Wargame Mechanics Index

Ruthless

A five-card poker hand is a single resource spent across initiative, reactive snap shots, card-vs-card brawling and morale recovery, with specific card ranks granting special effects.

Two-page Wild West gunfight skirmish game in which each player runs 2-5 named characters. Each turn players are dealt five poker cards and reveal one for initiative; the winner activates all their characters for two actions each. Shooting uses d10 to-hit rolls and a d10 wound-location table recorded on character cards, while cards from hand are also spent for snap shots, fisticuffs and courage recovery. A d10 Skedaddle check each turn ends the scenario when casualties mount.

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Mechanics 23 · 1 distinctive

Ranged Combat

2fire
“Darn, I Been Hit!” tableHit location

Each hit rolls d10 for a wound location with a specific effect.

How it works

1-2 Leg (only one Move per turn), 3-4 Arm (only one Shoot per turn), 5-6 Graze (no effect), 7 Gut Punch (unconscious only from Fisticuffs), 8-9 Chest (cannot Aim), 10 Severe Wound (knocked unconscious). Aimed-shot hits may be adjusted +1/-1 by the firer.

For each hit on a target, roll 1d10 and cross off the corresponding wound hit on the character card. Hits from an Aimed shot can be adjusted +1/-1 by the firer.
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1fire
Rounds & Reload 3 ShotsAmmunition & fire limits

Ammunition is crossed off on the character card per shot and reloaded by action.

How it works

Each shot crosses off a round on the character card; the Reload action restores three shots. Weapons have fixed capacities from the weapon table; bows reload free.

Ammunition is marked off here, then erased as shots are reloaded.
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1fire

Soft and hard cover penalise shooting; line of sight required for reaction shots.

How it works

Targets in partial or soft cover give -1 to hit; hard cover (rocks, buildings) gives -2. Lily Livered characters must move to and remain in cover.

-1 Target in partial or soft cover -2 Target in hard cover (rocks, buildings)
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1fire
Weapon TableRange bands

Each weapon type has short and long ranges and round capacity.

How it works

Derringer 6"/-, 2 rounds; Shotgun 8"/12", 2 rounds, +2 close -1 long; Revolver 8"/12", 6 rounds, Fanfire; Buntline 8"/16"; Bow -/16" free reload; Repeating Rifle 10"/24", 10 rounds; Sharps Carbine 18"/36", 1 round.

Fanfire allows up to 6 rounds to be fired in a single action at Short Range, but “10s” are needed to hit.
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1fire

Each Shoot action rolls 1d10 plus modifiers against 6+ at short range or 8+ at long.

How it works

Modifiers: +1 aiming, -1 Lily Livered firer, -1 partial/soft cover, -2 hard cover, -2 firing mounted. When shooting at a mounted target a second d10 decides horse (1-5) or rider (6-10). Fanfire lets revolvers fire up to 6 rounds in one action at short range but needs 10s to hit.

For each Shoot action, roll 1d10 + modifiers to hit. Cross off ammunition on the character’s sheet. SHORT RANGE 6+ LONG RANGE 8+
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Forces & Unit Definition

1force

A single d10 Toughness score rates each character's grit and experience.

How it works

Toughness is the target number for d10 tests (lower is better): veterans 3-4, experienced 5-6, nervous 7-8; 1, 2, 9, 10 to be avoided or reserved for exceptional cases.

Each character in the game has a Toughness value, serving as a “catch all” score to represent his grit and combat experience.
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1force
Random citizens join possesRandom force composition

In the Dodge City scenario, firing can add a randomly assigned citizen character to the shooter's posse.

How it works

After each Fire action, the firing player rolls a d10. On 1-4 he is assigned one random citizen's character card for his posse, placed in a scenario-defined area (north of the street for Peacock, south of the railway embankment for Masterson). Citizens stop arriving when all cards are assigned; Jim Masterson must go to the Masterson posse and the last to appear is always the mayor.

After resolving every "Fire" action taken by any character, roll a d10. On a result of 1-4, the player who fired is assigned one random citizen for their posse.
"Dodge City" · p. 1 Quote verified
1force
Character cardsUnit cards & rosters

Each model has a card listing Toughness, traits, weapons, ammunition and wound boxes.

