Gaming the Old West
in Miniature

Part Two: The Rules

By Rob Lusk

Old West Part One: Issues, Figures and Accessories

Welcome back, pardners! Here is the second part of my article on Old West miniatures gaming. In the first article (which appeared in MWAN #94), 1 discussed some of the issues that arise in gaming this period, and reviewed some of the figures and accessories available. In this article, I will provide an overview of published Old West rules sets that I am aware of. I will also briefly discuss some of the factors that I feel should be considered in designing or evaluating rules for this period.

I would like to stress that I am really providing overviews of rules sets rather than reviews per se. I will attempt to give the reader a good idea of the mechanics and important aspects of the rules, without a lot of critical analysis. If someone publishes a rules set for a period I love, I'm not going to be too critical! I have used the same overview format for most of the rules in order to allow for comparability; these are the features that I feel are most important in evaluating an Old West rules set. While I have playtested many of these rules, I haven't tried all of them, so I apologize in advance if I have not represented them accurately.

There are a number of sources for Old West rules these days. One of the best is MWAN; as you will see, many of these rules sets were published in MWAN, and I learned about several others via ads. Another great source is MagWeb on the Internet, which has several publications that contain Old West rules. Locally, there are a few hobby shops that carry Old West rules, including some out of print rules (e.g., The Game Room in Washington, IL, Bear Productions in Champaign, IL, and Beyond Eternity in Peoria, IL); I imagine this is true for game specialty shops throughout the country, especially those that have been around for a while. I am always looking for other rules, and would be happy to correspond with others who share an interest in this period. My E-mail is Robert.Lusk@gte.net). Now, on with the rules!

Title: A Fistful of Lead, Miniature Wargaming in the Old West, A Quick & Dirty Set of Rules
Author : Forrest Harris
Publish : the author; out of print but still available in a few Central Illinois game stores
Date Published: 1993
Format/Pages: Spiralbound, 32 pages plus drawings of buildings, etc. that can be cut out and used, plus play charts.
Cost: around $12
Focus/Setting: Small scale gunfights of either the historical or Hollywood variety. Use of a judge is recommended; players' and judges' sections are included.
Scale: Designed for 25mm figures (but can easily be adapted to other scales), 1: 1 figure to man ratio, ground scale is 1 " = 2 yards. Turns are five seconds long.
Troop Characteristics: Nerve, Marksmanship, Agility, Strength. Most vary from 0-100. Great descriptors included -- e.g., "Molasses in January" to "Greased Lightning" for Agility. Percentile dice are rolled to generate these.
Action Sequence: Turns are five seconds long. Orders are written on a notepad at the start of the turn; enough actions are recorded to fill the five seconds. The judge calls out first second actions, then second, etc. If two actions occur during the same second that could affect each other (e.g., a shootout), both figures roll Agility to see who goes first. Lists of allowable actions are provided, as well as the number of seconds they take. Figures may also react to others' actions (there are a limited number of options here).
Movement: Simple, fixed movement system, based on type of move (e.g., walk 4" in two seconds).
Missile Fire: Figures roll percentile dice to achieve a target number based on range and weapon type (with modifiers) -- shots can wound or kill. Ammo is tracked. Wounds are rolled on a chart to determine location and effect.
Melee: The attacker rolls percentile dice based on Strength (with modifiers). The defender rolls percentiles based on Strength on another table to determine additional modifiers to the attacker's roll. This can result in no effect, or being knocked down, subdued, or killed.
Morale: Nerve must be rolled before a figure makes his first shot, when a figure is shot at, before attempting to shoot a figure with greater Nerve, or when an enemy with Nerve at least as good as yours within 6" spits or glares.
Other Features: The judge's section has good advice on how to run games, character creation, objectives, and setting. A sample scenario is included, as well as sample characters (both historical and Hollywood variety).
Evaluation: The rules are clear, relatively concise (the rules themselves really only take up about 11 pages; the rest is scenarios, etc.), and have a very tense, realistic feel to them. Highly recommended for very small games (no more than two figures per player).

Also of interest is Forrest's interactive Old West adventure called "The Devil's Addition," which is like a novel but allows the reader (as the main character) to choose different options and determine their consequences with the aid of dice. This is very entertaining and very highly recommended. Available from Knuckleduster Publications, P.O. Box 1024, Normal, IL, 61761.

Title: Bleeding Kansas, Skirmish Wargame Rules, 1850-1890 Author: Kenneth M. Van Pelt
Publisher : Lion's Den Wargames; available in some game specialty shops
Date Publisher : 1995
Format/Pages: Good quality paper in plastic sheet cover; eight pages plus a reference sheet on cardstock.
Cost: Available for $5 from LDW, 1205 Allendale Drive, Greenwood, MO, 64034
Focus/Setting: Small scale skirmishes of the historical or Hollywood variety.
Scale: Suitable for 15, 20, 25 or 54mm figures on a 1: 1 figure to man ratio (a pace is anywhere from 1 cm to 1 inch). Time scale is "a small elastic unit of measure."
Troop Characteristics: No characteristics per se, but five types of figures (Novice, Average, Veteran, Elite, or Hero).
Action Sequence: The turn sequence is randomized, using either cards assigned to figures or an initiative roll. There are simple but comprehensive options for a unit's actions.
Movement : Move allowance is determined by a figure's beginning and ending stance (from 2-12 paces).
Missile Fire: Shooting uses d10's with modifiers. Figures that are hit must make a saving throw or are wounded; rules are included for variable wounds based on the type of figure (Novice, Average, Veteran, Elite, or Hero). Rules are also included to carry wounds over from game to game if desired.
Melee: Combat uses dl O's in an opposed roll with modifiers; the difference between rolls determines the result.
Morale: Not a factor.
Other Features: Rules for ambushes and surprise are included.
Evaluation: I found these rules a little confusing at times, but overall they are a very good set for smaller scale skirmishes. Very playable. Highly recommended.

Title: Boot Hill
Author: Brian Blume and Gary Gygax
Publish : TSR (out of print)
Date Published: 1975
Format/Pages: Printed cardstock cover, 34 pages plus a cardstock reference sheet, illustrated.
Cost: around $5 originally (quite a bit more now)
Focus/Setting: Wild west gunfights and campaigns. Basic and advanced game rules are included.
Designed for 25-30mm figures, 1: 1 figure to man ratio. One turn = 10 seconds, one inch = six feet.
Characteristics: Speed, Accuracy, Bravery, Strength (with 8-13 subcategories in each). Action Sequence: Each player Moves in turn, then Shooting, then Brawling. The advanced game has simultaneous movement.
Movement: A fixed distance, with modifiers (e.g., run 24"). The advanced game adds vehicles.
Missile Fire: Roll on a First Shot Chart to determine who gets the first shot (as applicable), modified by speed, weapon type, and surprise factors. Base chance to hit is 50% ñ modifiers. There are two hit location methods, a fast method (roll percentiles to determine if wound is Light, Serious, or Mortal), and an exact hit location method with a variety of wound effects. The advanced game adds fire during movement, and other optional rules.
Melee: Choose punch or grapple. Roll 2d6 + modifiers and consult a table for the results.
Morale: Optional advanced rules for minor characters. Roll percentiles + modifiers; must roll < Bravery or "act to avoid the confrontation."
Other Features: Rules for miscellaneous characters, rules for sharpshooting, stuns, intoxication, gambling, dynamite, misfires, stray bullets, artillery, simple campaign rules, two scenarios, prices/wages, town diagrams, and suggested readings.
Evaluation: A classic game. The mechanics are a bit too complex in places, but some great ideas. Highly recommended. (Note that subsequent versions are role-playing games, but still have some great source material, and can be found more easily.)

Title: Bullets & Boots, Wild West Shootout Miniatures Game Rules
Author : Steve Carroll
Published: Appeared in MWAN #83
Date Published: 1996
Format/Pages: Five pages
Cost: Included in MWAN
Focus/Setting: Small scale gunfights of the Hollywood variety.
Designed for 25mm. figures with 2-4 figures per player, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: No characteristics per se, but three grades of figures: Veteran types, Lesser Gunfighter types, and Women/children/elderly.
Action Sequence: These rules use a card activation system. Figures act when their card is drawn, and get 2-8 actions per turn based on the type of action, type of figure and a d20 die roll divided by three (e.g., moving 2" = one action, shooting or fighting = two actions).
Movement: 2" per action.
Missile Fire: Simple but creative system for determining hits and wounds simultaneously. A detailed wound location table is included. Characters can take multiple wounds in body parts (noted on character sheets, which are included for photocopying). Ammo is tracked.
Melee: Opponents dice off using a d20 with modifiers. The loser takes one hit.
Morale: Not a factor.
Other Features: Whimsical special rules are included (e.g., for Dusty the Dog).
Evaluation: Overall these are a fun set of rules for small scale skirmishes. Recommended.

