Wanted Dead or Dead
Wanted Dead or Dead
Wanted Dead or Dead is an old west scenario using the Shoot N’Skedaddle rules
designed for five players. It takes about two hours to complete. Each player controls
a faction with unique incentives which conflict with the others. Their goals bring
each faction toward the center of the board where they converge on a small house.
This scenario plays best if each faction doesn’t know the victory conditions of the
other factions.
Setup
Play the game on a 4’x4’ board with one edge designated as North. Place terrain as
indicated below on the map as well as scatter terrain such as cacti, bushes, rocks,
barrels, woodpiles, etc for some strategic terrain choices. Choose two activation
cards for each character except Charlie McNue and Victor Dixon who get three
activation cards and one card for the skunk. Shuffle all the cards together except Gil
Roger’s two activation cards and the skunk card. Place the shuffled cards face down
in one pile. Place Gil Roger’s cards and the skunk card face up in the discard pile.
“The Wanted” must place their team on the board first according to their team
sheet. After they have been placed, “The Bounty Hunter” places his character
according to his team sheet. Everyone else begins offboard. Play now begins by
flipping the first activation card.
Game End
The game ends when only one team is left standing. “Lover Boy and his Guide” and
“The Wanted” count as one team only if they are joined. Also, if only lawmen and
neutrals remain then the game is over. Tally VP.
Scenario Specific Rules and Information
Outlaws, Lawmen and Neutrals - Each character is a lawman, an outlaw or a neutral
as indicated on their card. During the scenario, lawmen and outlaws retain their
status. Neutrals remain neutral unless they target lawmen or close combat lawmen
with knives in which case they may be treated as outlaws for the remainder of the
game.
House - Contains a Lever Action Rifle, Sixgun, Shotgun and Knife on the table. The
door is locked. Characters may exit or enter any window with no enemy on the other
side but must attempt an agility test. If they pass they end on the other side of the
window. If they fail they can move through on the next turn and end on the other
side. When targeted by characters outside, characters inside have a cover bonus
and reduce damage by -1 (eg. roll d6 instead of d8 for pistol damage).
Shed - Bow (18” range, 2d8), Knife, Firestarter
Laundry - Blocks LOS
Horse - Scares if someone other than “The Wanted” moves within 6” and fails a
Charm test. Moves d8 inches in the direction the d8 is pointing.
Fence - Provides cover; cross with Agility test immediately otherwise cross next turn.
If any character crosses the fence, the bull who begins offboard will immediately
appear and charge the character with d6 Scrap and d12 Strength. The bull takes
three wounds to kill ignoring the effects of the first wound. Thereafter, it will charge
any character within 12”.
Smoke and Fire
Smoke and fire block LOS. Fire starts as 2” area in diameter. At the end of each
round,roll two red and two black dice. All smoke moves red-4 east and white-4
north. Fire moves half the same distance.
Any character that is in fire at any time must immediately roll an Agility test if passed
then wound and move up to 6” to safety if there is no safety then remove from
action. If the Agility test failed then remove from action. Any character within 3” of
fire at any time must roll an Agility test. If passed move up to 6” to safety if this is not
possible then wound. If the Agility test failed then wound.
Field - Provides cover. Movement is reduced in half in the field.
Outhouse - At the beginning of the second round, add one activation card for the
skunk. When activated, it moves d8 in the direction the d8 is pointing starting at the
outhouse. If at any point it is within 6” and LOS of a character, it attempts to shoot
them with stink. If there are multiple characters it will attempt to shoot the closest
that requires the least moving. It has d6 marksmanship. If successful that character
is stunned. Thereafter, they have -1 stats for the rest of the game. Any character
within 6” or less of that character for the rest of the game must pass a Guts test or
move 6” away in the opposite direction. One wound will kill the skunk.
Scarecrow - If a character moves within 3” of the scarecrow, a rattlesnake appears
and attempts to strike the character. They must pass an Agility test or take a wound.
Attempting to shoot a rattlesnake has a -1 modifier to Marksmanship.
Disguise - “The Bounty Hunter” will often be disguised whether at the start of the
game or when hidden. Other characters can unveil his disguise by performing a
Smarts test within 6” of him.
Wanted Dead or Dead
1880, Alamosa County, Colorado
Team 1: The Wanted
Background
John Ross lived a peaceful and uneventful life with his daughter Rose in England
until one day a local aristocrat tried to take advantage of Rose. John intervened and
accidentally killed the aristocrat. Despite the circumstances, the law charged both of
them with murder. Before they could be arrested, they fled to America and then to
the untamed West hoping to start a new life unnoticed in the vast high prairie. They
built a small farm and Rose met a local Indian named Ten Bears whom she fell in
love with. Even so, they remain on edge, fearing that the law, bounty hunters or
other unsavories will find them and try to collect a bounty. Now, that time has come
and they must fight for their lives.
