For
a Few Dollars More
Scenario
C2
------December
2nd, 2001
----
Turn
One:
"The game's afoot, as they say. I'm
a goin' for the door, and no yung whipper-snapper's
goin ta keep me from gettin the ten thousand
dollers. Or my name ain't the Mountain Man!"
-------Move:
-------Spin
Around (2):
-------From:
S2AA
-------To: R3AA
-------Advance
(2)
-------From:
S3AA
-------To:
R3AA
-------Turn
(1)
-------From:
Q4AA
-------To:
R4AA
As I explained in the Prologue, I'm heading
towards the door to get prepared for the
next turn. Now to wait and see what
the others do.
------December
9th, 2001
----
Turn
two:
"Spinning with the grace of a ballet dancer,
I hear a loud bang from the Assay's Office.
Somethin tell's me there's more goin on
than Assayin."
All in all, I have the best position in
the game. The Gun Artist & Gambler have effectively
eliminated themselves from the game.
Although both of them are still alive, the Gambler is
seriously wounded and will pass out shortly.
While the Gun Artist is in better shape, his
Gun Arm is badly wounded. My next
move is to take advantage of this situation and get
some VP.
-------Move:
-------Advance
(2)
-------From:
R3AA
-------To:
R4AA
-------Run
(1)
-------From:
R4AA
-------To:
R5AA
Pretty simple, get to the Assay's Office
as quickly as I can. In other news, the Dude
is dead. Becoming the first victim
of the game.
------December
16th, 2001
----
Turn
three:
"Hello! Gambler? Gun Artist? Auntie Em?...Chief/ McCloud!"
Now I'm in perfect position to take out both outlaws, if my gun doesn't jam or sumthin.
-------Move:
-------Run
(1):
-------From:
R5AA
-------To: R6AA
-------Cock/Aim/Shoot
(2)
-------Fire
One Barrel at hex P6AA
-------Advance
(2):
-------From:
R6AA
-------To: R7AA
Well, what looks good on paper, folds like
a wet origami tissue paper in the breeze
as I forget to AIM before shooting.
This has not only cost me a turn, but may cost
me my life since the Gambler has a loaded
gun and just enough life left to plug me.
My only smart move was to keep some distance
between me and the villains.
------December
23rd, 2002
----
Turn
four:
"Two banged-up, poor, helpless men. A shame I gotta shoot 'em"
Since my best friend, bad luck, has smooched
up to the Gun Artist and Gambler,
I'll take the time to actually do this
right and put them out of there misery, Gambler first!
-------Move:
-------Cock/Aim/Shoot
(2):
-------Place 2 Aim
points on the Gambler.
-------Shoot
(1)
-------Shoot Gambler
if he's in the Line of Sight, otherwise Do Nothing.
-------Cock/Aim/Shoot
(2):
-------If Gamber
is still alive, place two aim points on him.
-------If Gambler
is dead, place two aim points on Gun Artist
-------If both are dead or out of LOS,
Do Nothing.
Amazing, since the Gambler was out of my
LOS in the first place (cowering in pain
behind the Gun Artist), I couldn't shoot
him. Fortunately, niether of them did anything
against me, so I've bought myself another
turn. And placed two aim points on the less
threatening Gun Artist. Yippee!
Shooting a man with an unloaded weapon,
is there anything more exciting?!
-----jjanuary
6th, 2002
----
Turn
five:
"I've stood here for two weeks, my ankles hurt!"
My poorly thought out play is actually
a sound strategy considering the
amazing amout of luck that has shined
on me. Hopefully, I'll get a decent shot at the
Gun Artist, then polish off the Gambler
for 4 cheap victory points. That is,
unless the Gambler up and dies on me.
-------Move:
-------Cock/Aim/Shoot
(2):
-------Place 2 more
Aim points on the Gambler (Total of 4).
-------Shoot
(1)
-------Shoot Gun
Artist using accumulated aim points,
-------Unless:
-------A. The Scout
is adjacent to the doorway (hex P9AA), but is not in my LOS. If so, Do
Nothing.
-------B. The Scout
is in my LOS. If so, fire at the Scout if it is legal to do so. If I cannot
fire at the Scout,
-------then "walk"
the aim points one hex towards him if it is legal to do so. Otherwise,
Do Nothing.
-------C. The Gun
Artist is no longer in LOS. In which case, Do Nothing
.------ (Isn't this
great, since I said "Scout" whose way over by the Saloon, and not "Guard",
whose right
-------by the front
door, I'm going to get seriously KILLED!)
-------Cock/Aim/Shoot
(2):
-------If the previous
card resulted in firing my last shot, or if there are no characters within
my LOS,
-------Do Nothing.
