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Post 14 Oct 2020, 1:18 pm

Attached is the final set up, Ike being in hex DD-F15 facing DD-G16.
James (Barkeep) keep in mind you are inside the doorway (CC-O15*). Your first move is out the door and into hex CC-O15, NOT N14 or O14.

One other note that came up last showdown, the "Draw & Cock" cards do both. The weapon is cocked in the same move as it is drawn unless otherwise specified (though except for the Banker's SW45 d.a. I'm hard pressed to think of why you wouldn't want to cock it).

There are 3 ways to communicate with other players: 1) Reply All in email, 2) send to me with your turn, I will include in the following turn resolution, 3) the Gunslinger chat room. (I especially recommend this for trash talk but also can be used for questions/comments. Although any immediate questions should be sent to me via email.)
Chat room invite: https://groupme.com/join_group/55424806/0ho4bjze

Turn 1 due Friday, October 16 at 4pm EDT/8pm UTC

Good luck and have fun all!!!!
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Post 16 Oct 2020, 1:57 pm

Turn 1 notes:

Nothing of note this turn except that 4 out of 5 characters already have guns in hand.

Next deadline: turn 5 due Monday, October 19 at 4pm EDT/8pm UTC
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Post 19 Oct 2020, 1:34 pm

Turn 2 notes:

Ike keeps one eye on the Gambler and one eye on the window (NPR)

Segment 5:
The Marshal draws 1 Delay for SPRINT: Wild Shot (his C45 goes off harmlessly)
The Barkeep draws 1 Delay for SPRINT: 2 delay
Little Ernie draws 1 Delay for SPRINT: 1 delay

End of turn:
The Barkeep delay reduced from 2 to 1.
Little Ernie delay reduced from 1 to 0.

Next deadline: turn 3 due Monday, Wednesday, October 21 at 4pm EDT/8pm UTC
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Post 21 Oct 2020, 1:06 pm

Turn 3 notes:

Segment 1:
Gambler draws 1 Delay card for SPRINT: 2 delay

Segment 3:
The Marshal draws 2 Delay cards for moving through the window: DROP
The Marshal then draws 3 Delay cards for the DROP penalty: 4 delay total

Segment 5:
Little Ernie draws 1 Delay card for SPRINT: 1 delay
Gambler's Advance and Run cancelled by delay
The Marshal's Draw&Cock and Drop (ironically) are cancelled by delay

End of turn:

The Gambler delay reduced from 2 to 1.
The Marshal's delay reduced from 4 to 2.
Little Ernie's delay reduced from 1 to 0.
The Barkeep's delay reduced from1 to 0.

I wonder if anyone heard Little Ernie take that shortcut through the back room? Probably just assumed it was a rat.

Next deadline: turn 4 due Friday, October 23 at 4pm EDT/8pm UTC
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Post 23 Oct 2020, 1:38 pm

Turn 4 notes:

Segment 5:

Little Ernie draws 1 Delay card for SPRINT: 2 delay

End of turn:
Gambler delay reduced from 1 to 0.
Marshal delay reduced from 2 to 1.
Little Ernie delay reduced from 2 to 1.
Barkeep has 2 Aim on hex DD-J16

Next deadline: turn 5 due Monday, October 26 at 4pm EDT/8pm UTC
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Post 26 Oct 2020, 1:05 pm

Turn 5 notes:

End of turn:
Marshal delay reduced from 1 to 0.
Little Ernie delay reduced from 1 to 0.
Ike has 4 Aim on hex DD-G15

Barkeep yells, "That thar marshal sure seems drunk! Now's the time to git 'im!"

Note: It was asked earlier if the stairs in DD-J19 block LOS. To me, it seems as if they should. However, after poring over the rules, it appears as if they do not. To wit:
Rule 30.2 says to ignore stairs unless optional rule 2 is used.
Rule 36.1 says stairs are not obstacles.
Optional rules 2.3 and 2.31 deal ONLY with elevation and movement on/off stairs.
These are the only rules that mention stairs.

Teaching Moment: I'm not sure if it was intended or not, but the marshal did not have to play the "Head Out/Back" card as any time a head counter is "...in his blind zone..." it is automatically removed from the board. (rule 32.4) Simply executing the "Spin Around" would have removed the head counter.

Next deadline: turn 6 due Wednesday, October 28 at 4pm EDT/8pm UTC
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Post 28 Oct 2020, 1:13 pm

Turn 6 notes:

Segment 4:
Barkeep draws one Delay card for SPRINT: 0 delay

End of turn:
Ike has 8 Aim on hex DD-G15
Gambler has 2 Aim on hex DD-J13
Marshal has 2 Aim on hex DD-J13

Barkeep calls out, "Gambler!! Cover me! I'm goin' for that bastard! He ain't gittin' no more free whiskey!"
Ike promises, "Marshal, throw out your guns and you won't get hurt...much..."