Title: Cowboys N' Indians
Author: Paul Arden Lidberg
Publish : Crunchy Frog Enterprises
Date Published: 1993
Format/Pages: Two pages (I found it on the Internet)
Cost: free with Internet access.
Focus/Setting: A very simple but fun format for skirmishes with a bag or two of cheap plastic 54mm cowboys and Indians. A game with around 15 figures per side takes about 30 minutes.
Designed for 54mm plastic figures, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: No individual characteristics. Cowboys and Indians are the two troop types.
Action Sequence: (1) Roll Initiative with d6 -- the high roller chooses who goes first. The player to their left goes second, etc. (2) Move. (3) Combat. (4) Dead Guy Clean Up. Movement: Cowboys move one paper edge (8 1/2"), Indians move two paper edges (17"), Horses and Wagons move three paper edges (25 1/2").
Missile Fire: Range = one paper edge (8.5"). Roll 1d6 per figure. Cowboys hit on odds, Indians on even rolls. Cowboys can move and fire, Indians cannot. Troops in cover are hit on a 5-6. Hits eliminate the target.
Melee: Same as missile fire.
Morale: Not a factor. Other Features: Four brief scenarios are presented.
Evaluation : A great introduction to more formal gaming for young people or for a fun "back to basics" game. Could easily be run at a convention. Highly recommended for its elegant simplicity.

Title: Cowboyz
Author: Mitru Costea III
Publish : Appeared in MWAN #71
Date Published: 1994
Format/Pages: Three pages
Cost: Included in MWAN
Focus/Setting: Simple but effective rules for small scale gunfights of the Hollywood variety.
Scale: Designed for 25mm. figures (can easily be modified for other scales), 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: Each figure has statistics for Shooting, Melee, and Speed.
Action Sequence: Each figure's statistics are written on a card, and these cards are shuffled. The cards are drawn one at a time, and the figure whose card is drawn acts. There are also special event cards (e.g., take an extra turn) that are rolled for during each action (1/6 chance of getting one). Examples of these are given, but the gamemaster must make up the rest.
Movement: A figure can run twice per game at 9", 10", or 11 " depending on its Speed. Otherwise, figures can move half this distance per turn.
Missile Fire: Shooting uses a d6 roll with modifiers. Hit locations are rolled for, as well as the effects of hits. Ammunition is tracked.
Melee: Both opponents roll a D6 + the figure's Melee value. The high score wins; ties are rerolled. The winner decides the fate of the loser.
Morale: Not a factor.
Other Features: Special event cards (see Action Sequence above).
Evaluation: These rules are well written and work very well for games with up to about 12 figures. I really like the use of the action deck and the event cards. Note that in MWAN #8 1, David Barnes reports on a gunfight using these rules, and recaps most of the rules themselves. This is an excellent account of the game, and gives a great feel for how it is played. Highly recommended.

Title: Death on the Prairie, Man to Man Combat on the Western Plains (1860- 1890)
Author: Martin Fenelon
Publisher: Appeared in MWAN #42
Date Published : 1989
Foemat/Pages: 16 pages
Cost: Included in MWAN
Focus/Setting: Recreates small unit actions (U.S. Army vs. Indians); according to the author, it is a "light hearted simulation of small unit warfare on the western plains."
Uses a 1: 1 figure to man ratio and 10 second turns. Written for 25mm figures, but can be modified for other scales. Ground scale is I inch = approximately 4 yards.
Troop Characteristics: Figures have ratings in six different skills (Fire, Melee, Morale, Strength, Speed, and Aim).
Action Sequence: Cards or chits with unit names on them are drawn each turn, and when a unit comes up, it gets one action. A variety of actions are available.
Movement: Fixed distances based on type of movement (e.g., move 6" on foot), with modifiers due to Speed.
Missile Fire: Shooting uses a base chance plus range and other modifiers plus a d20; the effect ranges from a graze to killed.
Melee: For melee, roll a d2O + Melee value + weapon rating + other modifiers. The effect ranges from a graze to killed.
Morale: Morale is an important factor in this game; units roll a d10 with modifiers. The morale rules work quite well, in my opinion.
Other Features: There are a number of optional rules, including tracking ammo, night engagements, tracking, character advancement, and an appendix on U.S. military organization.
Evaluation: A very nicely done rule set, clearly written, and works very well with small scale battles. Very highly recommended.

Title: Desperado, Skirmish Gaming in the Old West
Author: Tom Kelly and "The Posse"
Publisher : The authors; available in many game specialty shops
Date Published : 1992
Format/Pages: Spiralbound, cardstock cover, 22 pages plus play chart.
Cost: around $8
Focus/Selling: Desperado is a "lighter" rules set for 1-2 gunfighters per player to recreate gunfights of the Hollywood variety.
Scale: Designed for 25mm figures, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: No individual characteristics for troops.
Action Sequence: You start by compiling a deck of cards with each figure's name; each figure has from 2-5 cards depending on the figure type. Figures act when one of their cards comes up. Actions include move, fire, move and fire (at a minus), do nothing, reload (and walk), and move/mount/ride (and fire at a big minus).
Movement: Movement is randomized -- players roll a number of d6 that depends on the type of move (1d6 for crawling to 5d6 for mounted galloping). Players must declare their move before rolling, so it is possible to get stuck out in the open. A figure can only run two moves in a row.
Missile Fire: Shooting is percentile based, depending on the range and applicable modifiers. If a figure hits, the player rolls percentile dice for hit location and effects. When a figure reaches 100 damage points (or rolls a fatal result), they are removed. Ammunition must be tracked. Figures can call out other figures for a showdown; if it is accepted, both move into the street and fire simultaneously at each other.
Melee: For combat, each figure rolls a d6 with modifiers; the high roll wins and determines the result (from run away to killed).
Morale: Optional morale rules are included; these are used when a figure is shot or called out (2d6 are rolled and modifiers are added).
Other Features: Suggested scenarios, character names, and optional rules for dynamite, fire, and using animals are included.
Evaluation: Desperado is a very fun, fast playing rule set. These are very good rules for conventions and a fun diversion from hard core gaining. There are a few ambiguous spots, but they are easy enough to resolve. This is one of the most popular Old West rule sets available, and with good reason. Very highly recommended.

Title: Desperado II
Author: Tom Kelly
Publisher: Tom Kelly; available in many game specialty shops
Date Published: 1994
Format/Pages: Spiralbound, 28 pages.
Cost: around $7
Focus/Setting: This is a supplement for Desperado. I will skip to Other Features to describe it.
Other Features: A quiz about famous lines from Westerns, rules for showdowns, clarification on calling someone out, extra movement cards (e.g., trains, stagecoaches), leader cards (units can use these to move as a unit), agility rolls, stampedes, burning buildings, breaking down doors, opportunity fire, using an umpire, 10 scenarios (excellent variety), and an updated list of Old West game supplies.
Evaluation: Most (if not all) of these rules are worth using, and add to the game without slowing it down significantly. The scenarios are very well done. Highly recommended.

Title: Dog Soldiers: Not Too Fussy Injun Fighting Rules
Author: Mark Hannam
Published: Appeared in The Gauntlet #9
Date Published: 1997
Format/Pages: Four pages.
Cost: Included in The Gauntlet
Focus/Setting: U.S. Army versus Indians (actually created to refight the engagement between Col. Gibson and the Indians at Big Hole). Most figures are organized into stands of 3-6.
Scale: For 25mm figures, 1 inch = 1 yard; for 15mm. figures, 1 cm = 1 yard. 1: 1 figure to man ratio. Time scale not specified.
Troop Characteristics: Uses EDNA, a numerical indicator of morale/fatigue/will to fight/guts, which can rise and fall during the game. In the scenario, the EDNA for the army is 7, scouts 8, and Indians 6. When EDNA reaches 2 the unit is eliminated.
Action Sequence: Each stand is allotted a playing card shuffled into a deck. When the card is drawn, the stand performs an action. Mounted troops get an extra action for every third card drawn. Actions: fire, move, mount, dismount, melee.
Movement: Base move is EDNA + d6 yards; can charge an additional d6 inches. Mounted move adds +one averaging die. Mounted charge/gallop = EDNA + averaging die + Leadership for U.S. Army, EDNA + two averaging dice for Indians.
Missile Fire: U.S. Army carries 9 rounds of ammo per figure, which must be tracked. Roll 2d6 per Army stand, +1d6 if an officer uses his Leadership bonus. Indians and Scouts roll 3d6. U.S. Army fires one or two rounds per turn (Indians fire one round). To hit, the score from any two dice chosen from all rolled must be < the current EDNA or the number of rounds fired, whichever is lower (-1 die for cover). Hits cause modifiers to the target's die rolls, EDNA, or can kill.
Melee: Both sides roll < EDNA as for firing, +one die for each figure the enemy is outnumbered by. Can lower EDNA or kill up to two enemies.
Morale: Must roll < EDNA on d6 to move out of cover or charge. Officers can add a die roll. Must roll:5 EDNA to face a charge (with modifiers) or fall back. You must also roll < EDNA during subsequent rounds of combat or pull out.
Other Features: None included.
Evaluation: The unique use of EDNA for Old West rules is interesting and gives a realistic feel in larger games. Relatively simple, straightforward rules. Highly recommended.

