Tales of The Unexpected

Game Two:
Return of the Magnificent Five

By Paul Grace

(or what's left of them!)

Scenario Set Up

Place a circle of rocks and boulders in the centre of the table. Scatter a few hills, bushes and rocks around the table. Place Buck Rickabaugh, Sheriff Curly Wilcox, Doc Boone, Dallas, and Lucy Mallory within the circle. Place zombie group one at location one. All other groups arrive when their card is turned up and are placed on the table as in the previous game but using diagram two. Note the number of turns (shuffles) that pass.

Objective

Hold out until the cavalry arrive.

Here comes the cavalry:

At the beginning of each turn (i.e. when the pack is reshuffled) dice for the arrival of a cavalry patrol. Roll two dice, on a double six, the sound of bugles pierce the air and true Hollywood style the cavalry gallop to the rescue. When the turn number in this game reaches the turn number that if in the previous game a fire was lit then from now on, only one six needs to be rolled out of the two dice. When the cavalry arrive the game is over.

The Return:

Our intrepid heroes from the previous game make their way back to this table on the same turn number as that in which they made their exit from the last. The survivors arrive anywhere on edge 1 - 2. Any character still classed as 'citizen' (including Roxanne), having survived game one is upgraded to gunman. Fraser is likewise upgraded to shootist. In addition, if Roxanne survives she also gains a pistol, picked up on her escape. As an added reward, players might wish to allow all previous wounds to be miraculously cured - again in true Hollywood style.

Optional Extra's

The good doctor:

As an action, Doc Boone can attempt to fix another character's wound. That character must be in base contact with the doctor. Roll D6 : a 6 will remove any light or serious wound, 5 will remove any light wound.

The Cavalry:

If you have the figures, when Lt. Blanchard and his cavalry arrive, let them play out the game to its conclusion - Remove the 'Dead Shall Rise card' and finish the game when all zombies on the table are destroyed.

If things weren't bad enough: If you have the figures, and thought this game too easy: when rolling for the cavalry: if a double one is rolled then the Apache return!

More Wild West Zombies


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