Next deadline: turn 7 due Friday, October 30 at 4pm EDT/8pm UTC
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Post 30 Oct 2020, 2:21 pm

Turn 7 notes:

Segment 2:
Ike loses his aim for playing a foot action.
Marshal loses his aim, hex DD-J13 no longer in his Aim Zone.

Segment 4:
Ike draws one Delay Card for Little Ernie entering hex: Lose Aim (no effect)
Little Ernie draws one Delay Card for entering Ike's hex: 2 Delay

Segment 5:
Barkeep Aim: 4 C45 WF +2 BR skill = 6
Marshal takes a SIDE hit from the barkeep punching him through the window: Light1
Marshal gets 2 Delay for backing up while Down


End of turn:
Marshal Delay reduced from 2 to 1.
Little Ernie Delay reduced from 2 to 1.
Gambler has 6 Aim on hex DD-J13

Ike barks out, "Last chance, marshal!!!!!"
Little Ernie calls out, "Ike, I came a runnin' and now we got the bastard cornered. I'll cover the door and you cover the corner. It looks like the barkeep's got his back side, but I can't see the gambler."
(Of course, he's so busy running, yelling and looking around that he doesn't see Ike is heading to the doorway as well. Kids, sheesh!)

(Note: Anyone using the UTC time, note it is one hour later for the switch from daylight time to standard time)

Next deadline: turn 8 due Monday, November 2 at 4pm EDT/9pm UTC
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Post 02 Nov 2020, 3:09 pm

Turn 8 notes:

Segment 2:
Gambler loses his Aim on hex DD-J13 (not in LOS) as well as his Head counter (not in Aim Zone).

Segment 5:
Ike Cock/Aim/Shoot cancelled due to delay.

End of turn:
Marshal Delay reduced from 1 to 0.
Little Ernie Delay reduced from 1 to 0.
Gambler Delay reduced from 3 to 1.
Marshal has 4 aim on hex DD-I17
Little Ernie has 2 aim on hex DD-H17

Ike observes, "Ernie, that gambler fellow seems to be on the side of the marshal, he was trying to dry gulch you running in there."
Meanwhile Ernie inquires, "O.K., Ike, are you going in or what?"
While the barkeep bellows, "Come on gambler! Let's get the bastard!"

Notes:
A correction:
Rule 33.5 says, "A sill blocks all LOS to and from a DOWN counters directly behind it." Therefore, Barkeep did not have LOS last turn and could not have JABBED the marshal.
Teaching Moment:
Barkeep questioned why his Aim time for the Jab was 6 and not 7 as the card says aim time for a Jab is 5 and he has +2 BR skill. The 5 Aim on the card is for a bare-handed attack. He has a one-handed weapon in his GH. Therefore the attack uses the Wielding Factor of the gun, which is 4.

Next deadline: turn 9 due Wednesday, November 4 at 4pm EDT/9pm UTC
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Post 04 Nov 2020, 2:44 pm

Turn 8 notes:

Segment 1:
Little Ernie loses his aim on hex DD-H17: executed ADVANCE

Segment 4:
Gambler can only turn 1 hexside with card (3), resolved to face DD-E22

Segment 5:
Barkeep aim: 4 Aim Markers (transferred) + 1 card 7 +0 1H skill = 5
Marshal takes a BE (VITAL) and is now deceased.

End of turn:
Ike Delay reduced from 1 to 0.
Ike has 4 aim on hex DD-H18.
Little Ernie has 2 aim on hex DD-H18.
Marshal's weapons are all in his hex (I'll leave them on the legend to not clutter the board)

Now let's see how the others resolve their differences.

Next deadline: turn 10 due Friday, November 6 at 4pm EST/9pm UTC
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Post 06 Nov 2020, 2:27 pm

Turn 10 notes:

Just in case anyone has lost sight (as I did), remember Gambler and Barkeep are on one side and Ike and Ernie are on the other side.

Barkeep is so surprised by his bull's eye that killed the marshal that he stands in stunned silence. (NPR)

Segment 2:
Gambler draws 1 Delay card for SPRINT: Lose Aim (no effect)
Little Ernie loses aim on hex DD-H18: Aim not in Aim Zone

Segment 3:
Ike loses aim on hex DD-H18: Executes foot action (Get Up)

Segment 4:
Ike aim: 0 Aim Markers, +1 card B3, +2 1H skill = 3

Segment 5:
Gambler draws 1 Delay card for entering Little Ernie's hex: 2 delay
Little Erner draws 1 Delay card for Gamber entering his hex: 1 delay

End of turn:
Little Ernie delay reduced from 1 to 0.
Gambler delay reduced from 2 to 1.
Little Ernie has 2 Aim on hex DD-F21

Teaching moments: Remember you can "adjust" execution of an action. Gambler might have noted to move AR instead of AS for each hex he attmepted to enter if it was occupied, although that might have been difficult to anticipate.
Easier to anticipate was Little Ernie's aim. Remember aim follows a character as long as he remains in you aim zone. A better plot would have been to aim at the hex then give the condition "If Gambler in LOS" and new execution "Aim at Gambler". And also remember aim cannot be transferred into or out of your hex, so the existing aim cannot be used.