Title: Fire and Steel, Skirmish Wargames Rules 1700-1900 (Old West section)
Author: Mark Evans and Dave Wilson
Publisher: Wargames Research Group; available at many game specialty shops.
Date Publisher: March 1996
Format/Pages: Professionally printed color cover, 31 pages plus a page of counters to be cut out.
Cost: around $14
Focus/Setting: Covers a broad historical period, but includes a Hollywood style gunfight scenario. Best for small skirmishes, with around eight figures per side.
Scale: Designed for 25mm figures, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: Each figure has a skill level that ranges from 1-3. Further, they can have a 1 or 2 on morale rolls or to hit in combat or with missile weapons.
Action Sequence: Draw cards or chits for each figure (can have units act together in larger games). Get three actions (Impulses). Can move, fire, reload, and perform other actions. There are Move and Combat phases.
Movement: 3" on foot, 5" mounted, with modifiers. Can fire during the Move phase if have previously placed an Aim marker.
Missile Fire: Roll a d6 + Skill level + Weapon/Range Factor (from a table) ñ modifiers. Find the resulting number on a table; the result can be no effect, a morale check, or a Type 1-3 hit (roll again to determine if you have just taken a wound or are removed from play). Figures are automatically removed when they have taken three wounds. Figures go in the order of their Initiatives. If you have taken an action to Aim, you can shoot at any time.
Melee: Roll Initiative on d6 + modifiers, go in order (from highest to lowest). Roll d6 + skill level ñ modifiers. The rest is the same as missile fire.
Morale: Roll d6 + modifiers when a figure takes a wound or as otherwise directed. Can be pushed back, go to ground, or be okay. Gain Morale Markers for failing morale checks. These mean you can only go to cover, run away, or surrender while you have them. You lose one at the end of each turn.
Other Features: Rules for hidden moves, standard troop types, examples of play, explosives, machine guns, scenario design, and a number of scenarios including a gunfight.
Evaluation: Well written, these rules play well and have a realistic feel. Highly recommended.

Title: Garry Owen, Wargames Rules for American Indian Wars
Author: Paul Beck
Publisher: Frontier Miniatures (no longer in print, but still available at some conventions)
Date Published: Unknown
Format/Pages: Cardstock cover, 26 pages.
Cost: around $5
Focus/Setting: These rules cover the Indian Wars from 1865-1890. There is a nice seven page introduction which describes the U.S. Army and Indian tribes in some detail.
Scale: Written for 15mm figures, and use a 1:5 figure to man ratio. A cavalry troop consists of 12 figures, an infantry company is 16 figures, and an Indian warband is 20 figures. Time and ground scales not specified.
Troop Characteristics: Troops have a Weapon Ability from 1-4 depending on troop type and whether they are mounted or dismounted.
Action Sequence: Movement, Artillery Fire, Regular Fire, Melee, Morale, Rally. Movement and missile fire are simultaneous (although I find that it is very difficult for players to truly move simultaneously when another player has troops nearby -- it is too tempting to react to each other).
Movement: There are two movement rates: regular and charge (e.g., 10" and 15" respectively cavalry). There is a good system for mounting and dismounting.
Missile Fire: Shooting uses a formula: [# figures firing x (maximum range - distance fired) x Weapon Ability] divided by 100 = number of kills (modifiers for cover subtract from the number of kills). If there is a remainder, roll this number or less on percentile dice to get an additional hit. Simple rules for artillery are included. Ammunition is limited and must be tracked.
Melee: In combat, each side rolls a d6, and adds their weapon's value (from 1-5) and modifiers. The high roller kills their opponent.
Morale: Morale is rolled when casualties occur based on the number of figures lost -- the greater the number, the more likely a unit is to rout. In addition, troops must roll for control when they get close to the enemy. A unit may do what they want, charge, stay put, or even retreat, depending on the roll.
Other Features: Historical scenarios are included, as well as supplementary rules (e.g., for civilians).
Evaluation: Overall, a fast-paced, fun set of rules. The missile fire formula is a bit too complex for my tastes, but works okay. Highly recommended.

Great Rail Wars, The
Author: Shane Hensley
Publisher : Pinnacle Entertainment Group; available in many game specialty shops
Date Published: 1997
Format/Pages: Boxed set with 80 page rulebook, 16 page army book (with troop types), 33 Troop Cards, counters, templates, 17 nicely sculpted pewter figures, dice, 35 plastic Fate Chips, and four cardstock Western buildings. Professionally printed.
Cost: around $60
Focus/Setting: Set in the year 1876 in an alternate history where magic, monsters, undead, and advanced steam tech exist. These were voted Best Miniatures Rules at Origins '98, and can be played using only historical characters/units if desired, so I decided to include them.
Designed for 25-30mm figures, 1:1 figure to man ratio. Time and ground scales are not specified.
Troop Characteristics: Strength, Smarts, Vigor, Shootin', Fightin', and Guts. Each has a dice type associated with it (from d4 to d12, with d6 being average). There are two target numbers for rolls -- Easy (4) and Hard (8). For example, hitting at short range is Easy, while it is Hard at long range. If you get the highest possible roll on a die, it is rerolled and added; in other words, if you roll a 6 on a d6, you roll again and add the second roll; if it is a 6, you add both and keep going. This creates some interesting probability-related issues (e.g., it becomes easier to roll an 8 on a d6 than a d8), but seems to work well overall.
Action Sequence: Each player or side uses a poker deck to determine the action sequence (count down from Ace). Units and individual figures have a Speed factor that determines the number of cards drawn each turn (usually one for units and two for heroes). Units/figures act when their card comes up. You can hold one action and use it to interrupt another's action. Normally units can move and fire.
Movement: 6" on foot, 15" mounted (with modifiers for terrain). If a figure runs, it gets no other actions, but gains d6" on foot and d10" mounted. Rules for unit coherency are included.
Missile Fire: The Shooting die is rolled, with the target number based on range and modifiers. If you hit, the target rolls its Vigor. Depending on how much the damage done exceeds this roll, the target is either Eatin' Dirt (prone until recovers) or Put Down (out of the game). Rules for artillery and dynamite are included.
Melee: Opponents roll Fightin'; if the attacker rolls higher than the defender, he hits (proceed as in Missile Fire); otherwise there is no effect.
Morale: Under certain circumstances (e.g., excessive casualties), units must make Guts checks. If they fail, they become Shaken (-I to rolls) and may then become Panicked if they fail a subsequent test.
Other Features: An interesting addition is the use of "Fate Chips" (you start with three, and can earn more during the game), which are cashed in to improve dice rolls. There are rules for horses, scenarios, victory conditions, experience and advancement, strange occurrences (when Jokers are drawn), and detailed rules for creating and advancing heroes. A couple of supplements are now out -- Derailed!, which includes rules for vehicles and a few rules additions; and A Fist Full 0' Ghost Rock, which features a campaign plus some rules additions. More supplements are due shortly.
Evaluation: The rules are very well written in a campy Western style, clear, relatively easy to learn, and a lot of fun! They are not really complex, but are rich in detail. The fantasy/horror element and simplicity of some of the rules (e.g., you can unlimber and fire a 6 lb. cannon in the same amount of time you can fire a rifle once or a pistol twice) will put off many historical gamers, but there are many great ideas here. Very highly recommended -- one of my favorite games.

Gunfighters, Gamblers and Villains of the Old West
Author: Aldo, Ltd. (specific author unknown)
Publisher: Dixon Miniatures; available in some game specialty shops
Date Published: 1991
Format/Pages: Printed on thick paper, seven pages.
Cost: around $4
Focus/Setting: Old West gunfights of the Hollywood variety, using playing cards instead of dice.
Scale: Designed for 25mm figures, 1: 1 figure to man ratio. Time scale not specified. Ground scale is 1 cm = 1 meter.
Troop Characteristics: Characters have nine abilities that are generated using playing cards. Compulsory abilities are Class, Agility, Strength, and Morale. Up to five additional abilities can be chosen (e.g., Pistol, Hand-to-Hand Combat, Rifle, Wagon Driving, Gambling). Figures can also use cards to get starting money to buy equipment.
Action Sequence: In gunfights, characters use playing cards to determine movement order. The turn sequence is not specified outside of gunfights, but can be created easily.
Movement: Fixed distance for crawl, walk, and trot (e.g., walk 5 cm). Fixed distance plus a card pull for run, canter, and gallop.
Missile Fire: To hit, draw a card < the appropriate weapon factor, with modifiers. If you hit, draw another card (with modifiers) for effect and location.
Melee: Same procedure as for missile fire.
Morale: If a figure is shot at or charged, draw a card -- must be < Morale, or the figure runs and hides (face cards always fail).
Other Features: There are brief sections covering campaigns, jobs and income, and costs of items.
Evaluation: The system for gunfights works well and maintains suspense. Overall, these rules make a very good basis for a game, but you'll have to add some of your own ideas to flesh them out and make them fully playable. Best for games with relatively few figures due to the number of abilities per figure. Recommended, particularly for some of the ideas.

