Napnuts Western Gunfight Rules
by Chew Boon Longe
These are a set of fast-play rules written by Chew Boon Longe of the Napnuts for Western skirmish games. They are best played with 28mm figures, but can easily be adapted for 20mm as well.
1.1 The rules are designed for play with 25-28mm miniatures with 1 miniature representing 1 character. This converts to a ground scale is 1:60 or 1”=5’ which the same scale used for the buildings and miscellaneous terrain features.
There are 4 classes of characters divided into good and evil. There
are no neutrals in the Wild West. Each player controls at least one
character and may control more.
WHAT YOU NEED
3.1 One character deck, which has 1 card representing each character in play and a joker.
3.2 One reaction deck, which is a standard pack of card without the joker. Cards 2-10 count as 1 reaction point, Jacks, Queens, Kings count as 2 and Aces count as 3.
3.2 As many jokers as there are players, to given out before the games starts as part of their reaction hand.
4.1 Each player draws a reaction card from the reaction deck and adds it to his reaction hand. No player may have more than 6 cards (including the joker) in hand except the instant between drawing and discarding a sixth card. Discards are shuffled back into the pack when no cards remain.
4.2 Draw one card from the character deck and put it into discard pile
- If character card is drawn that character may make his move as per 5.0. When his turn is over, go back to 4.2
- If the joker is drawn, then replace the discards and shuffle the character deck and go back to 4.1
CHARACTER MOVE SEQUENCE
5.1 The character move sequence is a follows
6.1 Any character’s turn may be interrupted by another player playing a reaction card. The interruption must be announced immediately after the player announces his action. Any number of players may interrupt at any one time. The interrupter must state which character is interrupting.
6.2 The interrupters enters into a bidding war with the moving player and each other in a hidden, simultaneously revealed auction. Each bidder plays one or more reaction cards hidden from other bidders. The cards are revealed simultaneously. The highest bid going first, the second going next and so on until it is the turn of the moving player. All bids lower than the moving player are discarded. In the case where points are tied, the highest card played wins.
6.3 The interrupted player may play a joker to signify no bid. All cards that the interrupted player has bid are returned to his hand, including the joker. All other players must discard the bid cards as per normal. The losing player remains in the queue, but moves last.
6.4 Characters get bonuses on reaction auction resolution as follows: -
6.5 A reaction move may be interrupted, but only players who do not have a move in queue can interrupt, and must bid higher than the previous bid of the interrupted player. All players in the queue automatically participate in this new auction. All bid cards played in an earlier auction during the phasing player’s move, do count in this new auction.
6.2a (Optional) Auction Poker Variant
Players draw 3 cards per cycle to a maximum of 13 cards. Bids are resolved by each player placing 5 cards face down. Results are resolved as per standard poker rules. If more than 1 pack is used, then ties are theoretically possible and resolved by cutting a deck. Citizen loses all ties without recourse to card value, Gunslingers/Gunmen count 2s as jokers and Heroes/Villians count 2sand 3s as jokers.
6.2b (Optional) Auction Baccarat Variant
Each player draws 2 cards per cycle to a maximum of 10. Bids are resolved by each player placing 3 cards with the highest MOD (10) winning. Ties are resolved by the highest card played winning. If more than 1 pack is used, then draws are possible and resolved by cutting a deck.
6.5a(Optional) Instead of each player not in the queue being allowed to interrupt, allow any character not in the move queue may react. This may get really complicated with large scenarios
7.1 The character rolls the number of dice shown on the firing chart, subject to the modifiers listed. If any dice comes up with a 6, he has hit his target, but he can only score one hit.
7.2 If more than one 6 is rolled, the shooter MAY modify the location AND/OR the effect by adding 1 for each 6 additional 6 rolled. For the purpose of this rule, 6+1=1.
7.3 If two or more 1’s than 6’s are rolled the gun is jammed, he misses and the gun must be fixed before he can fire again.
7.4 If the target is behind cover, then any shots that hit a protected area count as a graze.
7.5 Target lying on the ground can only be hit in the head and arms. Hits anywhere else counts as a graze.
7.6 Target kneeling can only be hit in the head, arms and chest. Hits anywhere else counts as a graze.
8.1 A character may move into, or remain in, base-to-base contact with an opponent and declare hand-to-hand combat. The moving character is the attacker; the other character is the defender.
8.2 Each character chooses 1 card from their reaction hand and places it face down. Both cards are revealed simultaneously. The cards define the brawling action as follows: -
Each 6 rolled is a hit with opposing hits cancelling out.
8.3 If there are net 6s, roll on the appropriate effects table with each additional six allowing +/- 1 to effect if desired.
8.4 Attacks on stunned characters hit on 4+. Attacks on prone/kneeling characters hit on 5+.