Next deadline: turn 11 due Monday, November 9 at 4pm EST/9pm UTC
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Post 09 Nov 2020, 1:59 pm

Turn 11 notes:

Segment 2:
Gambler does nothing with card 7, no target in Aim Zone

Segment 5:
Ike aim: 2 Aim Markers, +1 card B3, +2 1H skill = 5
Gambler does nothing with card B2 since he did not fire earlier.
Little Ernie does nothing with card 6, no target in Aim Zone.

End of turn:
Gambler delay reduced from 1 to 0.

Next deadline: turn 12 due Wednesday, November 11 at 4pm EST/9pm UTC
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Post 11 Nov 2020, 2:08 pm

Turn 12 notes:

Segment 4:
Gambler aim: 0 Aim Markers, +1 card 7, +2 1H skill = 3

Segment 5:
Ike aim: 2 Aim Markers, +1 card 7, +2 1H skill = 5
Barkeep aim: 4 Aim Markers, +1 card 7, +0 1H skill = 5
Ike takes a SIDE hit: STUN2, STAGGER
Ike's STUN2: 4 Delay, -4 Endurance total
Ike's STAGGER (drawn "by" C4): Hex: BACK LEFT (runs into wall), Face: LONG (DD-H14)
Ike draws 2 Delay for running into the wall: 0 Delay total (a bit of luck, anyway)
Ike draws 3 Delay for the DROP at the end of the STAGGER: 1 Delay total.
Ike loses his aim on gambler.

End of turn:

Ike Delay reduced from 5 to 2.
Ike Endurance reduced from 20 to 16.

6 of 7 cards Ike drew resulted in just 1 Delay and 0 Endurance loss. It could have been much worse.

Next deadline: turn 13 due Friday, November 13 at 4pm EST/9pm UTC
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Post 13 Nov 2020, 2:49 pm

Turn 13 notes:

Ike is apparently still rattled from taking a bullet (NPR).

Segment 2:
Little Ernie aim: 0 Aim Markers, +1 card B2, +1 1H skill = 2

Segment 5:
Gambler aim: 4 Aim Markers, +1 card 7, +2 1H skill = 7
Little Ernie takes a BODY hit: STUN 2, SERIOUS 2
Little Ernie draws 2 Wound cards for STUN 2: 2 Delay, -2 Endurance total
Little Ernie will draw 2 Fatigue cards at the beginning of each turn for his SERIOUS 2.
Barkeep draws 2 Delay cards for hopping through the window: 3 delay total.

End of turn:
Ike delay reduced from 2 to 1.
Barkeep delay reduced from 3 to 1.
Little Ernie delay reduced from 2 to 1.
Little Ernie endurance reduced from 15 to 13.

NOTE: At the moment, the barkeep does not have LOS to Ike as Ike is down and directly behind an obstacle. Also note that the barkeep cannot move directly to the H row. He must first climb up on the bar (drawing 2 delay cards). Once on the bar he will still not have LOS to Ike (same reason, quirk of the rules). And when he leaves the bar he would have to draw another 2 delay cards. If Ike stands up, they will both have LOS although the barkeep will not be in Ike's Aim Zone. This is a good example of the difference between LOS and Aim Zone.

Next deadline: turn 14 due Monday, November 16 at 4pm EST/9pm UTC
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Post 16 Nov 2020, 2:11 pm

Turn 14 notes:

Segment 0:
Little Ernie draws his 2 Fatigue cards: 1 delay, -1 endurance total

Segment 2:
Gambler aim: 0 Aim Makers, +1 card 7, +2 1H skill = 3

Segment 3:
Little Ernie aim: 0 Aim Markers, +1 card B2, +1 1H skill = 2

Segment 5:
Little Ernie aim: 0 Aim Markers, +4 KNF W.F., +1 1H skill, -2 OH skill = 3
Little Ernie card B1 cancelled due to Delay.

End of turn:
Ike delay reduced from 1 to 0.
Barkeep delay reduced from 1 to 0.
Little Ernie delay reduced from 2 to 1.
Little Ernie endurance reduced from 13 to 12.
Barkeep has 4 Aim on Little Ernie.

Next deadline: turn 15 due Wednesday, November 18 at 4pm EST/9pm UTC
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