Title: Hey You In The Jail!
Author: Martin Goddard (with additions by Henry Tremblay)
Publisher: Brookhurst Hobbies; also available in game specialty shops
Date Published: 1997
Format/Pages: Spiralbound, cardstock cover, 24 pages.
Cost: Around $ 10
Focus/Setting: Rules for small unit-based battles (about 30-50 figures per side) in the American West, 1850-1890. These rules allow for the use of a number of different types of forces (rules for 10 are included). A unique feature is the use of an "off table" game, played on a map grid, which influences the forces available in the tabletop game. Can be used for both historical and Hollywood-style skirmishes.
Designed for 15mm figures, but can be adapted to other scales. 1: 1 figure to man ratio. Time and ground scales not specified. Figures are organized in groups of three per base; leaders are individually based. The point system included, as well as restrictions on certain types of forces, leads to well-balanced sides. (Note that base sizes are specified, but when I playtested I didn't use them, and I don't think it mattered much).
Troop Characteristics: Off table, some forces get bonuses to die rolls (e.g., Plains Indians get +1 on information and movement). Leaders have Command Value.
Action Sequence: The off table game is quick and fim, involving both strategy and luck. This game determines force sizes used in the tabletop game, as well as the reinforcement arrival schedule. The author makes a point of suggesting that gainers try this approach instead of just using the tabletop rules, and I agree that it makes for a more interesting game. Initiative is rolled to determine who goes first. Units alternate movement in the tabletop game.
Movement: Foot troops move 4"; mounted move 6"+d6"; wagons move 3"+d6" at a gallop (which is risky).
Missile Fire: Shooting is simple, and uses d6s; units that are hit get a saving throw. If they do not save, they are removed.
Melee: Similar to missile fire.
Morale: Test if a leader dies, a group is killed, or you are targeted by another player. A nice system, which uses the leader's Command Value and the number of groups in the command to determine a base number to roll. Then modifiers are added, and a player must roll < this number to hit on a d6. If the roll fails, the command becomes Pinned (cannot advance). If they fail again, they become double-pinned and must retreat. They only improve one grade per turn.
Other Features: Victory points (gained for both the off table and tabletop game) determine the winner and level of victory. Many optional special rules are included (e.g., trains, dynamite).
Evaluation: These rules are very well written, with lots of color (e.g., a section on good cliches is included). This is a very fun game, and works well for 15 mm figures. The off table game adds a fascinating twist, and makes the tabletop game more exciting; it forces players to use more strategy than a typical "shoot 'em up" game. These are currently my favorite rules for 15mm figures. Very highly recommended.

Title: High Noon, Under Fire in the Wild West
Author: Maurice V. Holmes and Leo A. Walsh
Publisher: 1:1 Games, c/o TCS, 545 Newport Avenue, Suite 155, Pawtucket, RI, 02861; also available in game specialty shops
Date Published: 1996
Format/Pages: Cardstock cover, stapled, 40 pages plus cardstock play sheets, wound cards, and counters.
Cost: around $12
Focus/Setting: These are highly detailed, intense rules for smaller gunfights (no more than three figures per player are recommended); the rules have a realistic feel to them.
Scale Written for 25min scale figures, but can be adjusted to other scales. 1: 1 figure to man ratio. One turn is 3-5 seconds. Ground scale is 1 inch = 6 feet.
Troop Characteristics: No characteristics per se, but activation chance (see below) varies based on the type of figure -- from 10% (female civilian) to 35% (bounty hunter).
Action Sequence: The turn system uses an alternating move sequence, but figures must make an Activation roll to fire or light a dynamite ftise. This results in some tense, exciting moments during gunfights.
Movement: There is a detailed movement system (the stance you use at the start and end of your turn determines your maximum move).
Missile Fire: Shooting is percentile based, with a number of modifiers. Hits can cause minor or serious wounds. Cards are included which are drawn to determine wound effects; this is an ingenious system, and makes it easy to keep track of wounds as well. Rules for suppression fire are included -- activation chance and chance to hit are reduced when a figure is under fire. Ammo is limited, and must be tracked.
Melee: Melee is also percentile based. Rolls (with modifiers) are compared first to a chart, then to each other, and the difference determines the seriousness of the wound.
Morale: No morale rules per se, but activation and suppressing fire mean figures don't always do what you want them to.
Other Features: A variety of colorful rules are included, such as rules for dynamite, dressing wounds, and statistics for many weapons. Historical and Hollywood scenarios are included.
Evaluation: Overall, these rules are clear and very well written. This is a very good set of rules for small scale skirmishes, though the often relatively small percentage chance of activation can be frustrating (albeit suspenseful). Due to the high level of detail included, I'd limit games to a handful of figures. Highly recommended.

Title: Hoka Hey! The Indians of the Plains, 1850-1890
Author: M. Goddard of Rules for the Common Man
Publisher : Rules for the Common Man (I got my copy from Modeler's Mart years ago; it appears they are out of print).
Date Published: 1988
Format/Pages: Stapled, eight pages plus cardstock play sheet.
Cost: unknown
Focus/Setting: For recreating small battles of the Plains Indian Wars. These rules were written for 15mm figures (base sizes are specified), but are easily converted to 25mm. They are intended for games with about 30 figures per side. 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: There are three main troop types: Veteran, Average, and Raw. Point costs for each type are included (a nice feature).
Action Sequence: There is a system for initial placement of troops and starting the game. A chart is used to determine terrain. The last turn of the game is determined by rolling 2d6 each turn; if a 10-12 is rolled, a further d6 is rolled to determine the number of turns remaining. There is a victory point table to determine the winner. The actual turn sequence is never specified, as far as I could determine; either a card-based or move-countermove by unit system works well.
Movement: Movement is relatively simple and straightforward; troop types have a fixed move. Base foot move is 3", and mounted move is 6". Missile Fire: When a figure fires, it rolls 2d6; the basic firing factor is the difference between the two dice. Modifiers are added or subtracted; scoring above a certain number wounds or kills the target.
Melee: Each figure type has a melee points value -- the figure with the highest value gets a die roll for each point greater than his opponent. If you roll a 6 you have wounded your opponent; two wounds kills an opponent.
Morale: Rules for counting coup and morale (if a figure takes a wound or a nearby ftiendly figure dies) are included.
Other Features: There are some interesting rules for using cannons, ambushes, rivers, trains, stagecoaches, fire arrows, heroes, and wild animals. Finally, a few scenarios are included.
Evaluation: These are straightforward, fast playing rules. While the mechanics are simple, they are relatively comprehensive. Highly recommended.

Title: Hollywood Western for Wargamers
Author: Henry Thomson
Publish : Appeared in MWAN #92
Date Published: 1998
Format/Pages: Seven pages.
Cost: Included in MWAN.
Focus/Setting: Written for large scale skirmishes of the Hollywood Western variety. A specific scenario is presented, but the game can be adapted to others. Uses U.S. cavalry, militia and sheriff, a wagon train and cattle, miners, stagecoaches, a hero (the player must be 18 or younger to encourage younger players to join in -- a nice idea), settlers, U.S. infantry, Indians (not controlled by players), bandits, outlaws, etc.
Scale: Designed for 15 min figures, 1: 1 figure to man ratio. Time and ground scales not specified. Uses LOTS of figures (e.g., 250 mounted Indians, 150 Indians on foot).
Troop Characteristics: No characteristics per se, but different troop types have different moves, shooting, and melee dice.
Action Sequence: Each player gets a reinforcement card and a special event card; then player movement occurs; then Indian reinforcements and entering locations are rolled for; then Indian reactions are rolled for on a table (using 2d6); then missile fire; and finally, melee.
Movement: Movement is a variable number of d3 or d6, depending on the troop type and terrain; Indian movement is fixed at 6" on foot and 12" mounted; modifiers are applied.
Missile Fire: Two tables are consulted. The first tells the number of d6's to roll per a certain number of figures/stands, depending on the troop type, range, and cover. The second tells the chance to hit or force back your target.
Melee: Similar to missile fire.
Morale: No morale rules are included (but Indian reactions are rolled for).
Other Features: Rules are included for reinforcements, ambushes, Indian reactions, and humorous special events (e.g., army units can run out of beans and must return to the fort). Victory conditions and rules for the hero's wounds are also included.
Evaluation: The rules are a bit confusing at times, but have some great, colorful ideas. This would be a very good convention game. Recommended.

Title: Let Chaos Reign
Author: Gerald Quinn
Published: Appeared in MWAN #85
Date Published: 1997
Format/Pages: One page
Included in MWAN.
Focus/Setting: Can be used for a variety of Old West skirmishes of the Hollywood variety with a fairly large number of figures.
Designed for 25 or 15mm figures. 1:1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: No troop characteristics per se, but troop type affects movement and adds modifiers to melee.
Action Sequence: Card based turns are used for movement and fire. Each side has one move card, one fire card, and one shuffle card which are placed in a deck and drawn to determine who can do what, and when the deck must be reshuffled.
Movement: Movement is randomized; dice are rolled to determine distance, with a greater number of dice for mounted troops and Indians.
Missile Fire: Shooting is simple, with a d6 rolled and modifiers added. Hits automatically kill.
Melee: Both figures in melee roll a dl 0 with modifiers; high roll kills the opponent. Ties are rerolled.
Morale: Not a factor.
Other Features: Rules for artillery are included.
Evaluation: These are very simple but fun (and bloody!) rules. Because they are so short, some situations require improvisation, but overall this makes for a great game with a fairly large number of figures. Highly recommended.

