This form may be reproduced for personal use in playing BOOT HILL) 
  PLAYER NAME. 
  CHARACTER NAME 
  OCCUPATION. 
  AGE 
  HEIGHT 
  NATIONALITY. 
  WEIGHT 
  % ROLL 
  RATING 
  MODIFIER 
  SPEED 
  GUN 
  ACCURACY 
  THROWING 
  ACCURACY 
  PERSONAL 
  BRAVERY 
  z 
  FIRST SHOT "TO HIT" 
  % ROLL 
  RATING 
  ABILITY 
  SCORE 
  STRENGTH 
  % ROLL 
  # GUNFIGHTS 
  MODIFIER 
  EXPERIENCE 
  SKETCH OF CHARACTER 
  WEAPON 
  WEAPON SPEED + 
  PERSONAL SPEED 
  + 
  PERSONAL BRAVERY 
  BASE SPEED 
  SPEED 
  MODIFIER 
  MODIFIER 
  MODIFIER 
  WEAPON 
  PERSONAL 
  TOTAL 
  WEAPON 
  RANGE 
  ACCURACY 
  BRAVERY 
  + EXPERIENCE 
  "TO HIT" 
  + 50% 
  BASE 
  (S/M/L/E) 
  MODIFIER 
  MODIFIER 
  MODIFIER 
  MODIFIER 
  ACCURACY 
  DISTRIBUTION OF ALL ITEMS CARRIED 
  LEFT SIDE 
  ITEM 
  LOCATION 
  CENTER, BACK, OR FEET 
  ITEM 
  LOCATION 
  RIGHT SIDE 
  ITEM 
  LOCATION 
  
  OTHER ITEMS OWNED 
  ITEM 
  LOCATION 
  MONEY & VALUABLES 
  AMOUNT OR ITEM 
  LOCATION 
  MAJOR LAND HOLDINGS OR BUSINESSES 
  RESIDENCE 
  BRIEF PERSONAL HISTORY 
  HEREDITARY FAMILY FRIENDS 
  HEREDITARY FAMILY ENEMIES 
  MAJOR NON-PLAYER CHARACTERS KNOWN 
  (FAMILY, FRIENDS, ENEMIES, EMPLOYERS. GANG MEMBERS, ETC.) 
  NAME 
  RELATIONSHIP 
  RACE 
  OCCUPATION 
  MAJOR HIGHLIGHTS OF CHARACTER'S LIFE 
  WHERE RESIDING 
  WEALTH 
  
  MINIATURE FIGURES 
  A complete line of miniature figures suitable for use with BOOT HILL is manufactured by Grenadier Models 
  under the "WESTERN GUNFIGHTER" series name. These figures come in pre-packaged sets, and the complete line 
  of individual figures is listed below: 
  C 
  1 Sheriff 
  C 
  2 Deputy Sheriff 
  C 
  3 Cowboy with rifle 
  C 
  4 Cowboy with pistol 
  C 
  5 Mexican Bandito with Henry Rifle 
  C 
  6 Holdup man, pistol and Mail Bag 
  C 
  7 Gunslinger 
  C 
  8 Mexican w/45-70 Carbine 
  C 
  9 Holdup man, sawed off shotgun 
  C 10 Saloonkeeper w/scattergun 
  C 11 Gambler 
  C 12 Saloon'Girl 
  C 13 Fighting cowboy w/bottle 
  C 14 Fighting cowboy, bare fists 
  C 15 Fighting cowboy w/bowie knife 
  C 16 Bankguard w/carbine 
  C 17 Cowboy w/sack 
  C 18 Townslady 
  C 19 Old Veteran 
  C 20 Gold Miner 
  C 21 Townsman & Child 
  C 22 Road agent w/winchester 
  C 23 Store owner w/Civil War rifle 
  C 24 Lady shopkeeper 
  C 25 Depot agent 
  . M DUSi • fi 
  . *'• 
  • 
  M 
  I > I ^ M | 
  "W i? i in t i i* irn 
  mr 
  JrWFttJptf 'J 
  wL wmSmM 
  E w 
  ^BSSwSlw!^w<BKfeI^*r 
  •fell, '->• vJl^iP? J AV* X-/SBS* 
  W^^s^^f^UflASBMr^i^i^ttrWi-^*-
  » 
  i 
  For more complete price and ordering information, write: Grenadier Model; 
  C 26 Prisoner in irons 
  | 
  C 27 Town Judge 
  C 28 Undertaker w/tombstone 
  C 29 Mountainman 
  C 30 Barber 
  C 31 Dude 
  C 32 Doctor 
  C 33 Town Drunk 
  C 34 Officer 
  C 35 Trooper firing carbine 
  C 36 Trooper charging w/carbine 
  C 37 Trooper loading carbine 
  C 38 Indian Chief 
  C 39 Indian firing bows 
  C 40 Indian firing rifles 
  C 41 Indian w/war club 
  C 42 Wyatt Earp 
  C 43 Doc Holliday 
  C 44 Bat Masterson 
  C 45 John Slaughter 
  C 46 Shootist, Wes Harding 
  C 47 Squirrel Tooth Alice w/derringer 
  C 48 Mounted cowboy firing rifle 
  C 49 Cowboy w/pistol 
  C 50 Cowboy w/scattergun 
  >, PO Box 305, Springfield, PA 19064. 
  CREDITS 
  Game Design: Brian Blume & Gary Gygax 
  Development: Brian Blume 
  Editing: Mike Carr 
  Artwork: David C. Sutherland III, David A. Trampier 
  Box Cover Illustration: Elladan Elrohir 
  Big Help Department: Allen Hammack, Mike Carr, Timothy Jones, Tom 
  Wham, and Rose Estes 
  The Players: Jim "Gatling Gun" Ward (Julio Diego Garcia) 
  Mike "Hellfire & Brimstone" Carr (Dwayne De Truthe, and 
  the Douglas Gang) 
  Rob "Shoot 'Em Up" Kuntz(The Moonwaltz Kid) 
  "Dastardly Dave" Megarry (Dastardly Dave Slade) 
  Dave Arneson (Ben Cartwheel of The Ponderous Ranch) 
  Gary "I Own It All" Gygax (Mr. G) 
  Terry "Hotshot" Kuntz (Mason Dix) 
  Tim "Elect Me!" Kask (Tim McCall) 
  Ernie "Scatter Gun" Gygax (Ernie Sloan) 
  Brian "Buckshot" Blume (The Referee) 
  BOOT HILL is protected by the copyright laws of the United States of 
  America. Any reproduction or other unauthorized use of the material or art-
  work comprising the game is prohibited without the express written permis-
  sion of TSR Hobbies, Inc. 
  Any questions on the rules for BOOT HILL should be accompanied by a 
  stamped return envelope and addressed to: BOOT HILL Questions, TSR 
  Games, POB 756, Lake Geneva, WI53147. 
  