Characters
John Ross - Begin adjacent to the fence
Rose Ross - Begin inside the house
Ten Bears - Begin inside the house
Smokey (the dog) - Begin behind the house
Special Information
House is locked. Lever Action Rifle, Sixgun, Shotgun and knife
inside on the table. Bow, knife, and fire starter inside shed. If
Ten Bears has the bow or knife from the shed all his stats are
increased by +1 and he ignores penalties for being wounded.
Ten Bears can start the field on fire with a flaming arrow.
Victory Points
-25 per lawman killed
Rose: 20 per round survived up to 100 max
Rose 0 if dead or arrested, 50 if wounded, 100 if unhurt
John: 5 per round survived up to 25 max
John: 0 if dead or arrested, 10 if wounded, 25 if unhurt
Ten Bears: 10 per round survived up to 50 max
Ten Bears: 0 if dead or arrested, 25 if wounded, 50 if unhurt
Smokey: 5 per round survived up to 25 max
Smokey: 0 if dead, 10 if wounded, 25 if unhurt
Wanted Dead or Dead
1880, Alamosa County, Colorado
Team 2: Ugly Joe and his gang
Background
Ugly Joe and his gang are a bunch of low life outlaws. They aren’t the brightest or
most capable bunch, but they do know an opportunity when they see one, and
bringing in the bounties for John Ross and his daughter Rose is the biggest
opportunity they’ve ever seen. The reward was over $2000 each, but where could
they find them. Fortunately, they met a boy who is in love with Rose and who has
followed her all the way from England. What a fool! He spilled the beans and now
you know where to find John and Rose, but Ugly Joe and his gang need to get there
first. They suspect others want in on the bounty, and the bounty hunter hanging out
with the boy may also try to cash in the bounty. The law may even be around. Time
to go in guns blazing.
Characters
All characters start off the map and enter during
activation from the south board edge
Ugly Joe
Emma Green
Jeb Laughlin
Otis Burns
Choctaw Charley
The Kid
Magnus Malone
Victory Points
75 for killing John Ross
75 for killing Rose Ross
200 for killing both
50 for killing lawmen
20 for killing anyone else
50 if Ugly Joe survives
Wanted Dead or Dead
1880, Alamosa County, Colorado
Team 3: Lover Boy and his Guide
Background
Gil Rogers is just a simple farm boy from England unfortunate enough to fall in love
with the beautiful Rose Ross. Rose and her father, were charged with the murder of
a local aristocrat and fled, but Gil believed they were innocent. He followed her when
they fled to America, but he was not ready for the vast wilderness of the West.
Fortunately, he met Charlie McNue, a bounty hunter, who promised to help him find
the love of his life. Charlie wasn’t sure about helping a boy and even less sure about
helping a lovesick one, but when he found out his girl had a large bounty on her
head, he became more interested. He found their farm, but they are not alone. A
gang of outlaws also arrived and maybe others. Gil hopes to reunite with Rose, but
Charlie is less certain about what to do.
Special Information
Charlie McNue has matches and can start a fire in the field as an action when
adjacent to it or within it. Charlie or Gil can attempt a Charm test to confront “The
Wanted” when within 6” and LOS of either John or Rose Ross. If successful they join
forces. If Charlie or Gil kill any of “The Wanted” then they are no longer joined and
cannot join again.
Characters
Gil Rogers - Starts offboard; add his two activation
cards during round 2; enters from any board edge
Charlie McNue - Starts mounted; enters on his
first activation from the southwest or southeast
corner
Victory Points
50 if Gil Rogers survives
25 if Charlie McNue survives
50 if Charlie kills Rose Ross
50 if Charlie kills John Ross
100 if Rose survives and is not arrested
100 if Gil Rogers joins “The Wanted”
50 if Charlie McNue joins “The Wanted”
10 per outlaw killed
-25 per lawman killed
Wanted Dead or Dead
1880, Alamosa County, Colorado
Team 4: The Bounty Hunter
Background
Victor Dixon is a renowned bounty hunter known both for his ruthlessness and
tenacity. His unorthodox ways have left him on the wrong side of the law, but it
hasn’t stopped him from collecting bounties under various guises. Recently, he
learned that two settlers in the area, John Ross and his daughter Rose, may in fact
be wanted killers with very large bounties on their heads. Loading up his trusty
Sharps rifle, he put on his standard disguise of an itinerant preacher and knocked on
their door. Sure enough, it was them. Now, he must kill them both to collect the
bounty, and make off before the law or the competition get him.
Characters
Victor Dixon - Begins disguised in cover within 12” of the NE corner of the board. No
one can fire at Victor until he breaks his disguise by attacking or running. Although
he cannot disguise himself, if he is hiding he counts as disguised and may not be
fired. He may be detected if someone searches for him within 6” and passes a Smarts
test.
Special Information
Rose is inside and John is outside mending the
fence. The house has numerous weapons.
Victory Points
75 for killing John Ross
75 for killing Rose Ross
250 for killing both
10 for killing anyone else
10 for each round he survives up to a max of 50
50 for surviving