Title: Long Knives
Author: Jim Birdseye
Published: Greenfield Hobby Distributors (out of business); still available in a few game specialty shops
Date Published: 1985
Format/Page.a: Paperbound, professionally printed color cover, 28 pages.
Cost: around $5
Focus/Setting: The Pony Wars; there is an excellent five page historical introduction included.
Designed for 25mm figures, 1: 1 figure to man ratio. Ground scale is one inch equals four yards; one turn equals 20 seconds.
Troop Characteristics: No characteristics per se, but unit type (Civilian, Cavalry, Indian, Scout, or Cowboy) determines number of action cards, movement, morale rolls, and other modifiers.
Action Sequence: Actions are card-based, with 1-3 cards in a deck per unit (depending on the type of unit). Each unit gets two actions per card (e.g., move and fire or fire twice). Movement: Movement is determined based on rolling different numbers of d6 (e.g., mounted cavalry roll 3d6), and moving this many inches. This creates some appropriate disorder on the field, but I was a little disappointed when my cavalry moved a whopping 3" one turn, and watched some infantry race past them.
Missile Fire: Firing uses a percentile system, with the target number based on the weapon used, range, and relevant modifiers (e.g., cover). If you hit, you roll again to see if the target is wounded, pinned, or killed. There are optional rules given for tracking ammunition.
Melee Two rounds are fought each turn. Opponents both roll a d6 and add modifiers. If you hit, you roll again to see if your opponent is wounded, pinned, or killed.
Morale: Morale can be an important factor in this game, and is rolled using I d6 with modifiers. Tests are made when a unit is charging or being charged, or takes 10% casualties. Test results range from no effect to stand in place to rout to 50% of the units commits suicide.
Other Features: Another important factor in the game is determining visibility of hidden Indian units due to ambushes; this certainly adds to the suspense level. An optional move sequence is provided (which I prefer).
Evaluation: A sample game is presented, and great examples are provided throughout the text. This is a very well-written and fun game, and plays well with up to about 20 figures per player. Many of the game mechanics are simple but elegant. This game is best suited to U.S. Army vs. Indian skirmishes. Highly recommended.

Title: Old West Skirmish Rules, 1816-1900
Author: Steve Curtis, Mike Blake, and Ian Colwill
Publisher: Newbury Rules; available in some game specialty shops
Date Published: Originally 1970; 4th edition in 1990.
Format/Pages: Originally published in one rulebook; later in two. Part I (basic rules) is 48 pages plus a cardstock reference sheet. Part II (additional and optional rules) is 40 pages and includes cardstock Showdown cards.
Cost: around $15.
Focus/Setting: Apply to a variety of Old West settings with relatively few figures involved. The emphasis is on realism and detail.
Scale: Originally designed for 54mm figures, but can be used with figures as small as 15mm. They state that you can have up to 50 figures per side, but I'd recommend far fewer. 1: 1 figure to man ratio. Regarding ground scale, one inch = one yard for 54mm; one cm = 1 yard for 20-25mm.
Troop Characteristics: Three troop types -- Novice, Average, and Professional/Veteran. Points values for each type are included (along with values for weapons and horses). Abilities range from 1-10 in Hand-to-Hand Combat, Revolver, Rifle, Bow, Throwing, Lariat/Whip, Horsemanship, and Draw Speed.
Action Sequence: Games are divided into Phases, which represent "a very short period of time." Orders are written on a record sheet for each phase, followed by target nomination, movement, fire, melee, observation tests, and reactions. A number of possible actions are specified with the number of Phases needed for each.
Movement: Rate and direction are written on orders. A simple system for foot movement is included (e.g., walk 1.5 yards per phase). Mounted movement is more complex, and involves different rates of deceleration and turning based on rider type. There is lots of terrain differentiation with various effects and risks involved (e.g., getting stuck in the mud).
Missile Fire: There are two main types of shooting -- Snap firing and Aimed fire (which takes longer but gives better accuracy). There are rules for fanning and cover fire. Information on a large number of weapons is included. The chance to hit is a percentile roll based on the range, target status, and modifiers. The to hit roll is cross-referenced with the chance to hit on another table to determine the type of wound. There is an extensive discussion of cover types and effects.
Melee: Cross reference the attacker's weapon with the defender's weapon to determine the percentile chance to hit. Then apply modifiers. If one man hits, he causes a wound; if both hit, no wound is caused. Type of wound is determined as described above in Missile Fire.
Morale: Reactions are an important factor. They refer to a momentary pause, for the most part, before you can act again or respond to something that just happened. They are fastest for Professionals, and slowest for Novices.
Other Features: Part I includes rules for falling, hidden moves, visibility and observation, and showdowns. Part II has many additional features, including marksmanship, more rules for wounds, medical treatment and recovery, drunkards, fire and explosions, brawling, expanded showdown rules (actually a mini-game called "The Fastest Gun"), using bodies of water/boats/ships, combat on boats/ships, trains, roping and whipping, animals, gaining experience (for a campaign), adding personality characteristics (Bravery, Intelligence, Disposition, Reliability, Morale), civilians/bystanders, and buildings.
Evaluation: Some great ideas, but too many contingencies have been taken into account, in my opinion. Plays well if some of the details are ignored. Recommended.

Title: Once Upon A Time In The West, Rules for gunfight wargames 1830-1880
Author: Ian S. Beck and John D. Spencer
Publisher: Tabletop Gaines; available from Brookhurst Hobbies
Date Published: 1978
Format/Pages: Cardstock cover, professionally printed. Includes a quick reference sheet, and an "AGRO" -- Advanced Gunfight Recreation Disc (a multi part cardstock disc that is used to determine chance to hit). The rules have four categories of complexity; there are also four parts/booklets (three original and one supplement). Part one (The Stage is Set) is 58 pages, and contains the basic rules. Part two (The Plot Thickens) is 26 pages, and adds a number of optional rules as well as "public participation" rules -- a simple, four page set for conventions. Part three (With a Cast of Thousands) is 56 pages, and adds abilities (Weapon, Mental, and Physical), a point system, lots of information on weapons, "army lists" (mainly from movies and TV shows), and game suggestions. Part four (The Return of Once Upon a Time in the West) is a supplement authored solely by Ian Beck and is 48 pages. It contains rules for role playing with characters, and includes rules for experience, characteristics advancement, income, weather, ricochets, new weapons, new army lists, and other information.
Cost: around $20 for parts 1-3, and $8.50 for part four.
Focus/Setting: Primarily gunfights of the Hollywood variety, but these are adaptable to many situations.
Designed for 25min or 54mm figures using a 1: 1 figure to man ratio. One turn = two seconds. Ground scale is 1cm = 1 yard for 25mm, 1" = one yard for 54mm.
Troop Characteristics: Depending on which aspects you use, there are a number of variables that could be considered characteristics. These are primarily grouped as Weapon, Mental, and Physical Abilities. There is a point system in Part 3.
Action Sequence : Turns are divided into two Phases of one second each. There is a large table of actions including the amount of time each takes using the favored hand, unfavored hand, and both hands, as well as modifiers for wounds.
Movement: A simple system based on type of move (e.g., walk 4 yards per phase).
Missile Fire: Four types of shots -- snap, deliberate, aimed, and panic. The AGRO is used to determine percentage chance to hit and the effects of a hit. The AGRO takes a LOT of variables into account and is exceedingly complex to use (it was for me, anyway). There are rules for wound locations, four types of wounds, various wound effects, and rules for recovery from wounds. This is too much detail for my tastes.
Melee: Melee is percentile based and very complex. Start by determining the "Combat Potential" of a figure. To illustrate how complex this is, here is a quote: "To find this, compare the Close Combat factor of the figure to the Close Combat factor of the opponent. Subtract the lower from the higher and multiply by 10. Add this to 80. The result is the potential of the figure with the highest Combat factor." This can be allocated in different ways. Then, both opponents write down how their potential is distributed, and apply the relevant modifiers. There are additional optional rules as well. Finally, percentiles are rolled, and a chart is consulted to determine effects.
Morale: A relatively complex system is included.
Other Features: Rules for the following are included: perception (e.g., "a cigar can be smelt at a range of 10 yards in the open"), falling, impulse fire, duck backs, fanning, horses and wagons, dogs, surrendering, explosives, and fast draws. Many other areas are covered as well. As already mentioned, there is a simple set of rules for conventions included in the main set.
Evaluation: Overall, these are by far the most complex Old West rules I've ever encountered. In my opinion, they provide rules for many, many things that you don't really need rules for. However, they provide some outstanding reference material for those designing their own rules. Recommended.

Title: Pony Wars, or B Troop Ain't Coming Back
Author: Ian S. Beck Publisher: Tabletop Games; available from Brookhurst Hobbies (or via E-mail from Sven@Silvermane.com)
Date Published: 1980
Format/Pages: Cardstock cover, 33 pages plus play sheet.
$9.50
Focus/Setting: These rules are for VERY large scale games involving U.S. troops, Indians, and civilians. The U.S. cavalry is clearly the Hollywood version (and meant to be). All of the players are on one side, commanding U.S. troops and civilians; the Indians' strength and moves are determined randomly. Pony Wars can also be played solo due to this feature. The rules recommend that you have more than 100 U.S. troops, more than 100 civilians, and more than 700 (!) Indians available (not all are used, but can be in a game; I found the rules workable with far fewer figures. I divided by up to 10 in some cases).
Scale: Designed for 15mm figures at a 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: No characteristics per se, but troop type affects missile fire, melee ability, and morale.
Action Sequence: Cards are drawn each turn from a deck with various numbers of U.S. and Indian reinforcements, as well as ambush, liability, and special cards (examples of cards are 20 hostiles, 10 troopers, wagon train, avalanche).
Movement: Movement is straightforward -- there are three rates per troop type (normal, charge, and pursued). For example, infantry normally moves 6".
Missile Fire: Shooting is percentile-based, and the target number depends on the type of firer, range, and target type. Ammo is tracked by unit/figure. Figures that are hit are removed.
Melee: Melee is also percentile-based, and depends on who is attacking/defending. Characters (e.g., Ringo, Dando, and The Lone Ranger) get saving throws. Figures that are hit are removed.
Morale: Indians roll for reactions on 2d6; reactions vary by different situations, with a number of interesting results. Civilians must also roll reactions, but can be brought "under orders" by proximity to U.S. troops.
Other Features: There are colorful rules for characters, stagecoaches, wagon trains, etc. Due to the reinforcement arrival system, the rules call for table edges to be marked with numbers at different intervals. Information is provided on how to make table edges and other scenery. (I used a diagram of the table to roll for reinforcements, which worked well, so you don't really need to have the numbers on the table.)
Evaluation: I don't think most of us will ever have all of the figures called for, but the rules still work out relatively well on a smaller scale. Some quirky things can happen with the random/table-driven arrival of troops, but overall this is a fun game, creative and well written. Highly recommended.