  7 
  \nm\n 
  AMERICA'S PREMIER GAME CONVENTION 
  & TRADE SHOW 
  \ 
  If you're a gamer of any type, there's an annual event you should know about no 
  matter what your particular area of interest is. The event is GenCon, America's 
  Premier Game Convention and Trade Show, sponsored by TSR Hobbies, Inc. and 
  held in August of every year at a location in southeastern Wisconsin. Over two 
  thousand enthusiasts gather annually for this gaming extravaganza which runs 
  four days in its entirety (Thursday through Sunday), featuring a potpourri of 
  events and features dealing with all facets of the hobby: tournaments, general 
  gaming, exhibits, auctions, seminars, movies, miniatures, boardgames, 
  role-playing events - - plus special celebrity guests, prizes, and trophies. It all 
  adds up to four days of gaming that you won't want to miss, so make your plans 
  now to attend! 
  Inquiries regarding GenCon for any particular year(including dates, general 
  information, accomodations, etc.) should be made between March 1st and August 
  1st by writing to: 
  yk^ 
  GenCon 
  ^Qr~ 
  POB 756, 
  Lake Geneva, Wl 53147 
  ADVANCED DUNGEONS & DRAGONS®, DUNGEON MASTERS GUIDE. A compilation of 
  tables, lists, and information designed especially for the Dungeonmaster 
  Other Role-Playing Games From TSR 
  THE DUNGEONS & DRAGONS® GAME FAMILY: 
  BASIC DUNGEONS & DRAGONS®, COMPLETE BASIC GAME SET. Everything needed to begin playing 
  D&D: Basic Game Book, Polyhedra Dice Set, and a special Beginner's Modular Dungeon, IN SEARCH OF 
  THE UNKNOWN — all in a beautifully illustrated full color game box 
  BASIC DUNGEONS & DRAGONS®, basic game book only 
  ADVANCED DUNGEONS & DRAGONS®, MONSTER MANUAL. An illustrated compendium of over 350 
  monsters for the ADVANCED game, alphabetically listed 
  ADVANCED DUNGEONS & DRAGONS®, PLAYERS HANDBOOK. Complete information on character 
  races, abilities, classes, spells, equipment, weapons, and more 
  Available August 1979 
  SWORDS & SPELLS. Special rules for creating swords & sorcery battles on the table top with miniature figures. 
  Ideal for use with DUNGEONS & DRAGONS® as both 1:10 and 1:1 scale 
  METAMORPHOSIS ALPHA. Rules for a science fiction role-playing game where participants adventure as 
  humans or mutants aboard a huge lost space ship 
  GAMMA WORLD. A science fantasy role-playing game set on a world devastated by radiation. Players must con-
  tend with weird creatures, berserk robots, secret societies, and a technology they need but cannot understand. 
  GAMMA WORLD includes a rules booklet, campaign map, and polyhydra dice, all in a full color box 
  If your favorite hobby, book, toy, or department store does not have what you want, you may order from us direct. ALL MAIL 
  ORDERS MUST INCLUDE $1.00 FOR POSTAGE AND HANDLING, REGARDLESS OF HOW MANY OR HOW FEW 
  ITEMS ARE ORDERED. For a complete listing of the entire line of TSR games and rules, send for our free catalog. 
  
SOURCE: textdata/thevault/Boot Hill/2nd Edition Orange Box (sans map, counters)/BH 2e - Core Rulebook - Boot Hill 2e (OCR) {TSR7005}.pdf