How it works

Each model is assigned a card used to reference weapons, track ammunition and mark wounds by location; traits that are once-only have a tick box. Blank templates are supplied.

Each model on the tabletop is assigned a card to reference his weapons, track ammunition, and mark wounds as they occur.
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1force

Optional keyword traits modify individual characters' rules.

How it works

Traits include Bowie Knife, Cool Hand (ignore first failed Toughness test), Dirty Cheat (swap a card with another player), Drunk, Expert Rider, Greenhorn (-2 shooting), Gunfighter (+1), Law Dog (cannot shoot until enemy fires), Loud Mouth, Lucky (one re-roll), Marksman, Stealthy, Tough as Nails, Trigger Finger (+1 snap shot cards), Yella Belly and others. One or two per character recommended.

“DIRTY CHEAT” Once per turn, can pick any card from his hand and swap it with a random card from any other player
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Morale & Cohesion

2morale

Each turn end a d10 against the count of incapacitated characters can end the scenario.

How it works

At the end of each turn both sides roll 1d10; if the roll is less than or equal to the number of their characters dead, Lily Livered or Unconscious, their remaining men flee and the scenario ends.

If the roll is less than or equal to the number of your characters currently dead, Lily Livered, or Unconscious, the remaining men skedaddle and the scenario ends!
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2morale
Get Your Courage Up!Rout & rally

An action in cover lets a Lily Livered character recover by d10 plus a card value.

How it works

Starting in cover, roll 1d10 plus the value of any card in hand (expending it is optional and declared before rolling); equal to or above Toughness removes Lily Livered. A face card or Ace is 'a shot of whiskey' and passes automatically.

Roll 1d10 + the value of any card in your hand. You are not required to expend a card and any decision to do so must be made before the roll.
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1morale
Lily Livered / Toughness testMorale tests

Characters hit or seeing a friend killed test on d10 against Toughness or become Lily Livered.

How it works

Roll Toughness or higher on 1d10 when the character or horse is hit (even a Graze) or a friendly character is killed. Failure marks a Lily Livered token: the character moves immediately to cover and must stay in cover, and shoots at -1.

a character must roll their Toughness value or higher on 1d10. If they fail the test, they are marked with a Lily Livered token.
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Scenario, Campaign & Victory

2scen
Riding Shotgun 5-Act campaignCampaign linkage

Linked scenarios driven by a hidden-movement map chase and Silver Dollar currency, with persistent casualties.

How it works

After each act the Cowboys secretly move one space on a map toward the border while the Earp player guesses their location; a correct guess triggers that location's scenario. Silver Dollars buy extra characters or effects; killed characters are removed permanently and wounded survivors return with one permanent wound.

After playing each act, the Cowboys secretly move one space the map, forcing the Earps to guess their location!
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1scen

Scenarios set character-specific victory conditions and VP.

How it works

Scenarios define end triggers and VP, e.g. Dodge City Draw awards d6 VP for wounding Updegraff and d10 for killing Bat Masterson, with penalties for citizens recruited or killed.

+(d10) VP for killing Bat Masterson -1 VP for each citizen in your posse
"Dodge City" · p. 1 Quote verified
1scen
Ready-made adventuresHistorical scenarios

Historical gunfight scenarios with named characters and special rules.

How it works

Dodge City Draw (1881) adds random citizens to a posse on d10 1-4 after each fire action; Riding Shotgun includes a stagecoach that can be whipped and used to ram. Characters are supplied as unit cards with Toughness ratings.

After resolving every “Fire” action taken by any character, roll a d10. On a result of 1-4, the player who fired is assigned one random citizen for their posse.
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Turn Structure & Sequence

2turn
Sequence of Play (initiative card)Initiative determination

Each turn players secretly choose and simultaneously reveal one card from a five-card hand; highest card acts first.

How it works

At turn start each player is dealt up to five cards, places one face down, and all reveal simultaneously. The highest card activates all their models first, others follow in descending order; ties broken by suit (Spades, Hearts, Diamonds, Clubs). Hands are replenished to five at turn end.