Title: Red Indian Rules for The Sword & The Flame, by Frank Chadwick, MWAN #20, p. 18. A brief overview of statistics to use with TSATF, which is a fim, fast paced colonial rule set. Rules are not included for U.S. troops, but stats for the British can be used. TSATF is a fun game, and the Indian wars make a good adaptation for it.

Red Indian Uprising, Wild West Rules circa 1860-1890
Author: Tony Duckenfield
Publisher: Appeared in Practical Wargamer, "American Wars" special issue
Date Published: January/February issue, 1996
Format/Pages: Six pages, including campaign map, charts, and photos
Cost: Included in Practical Wargamer
Focus/Setting: U.S. Army versus Indians in the context of a campaign in which one player is a U.S. Army General protecting the civilians, and other players take Indian tribes.
In the campaign, one move = one week, one figure = 10 men, and one map hex = 5 miles. In the tabletop game, the figure to man ratio is 1: 10, the ground scale is 1: 1000 (1 cin = 10 yards), and one turn is 2.5 minutes. The rules appear to be designed for 25mm figures, but can be used with any scale with modifications.
Troop Characteristics: No characteristics per se. Troop types (e.g., for morale) include Novice Army/Civilian, Experienced Army, Veteran Army, and Indian. Troop type affects Movement, Fire, and Morale.
Action Sequence: Morale tests for status change, Army move, Indian move, Fire (simultaneous), Army morale, Indian morale, combat.
Movement: A fixed amount based on troop type and terrain type (e.g., 10 cm on a track for infantry).
Missile Fire: The number of figures firing is divided by a number based on type (Army or Indian/Civilian) and range that is looked up in a chart. For example, at close range, Army divides by two, while Indians and civilians divide by three. This gives the number of d6 to roll for casualties on a table that takes amount of cover and range into account. For each casualty, a d6 is rolled on a Casualty Category table to determine the effect of the wound (fatal, bad, or light). Rules for Gatling guns and artillery are included.
Melee: Each figure in melee rolls a d6 with modifiers; if one combatant scores two or more than his opponent, a d6 is rolled on a Casualty Category table to determine the effect of the wound (fatal, bad, or light).
Morale: Tested when contact with the enemy is imminent, 20% of one's force is lost in one move, and after each round of melee where you have suffered at least 25% more casualties than your opponent. Indians and civilians roll a d6; Army rolls an average die; this number is added to the unit's Morale Point. As an example, the basic Morale Point of Experienced Army troops is 4. There are a number of modifiers to this roll. The final result is looked up on the Morale Effects Table, which determines what the unit will do (options are Stand, Halt, Retire, Retreat, Rout, Advance, Charge).
Other Features: Rules for "tiredness" are included. A sample skirmish is also included, which is very helpful in understanding the game mechanics. Campaign rules are included, with rules for movement on the strategic map, events, and Indian action cards. Rules for morale and victory conditions are included.
Evaluation: The rules are well written and creative. My only concern is that they are more complex than they need to be (some of the mechanics could be simplified). The campaign rules sound like they would provide a nice framework for skirmishes. Recommended.

Title: Skirmish Wargaming (Old West section)
Author: Donald Featherstone
Publish :Time Rover Press, 40124 Lone Oak Rd., Zion, IL 60099-9581; available from Emperor's Headquarters
Date Published: 1995 (originally published 1975)
Format/Pages: Paperback, professionally printed, 128 pages. General rules are 10 pages, and the Old West section is 10 pages; there are many other periods covered as well.
Cost: around $20
Focus/Setting: Gunfights in the late 1880's, but can be applied to other Old West settings.
Scale: No specified figure size. 1: 1 figure to man ratio. One cm = one pace, one phase is about five seconds. Ground scale can be modified as needed.
Troop Characteristics: Three types of men -- Veteran, Average, and Novice. No characteristics per se, but figure type results in modifiers to rolls.
Action Sequence: Write orders, move, fire, melee, note reactions. At the start of the game, give each side an objective and general orders which apply until changed (changing takes one phase). Most actions take one phase.
Movement: A simple system with fixed movement (e.g., walk four paces); figures move a certain distance each phase based on type of movement and terrain.
Missile Fire: Two types of fire -- aimed (takes two phases) and snap fire (takes one phase). Roll percentiles to hit based on range and target status (with modifiers). If hit, consult a chart for effects based on the number needed to hit and the number you rolled to hit.
Melee : Both parties involved roll percentiles on a table with the TN based on the weapons they are using. If both or neither hit, there is no effect. If one hits, wounds are calculated as with shooting.
Morale: No morale per se, but rules for Reaction are included. You must React on the phase after you fire, fight, spot an enemy, or have a sudden or unexpected occurrence. When reacting, Average and Novice figures take deductions from rolls.
Other Features: A short story set in Kansas, 1888, provides the background for a scenario, characters, rules for weapons specific to this period, and rules for drawing and firing.
Evaluation: Simple but elegant rules, very well written, lots of fun. These work best with relatively few figures due to the use of written orders. Highly recommended.

Some Dance at Duckardy
Author: Chris Scott
Publisher: Appeared in Miniature Wargames #181
Date Published: June 1998
Format/Pages: Six pages, including photographs and a diagram of the town, and a copy of the Gunfight Gazette (a newsletter provided to players prior to the game); the actual rules take less than a page.
Cost: Included in Miniature Wargames
Focus/Setting: Wild west shootouts of the Hollywood variety
Scale: Designed for 54mm figures, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: Figures have Personality Points, which range from 1-3.
Action Sequence: Simultaneous movement, then combat.
Movement: Run 30 cm, Walk 20 cm, Crawl/Skulk 10 cm.
Missile Fire: Roll d2O + Personality Points + modifiers; 0-10 = misses, 11-20 = grazes to kills (depending on the total).
Melee: Roll d20 + Personality Points + modifiers. Effects are the same as Missile Fire.
Morale: Not a factor.
Other Features: There is a point system for determining the winner of the game. The number of points gained depends on who kills whom (e.g., Lawmen get five points for killing "baddies," but zero for townsfolk). This is looked up on the Corpsing Table (!). You can also "apply to the umpire" for more points for role playing, etc. Contains colorful descriptions of 13 groups that can be used. Game description is included.
Evaluation: The Gazette is a neat idea. This is a simple, straightforward set of rules. I usually find simultaneous moves to be a problem, even with very fair players. Great descriptions of groups and special objectives. Recommended for a convention game.

Title: The Rules With No Name, A Straightforward Set of Rules for Triggernometry, Bloodshed and Mayhem in the Old West
Author: Bryan Ansell
Publishe : The Foundry (U.K.)
Date Published: I have a copy of the playtest edition dated 5/29/96; a playtest version also appeared in MWAN #82.
Format/Pages: Photocopied, 18 pages.
Cost: This edition was available for $6, or $2.50 with a miniatures order (though actually, they sent me a copy for free, and have done so with others who have ordered as well). Also, a free copy can be requested via E-mail --see www.icenter.net/-gisby for details.
Focus/Setting: Old West gunfights of the Hollywood variety, with relatively few figures.
Designed for 25min figures, 1: 1 figure to man ratio. Time and ground scales not specified.
Troop Characteristics: Four character types: Citizen, Gunman, Shootist, and Legend. Optional rules for skills are also included.
Action Sequence: Actions occur based on cards drawn from a Fate Deck. This deck consists of one card for each figure and special cards with character types on them (Citizen, Guninan, Shootist, and Legend). Each figure is one of these types. When a special card is drawn, it stays on the table until a character of this type (or a more powerful type) has their card drawn. This character may take the special card and play it immediately or hold it and use it to interrupt another's action. This works well to increase suspense and the feeling of simultaneous movement without the liabilities that occur if anyone can hold any action. There is also a Joker card, which causes a player to discard and shuffle the deck.
Movement: Movement is randomized; figures on foot can move a maximum of 3d6 inches (but citizens must move the actual distance rolled if possible, which can lead to some humorous situations).
Missile Fire: To shoot, players roll a variable number of d6 based on the weapon used, range, and modifiers. If any rolls are 6's, the shot hits. Characters can "blaze away" and hit multiple times, but this can cause them to jam their weapon or run out of ammo. Hits and near misses cause characters in cover to duck back (seek cover), and they must then recover; this is a nice way to handle suppressing fire. Rules for fast draws are also included.
Melee: For melee, both sides roll a d6, add modifiers, and consult a table for the result (knocked down or wounded). To determine wound types, players can roll the location and severity on a chart, or (my preference) draws chits with the wound types printed on them. Wounds range from graze to serious to dead.
Morale: Optional rules for morale (called Nerve) are included.
Other Features: Optional rules for experience, skills (e.g., crack shot), additional action cards, and event cards are included. These rules are ftm but make the game more complex, and I recommend that you use them for games with very few figures. Note that Walter O'Hara and
David Markley created some excellent (albeit unauthorized) supplementary material for these rules (see MWAN #96). Their article includes rules for hiding and detection, dynamite, NPC's, rapid fire weapons, doctorin', cattle stampedes, prone actions, fumbles, and.instructions for a shotgun template.
Evaluation: These are very enjoyable and creative rules for smaller scale gunfights. I look forward to the final version. Highly recommended.

Title: U.S. Indian Wars 1870-1890
Author: Max A. Ray
Publish : Appeared in The Courier Vol. 2 #4.
Date Published: 1981
Format/Pages: Eight pages.
Cost: Included in The Courier.
Focus/Setting: As the name implies, the focus is on skirmishes between the U.S. Army and Indians. "The intent of the rules was to provide a game somewhere between the Skirmisher and the one figure equals one Troop type."
Designed for l5mm figures, 1:5 figure to man ratio, l5mm = five feet, one turn = one minute.
Troop Characteristics: Troops types have different morale bonuses (+0 to +10).
Action Sequence: Morale, Orders, Movement (simultaneous), Firing, Melee. Simple orders must be written for each turn to cover movement and reaction. Alternatively, players can dice for initiative and alternate movement.
Movement: Fixed move based on type of movement (e.g., slow walk = 150mm). Formations are used for regulars and militia.
Missile Fire : Fire 1-3 rounds per turn depending on the weapon. Roll percentiles to hit based on range, type of weapon, and whether or not the firer and/or target are moving. Ammunition is a factor. Hits eliminate the opponent.
Each figure comes up with a total based on troop type, weapon type, being mounted or in cover, and whether or not you are charging. The difference between the totals determines the percentage chance to hit. Hits eliminate the opponent.
Morale: Checked only if the unit is surrounded and outnumbered 4:1 or better, or they are ordered to perform a suicidal or heroic act. Add the number of figures remaining in the unit to a troop type modifier; the total determines the outcome (varies from charge to run away).
Other Features: Rules for fatigue, carrying water, ambushes, artillery, entrenchments/cover, smoke and fire, terrain, and weather are included. There are also notes on organization, and brief information on some famous skirmishes.
Evaluation: The rules play relatively quickly despite some unique mechanics. Though I felt they needed some tinkering, they provide a very good foundation for a historical game. Recommended.

Title: Warpaint
Author: Stephen Lawrence (who, by the way, runs very entertaining games and paints Old West figures incredibly well)
Publisher: Emperor's Press (312-777-7307); available in many game specialty shops
Date Published: 1996
Format/Pages: Cardstock color cover, professionally printed, 32 pages. Warpaint actually consists of two rules sets, a Battle Game and a Skirmish Game (see below).
Cost: around $15
Focus/Setting: The Battle Game mainly covers U.S. Army vs. Indian battles, and works well with a fair number of figures per side; the Skirmish Game is best for gunfights on a smaller scale.
Scale: Designed for 25mm figures, 1: 5 figure to man ratio for Battle Game, 1: 1 figure to man ratio for Skirmish Game. In the Battle Game, the time scale is one turn = one minute; in the Skirmish Game, turns are 30 seconds long. in the Battle Game, 1 inch = 10 yards; in the Skirmish Game, 1 inch = 5 yards.
Troop Characteristics: Both sets feature the use of Quality Dice, where more skilled figures (e.g., veterans) use a larger dice type (e.g., eight sider vs. six sider) to roll a target number. This concept (used in some role-playing games, but I've rarely seen it applied to miniatures) allows for quick play and good differentiation among figures at the same time. In the Skirmish game, players have Quality Dice in five categories: Rifle, Handgun, Hand-to-hand, Riding, and Morale. In the Battle Game, each figure has a specified Quality Dice type for all rolls.
Action Sequence: The Battle game employs a move-countermove system with the order varying based on who has initiative; the Skirmish game adds Quick Draws where players must roll to see who goes first.
Movement: A fixed amount (based on terrain type) plus d6" with modifiers (e.g., mounted cavalry move 10" + d6" on Normal Ground).
Missile Fire: There are three ranges -- Close, Effective, and Long. Each weapon has a target number for each range (plus modifiers); the Quality Die is rolled to hit.
Melee: Each figure rolls a Quality Die with modifiers. The difference between the dice results in outcomes ranging from the attacker being disarmed to the defender being wounded or killed (figures are killed if they take two wounds).
Morale: Tests on Quality Dice are taken in five situations (e.g., after taking a casualty). The target number is based on troop type. The results of a failed morale test vary based on the cause of the test.
Other Features: Scenarios are included. There are rules for counting coup, artillery, sample unit organizations, playcharts, and designer's notes.
Evaluation: The rules are clear, relatively concise (the rules themselves really only take up about 11 pages; the rest are scenarios, etc.), and have a realistic feel to them. The scenarios are very diverse and entertaining. If you want a good balance of historical realism and fun, get these rules! Very highly recommended.

Title: West of the Pecos
Author: Sam Maxwell
Publisher: appeared in MWAN #68
Date Published: 1994
Format/Pages: Six pages.
Cost: included in MWAN
Focus/Setting: Designed for classic Old West gunfights and brawls of the Hollywood variety.
Scale : 1: 1 figure to man ratio; can be used with any size figures. Time and ground scales not specified.
Troop Characteristics: No troop characteristics.
Action Sequence: Each figure gets three actions per turn, using either chit markers or written orders. Figures may choose from five possible actions, which occur in the following order during each turn: Grab, Shoot, Move, Watch, Load.
Movement: Movement is variable (3d6 inches).
Missile Fire: Shooting uses a d20 with modifiers. A card from a normal playing deck is pulled to determine the number of wounds inflicted (a figure has 100 total wounds).
Melee: There are simple rules for brawls. Roll a d6 (with modifiers) for Initiative. The winner pulls a card to determine the number of wounds inflicted.
Morale: Not a factor.
Other Features: Simple rules are included for using dynamite. Sheets are provided for statistics and orders.
Evaluation: These are simple, well-written, and fun rules for relatively few figures (no more than about three per player). Highly recommended.

Title: Western Gunfight Skirmish Rules
Author: Kevin White
Publisher: Appeared in Lone Warrior #114
Date Published: 1996
Format/Pages: One page.
Cost: Included in Lone Warrior
Focus/Setting: Wild west gunfights or Indian skirmishes of the Hollywood variety.
Designed for 25mm or 54mm. figures. For 25min figures, 1 cm = 1 yard. For 54mm figures, 1 inch = 1 yard. Time and ground scales not specified.
Troop Characteristics: Characters and units have a Hand-to-Hand Fighting Factor and a Firing Factor. Both are created by rolling two average dice (one positive and one negative). It is therefore possible to have negative Factors. Characters are designated as Novice, Average, or Expert.
Action Sequence: A card-based system is used. Experts and Indians get three cards, while Average and Novice characters get two. When a character's card comes up he can perform an action. Experts and Average characters can move and fire in the same action; novice characters can move or fire. There is also a card labeled STOP placed in the deck (which means shuffle and start a new turn).
Movement:54mm figures move 3" per action, 25mm figures move 3 cm. per action.
Missile Fire: Weapons have Short, Medium, and Long ranges. Roll a d6 + your Firing Factor with modifiers; you hit on a 4 or better. Roll again for wound severity (light wound to dead).
Melee: Roll d6 per character involved, + their fighting factor and modifiers; you hit on a 4 or better. Roll again for wound severity (light wound to dead).
Morale :Not a factor.
Other Features: None included.
Evaluation: Simple but fun skirmish rules, very playable. Recommended.

Title: Westward Ho
Author : Unknown
Publisher: Unknown (I got it from Modeler's Mart years ago)
Date Published: Unknown
Format/Pages: Cardstock with vinyl cover, seven pages (41/2 pages of rules, the rest is an example of play).
Cost: Unknown
Focus/Setting: A lighthearted approach to small scale skirmishes of the Hollywood variety (about three figures per player).
Scale: Apparently designed for 25min figures, 1: 1 figure to man ratio, time and ground scales not specified.
Troop Characteristics: Move, Speed, Accuracy, Nerve, Hits, Melee. Roll dIO (with modifiers) for each.
Action Sequence: Nerve Recovery, Townie/Critter Movement (random), Player Movement, Shooting, Melee, Fight Fires, "General Mayhem" (e.g., whoops and catcalls).
Movement: Lowest Move goes first (ties are simultaneous). Movement is simple, and based on type of move (e.g., 10 cin for foot). Townies and critters move randomly.
Missile Fire: Highest Speed goes first (ties are simultaneous). Roll percentiles to hit -- base 100% chance, minus range and + modifiers. If hit, cause d10 wounds. When wounds exceed Health, the figure is removed. Rules for fire arrows are included.
Melee: Opponents roll percentiles; the chance to hit is 100% with modifiers. If hit, cause d10 wounds.
Morale: If wounded, must make a Nerve roll -- you may run or surrender if you fail the roll.
Other Features: Very good example of play included.
Evaluation: Simple but playable rules. Missile fire formula takes some getting used to. Recommended.