The highest card goes first, allowing that player to take actions with all of their models. Other players activate in sequence, ending with the lowest card. Ties are decided by suit
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2turn
Got You Covered! / Snap ShotsReactions & interrupts

Characters can hold fire to shoot at a moving enemy, or play a card to shoot first or duck when targeted.

How it works

Got You Covered! is an action that places a marker; the character may later take one un-aimed shot at any enemy taking a Move action in line of sight. Snap Shot: when about to be shot or engaged in Fisticuffs, play any card higher than the opponent's initiative card to take a single un-aimed shot first or move 3" toward cover; the opponent cannot counter-play.

You succeed by playing any card from your hand that is higher than the one the opponent used for initiative at the start of the current turn. Opponents cannot play a card of their own to react.
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1turn

The player with initiative activates all their characters before the next player.

How it works

When a player has the initiative each character they control takes two actions in any combination (Move, Aim, Got You Covered, Shoot, Mount, Dismount, Reload 3 Shots, Get Your Courage Up), including the same action twice. The turn ends when all models have taken two actions. A design-guide option for small gunfights has each initiative card activate only one model.

When a player has the initiative, each character they control may take two actions. If a “7” card was played for initiative, one character can take three actions!
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Command & Control

1cmd
Two actions per characterPer-unit action allowance

When a player has the initiative, every character they control gets two actions in any combination; a 7 played for initiative gives one character three.

How it works

The turn ends when all models have taken two actions. Actions (Move, Aim, Shoot, Mount, Reload, Dismount, Get Your Courage Up) can be repeated, including the same action twice. A leg wound limits a character to one Move per turn and an arm wound to one Shoot per turn. The initiative card played sets whether one character gains a third action.

When a player has the initiative, each character they control may take two actions. If a "7" card was played for initiative, one character can take three actions! Actions may be taken in any combination, including the same action twice.
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Damage & Attrition

2dmg

Characters die when any single location's wound boxes are filled.

How it works

The character card has wound boxes per location (Leg, Arm, Chest, Severe). A character is killed when he crosses off his last box in any one location. Horses die after three hits. Unconscious models are tipped over and recover when their player uses an Ace or 4 for initiative.

A character is killed when he crosses off his last hit against any single wound location. Horses are killed when they suffer any combination of three total hits.
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Resolution Engine

3engine
Poker hand & Special Card AbilitiesMulti-use card hand

The hand of poker cards is a resource used for initiative, reactions, brawling and morale, with ranks granting special powers.

How it works

Cards are played for initiative, to beat an opponent's initiative card for a Snap Shot, as the score in Fisticuffs, and added to a d10 for Get Your Courage Up. Special ranks: A/K/Q/J automatically pass Get Your Courage Up; a 7 for initiative gives one character three actions; A or 4 for initiative revives all Unconscious models; 3 lets the player discard at turn end; 2 is a 'Low Blow' in Fisticuffs.

In addition to determining initiative, cards can also be played throughout the turn to resolve Snap Shots, Get Your Courage Up, and brawling in Fisticuffs. Some cards have special bonuses when played
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Close Combat

2melee

Brawls are resolved by both players playing a card; highest wins.

How it works

When opposing characters contact, both immediately select a card from hand; the highest wins and the loser is pushed back 2" and takes two rolls on the wound table. Mounted adds +1 to the card value; a played 2 'Low Blow' wins if it matches the opponent's suit. A player with no card, or an unconscious character, loses automatically.

Both players immediately select one card from their hand. The highest score wins. The loser is pushed back 2” and suffers two wounds on the “Darn, I Been Hit!” table.
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Movement & Manoeuvre

1move

Fixed move distances by foot or horse, reduced in rough ground.

How it works

On foot 6" in open or 3" in rough; on horse 12" or 8". Rough ground includes scrub, shallow rivers, fences, doorways and agreed obstacles. Mount and Dismount are separate actions.

On FOOT 6” or 3” (Open vs. Rough) On HORSE 12” or 8” (Open vs. Rough)
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