Title: Yellow Ribbon, Rules for Indian Wars 1850-1890
Author: Greg Novak
Publisher: previously Ulster Imports; I believe they are currently published by Rafm. Can be ordered via E-mail from Sven@Silvermane.com.
Date Published: 1989 (2nd edition; there may be a newer one)
Format/Pages: Cardstock cover, 48 pages plus two cardstock quick reference sheets.
Cost: around $8
Focus/setting: Designed for historical simulations involving the U.S. Army, civilians, and Indians. The author recommends 1-3 units for each Army player and 2-5 units for Indian players.
Designed for 9nun - 30nun figures, although smaller scale figures are recommended. I really like the following quote: "in the American west, terrain should tower over the figures, rather than have the figures tower over the terrain" (p. 7). Sliding figure to man ratio from 1:2 to 1:5. One inch = 10 yards. Turns are approximately five minutes long. Units typically have between eight and 18 figures.
Troop Characteristics: Movement/Exhaustion on foot, Movement/Exhaustion on horse, Fieldcraft, Marksmanship, Close Combat, Morale (U.S. Army only), and Medicine (Indians only). Most range from Poor to Crack, though a few are number based.
Action Sequence: Consists of phases: Command Phase (orders are given -- up to seven types are possible), Move Phase, Fire Phase, Morale/Medicine Phase, Close Combat Phase, Second Medicine Phase.
Movement: Some is a fixed amount; other types (e.g., charge, skirmish) move a variable number of d6 in inches.
Missile Fire: Roll a number of d6 that depends on the number of figures firing, the range, and the type of weapon used. The chance to hit and use up ammo are based on Marksmanship. Modifiers to the number of dice rolled as well as base numbers needed to hit are included. This is a fairly complex system, but works well. There are two methods to determine saving throws. One is a simple dice roll; the other uses playing cards to determine the effects of hits (from none to serious wound to kill; two serious wounds = dead). Melee: A d6 is rolled for each figure involved, and modifiers are added. A 6 hits.
Morale: Command and control are very important. Generally, a leader must truly be leading to ensure that units do what they are told. Indians tend to react to circumstances instead of following prescribed orders. Morale is rolled with 2d6 plus modifiers.
Other Features: Suggested historical unit organizations are included. There are optional rules for limiting communication between players on the same side. Rules for artillery are included. Note that a companion volume, And Continually Wear The Blue (also available for around $8), provides an excellent historical overview of the army of this period. It discusses organization, the officer corps, soldiers, tactics, gives lots of examples of forces from campaigns, includes five scenarios, and a bibliography.
Evaluation: These rules take an excellent historical perspective on this period, and are among the best to capture the "true" historical feel of Army/Indian skirmishes. They are more complex than most Old West rule sets, but are very well written, comprehensive, and have good examples throughout. They flow well when mastered. Playing Indians can be frustrating since they often do not do what you want them to, but the game has a very realistic feel. Highly recommended.

Campaigns and Scenarios:

In addition to the scenarios provided in some rules sets, the following resources provide background information and/or some good reasons to have a battle:

Hell Comes to Cow Town, a Wild West Gunfight Scenario, by Walt O'Hara and Dave Markley, is a very well done scenario for The Rules With No Name, including many colorfal characters and a recap of a convention game. It appears in MWAN #96.

Howard Whitehouse presents a very amusing scenario in MWAN #87.

Massacre in Oldfield, a jailbreak scenario for the Bleeding Kansas rules by Jon M. Haworth, appears in The Penny Whistle #38. It is a very nicely done scenario with an excellent background.

Opening Shootouts: Wild West by John Mansfield, published in the Courier, Vol. 2, #1. Contains three scenarios -- Shootout, Plots in a Hat, and Strangers on a Train. The latter two include role-playing elements.

Plains Wars Campaigns and Skirmish Scenarios by Pete Panzeri. Cardstock cover, 27 pages, published in 1996 by DPI Publishing (available from Emperor's Headquarters). Contains chapters on campaigning the Plains Wars, four skirmishes, and tactics. Very well written and researched; an excellent reference.

Pony Wars Campaign of 1876 by Robin Thompson, published in 1996 by Freikorps 15. Comes with a cardstock cover, a fold out map, illustrations, and photos; 50 pages. Costs around $8. Contains a wealth of information about the U.S. Army operations against the Sioux and Cheyenne Indians, which began in 1876. Includes detailed suggestions for gaming, modifiers to the Yellow Ribbon rules set, unit record cards, and a bibliography. Very well written and comprehensive.

Promise, El Dorado: A Wild West Campaign, Part One, by Mark McCall, in Frontline's first issue. A very nicely set up campaign for six players. I haven't seen part two yet, but am looking forward to it!

Range War! by Ian Barstow, three pages, appeared in Wargarnes Illustrated #122 in November 1997. Campaign rules for a range war between rival ranchers. Developed for Guernsey Foundry's Rules With No Name set. Relies heavily on chance cards, which result in occurrences, opportunities, or additional characters; 19 examples of chance cards are provided. Rules for droving cattle, and scoring victory points are included.

Stephen Lawrence provides some good scenarios for Warpaint in MWAN #87.

Tiempo Caliente en la Pueblo Viejo, by Stephen Lawrence, in MWAN #63, two pages. Modifications to Desperado to run a Magnificent Seven scenario. Provides additional rules and statistics for characters as well as set up instructions for the scenario. An excellent adaptation of this movie.

Western Scenarios by Kenn Hart, in MWAN #91 -- some very interesting and amusing ideas.

Factors to consider when designing or evaluating Old West rules:

Focus/Setting: Do you want to focus on man to man gunfights between cowboys/gunslingers, or do you want to recreate larger skirmishes between the U.S. Army and the Indians? This is the first question to ask when choosing or designing an Old West rules set. Your decision about which you like best will have implications for most of the factors that follow. Obviously, this is a matter of personal preference. I personally enjoy both types of games. In my experience, the gunslinger-type games are better at attracting new players and tend to generate more enthusiasm among players.

Scale: I discussed the main issues here in Part I of this series. To recap a few points, rules that recreate gunfights virtually always use a 1: 1 figure to man ratio; rules that cover the Indian wars may have ratios as high as 1: 10. Smaller figures work best with these higher ratios. 20mm is probably as small as you would want to go for 1: 1 gunfights; some of the 28+mm figures available will probably tempt you to seriously consider larger figures. A final note on scale: I prefer it when time and ground scales are specified; they frequently are not.

Characteristics: Having a variety of characteristics that define a character (e.g., Shooting Ability) brings figures to life and allows for better differentiation of characters. However, they make the game more complex, and tend to slow it down as players search for relevant characteristics on roster sheets. Characteristics work best in games with relatively few figures (in my opinion, no more than five per player unless entire units have the same statistics, in which case players could have up to five units). Characteristics appeal to role-players, and often help players get more involved in a game. I prefer some character/unit differentiation in shootout type games (e.g., characteristics for Shooting, Melee, and Morale).

Action Sequence: I recommend using a card-based movement system of some sort. Old West games are usually small enough that a move-countermove system is unnecessary and feels somewhat artificial. Written orders can work, but games using them should be limited to one figure per player, in my opinion. Rolling for initiative can also work, but I recommend alternating figures or units rather than moving an entire side at once.

Card-based systems are easy to use, maintain suspense, and give games a fluid feel (especially when held actions are allowed). You can write the name of the figure/unit on a card, assign playing cards to figures/units, or deal cards to figures/units and count down from Ace (this system, used in The Great Rail Wars, is a personal favorite). I recommend allowing figures/units to "hold" a card and use it to interrupt another's action later on.

Movement: Fixed movement is sometimes too predictable (e.g., you can tell that you can make it to a building), whereas entirely random movement sometimes leads to silly results. I prefer a combination of a fixed amount plus a dice roll, with greater variability for faster movement (e.g., walk 3" + 0"; run 6" + D6").

Missile Fire and Melee: There are many different systems available; the one you choose will largely be a matter of preference for the degree of realism (and resulting complexity). Hit location and differential wound determination work very well in small games, where each player controls no more than about five figures. For larger games, I'd recommend a simple system for casualties (e.g., most figures are removed if they take a wound; you can use a more elaborate system for heroes and officers). Regarding mechanics, I like rolling one die per figure (plus or minus modifiers); if you roll a target number you hit. The quality dice idea (used in Warpaint and The Great Rail Wars) is a nice, simple way to differentiate skills for different figures/units but maintain the same target number. 98

Morale: Some rules have more traditional morale systems, where units can lose effectiveness or rout due to casualties and other factors. Others include "nerve" checks or the equivalent for individual figures, who may be unable to act if a check is failed. Many Old West rules do not make morale or nerve an issue. I personally prefer having some aspects of morale included, but also prefer largely dictating what my troops do in a game. This may not be as realistic, but in the Old West games I've played too many rules removing players' abilities to control their troops tend to be frustrating, especially in gunfights. I recommend a simple system with a few specific causes (e.g., casualties) to check morale.

Other Features: I highly recommend using "event" cards or the equivalent -- for example, at the end of each turn each side gets one, which can be played as specified on the card. These can be humorous if desired, and can add very interesting twists to play. They should be used sparingly, however. Artillery and dynamite can also be fun, but should also be used sparingly. As usual, there is a tradeoff between the number of details and the speed of the game in most cases.

That's all for now, pardners! Happy trails until we meet again!

Old West Part One: Issues, Figures and Accessories


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