I-------If I did
not fire, then:
-------A. If the
Scout is in LOS and can be fired at legally using the aim points I've accumulated,
-------then I wish
to do so.
-------B. If the
Scout is in my LOS, but my accumulated aim points are two hexes away,
-------then walk
the aim points one hex towards the Scout.
-------C. If the
Scout is in my LOS, but my accumulated aim points are more than 2 hexes
away,
-------then place
two new aim points on the Scout.
-------D. If the
Gun Artist is the only character in my LOS and I did not fire at him during
the Shoot card,
-------then place
two new aim points on the Gun Artist.
Simple huh? Well "fortune favors
the foolish" or whatever that saying is.
I managed to off the Gun Artist with an
amazingly placed shotgun blast (Aim Time 9, no less).
Unfortunately, the Guard, whose feeling
his oats after blasting the Quiet Guy is
in a real good position to knock me off.
------january
13th, 2002
----
Turn
six:
"Killer on the loose, babe! Now it's time to smack the Guard."
Now, I know what your thinking. Given
that the Guard has stuck his head in the door
and is in perfect position to kill me.
My turn move is pretty simple. Either aim and
blast him first or duck behind the counter.
Unfortunately, I mis-read the last post and
assume that his head in not in the doorway.
So I'm thinking I'm safe. Besides, the
Marshall has decided to ignore the Scout
(whose closer) and take out the Guard.
So, please forgive me. I'm a sinner
who can't read!
-------Move:
-------Back
Up (3):
-------From:
R7AA
-------To: S8AA
-------Cock/Aim/Shoot
(2)
-------Place two
aim point on P8AA
Well, if you read the results, I'm one
lucky Mountain Boy! My little move probably saved my
bacon as the Guard missed an Aim 5, Range
1 (modified by his rifle) shot. Yup,
the Good Lord is shining on me.
Not only did the bullet miss me, the right, honorable
Marshall sent the Guard on a one-way ticket
to Boot Hill.
Now, to deal with the Marshall....very
carefully.
------january
20th, 2002
----
Turn
seven:
"Well, if they all drop dead like the Guard, I got this game in the bag!"
This is what we call a preparation turn.
That is, since I no longer have any
threats that are within my shotgun range.
It's time to use this turn to switch to
the rifle. And, just in case the
Marshall tries something tricky, like, aiming
at the window hex. I'll make the
gun switch in the privacy of my brand
new Assay's Office. Hey, I'm the
only one left over here...so it's mine.
-------Draw
and Cock (3)
-------Move W44
to Both Hands box and cock. Which automatically drops the R10s.
I uncocked the R10s so it wouldn't go off
on my foot. And the Marshall is heading
towards the Scout. Maybe I can get
lucky and pick him off...or not.
------january
27th, 2002
----
Turn
eight:
"Now a little song and dance....without the song."
My best chance to give the Marshall a new
hole in his body to breath with is to
back up a hex and stick my head out the
"side" window. This will give me at least two
turns to aim and nail our fearless, if
not very cautious, Marshall.
-------Move:
-------
Turn (1):
------- To Face:
R8AA
-------Backup
(3)
------- To: S8AA.
Of course, I royally screw up my intented
move and wind up not doing a thing.
Kids, if I have any good advice for you,
it's this. Look both ways before you cross the street,
clean up your plate, and for gosh shakes,
make sure your move makes sense
before you turn it in! At least
the Marshall is still in firing range.
------February
3rd, 2002
----
Turn
nine:
"Same song, different dance...again without the song."
This time, I'm headin' for the front window.
I figure that I can get the Marshall from there
PROVIDING he doesn't move. Since
this is a long shot in more ways than one. Assuming
that the lawman heads further down the
alley, I'll just go through the window and head
across the street.
-------Move:
-------
Advance (2):
------- To: R8AA
-------Turn
(1)
------- To Face:
R9AA.
-------Head
Out/Back (2)
------- Place Head
Counter in R9AA.
I have no idea if the Marshall will stay
in range. All he has to do is go further into the alley
to be safe. Still, with a little
luck, I might pull this off.
------February
10th, 2002
----
Turn
ten:
"Aaaaaaaannnnnd.....FIRE!!!."
Nice to see the Marshall isn't too keen
about taking on the Scout. His hesitence may
be just enough for me to take him out.
-------Move:
-------
Cock/Aim/Shoot (2):
------- Place two
aim points on the Marshall.
-------Cock/Aim/Shoot
(2)
------- Pace two
more aim points on the Marshall.
-------Shoot
(1)
------- Shoot Marshall.
Well, whaddya know. The Marshall is preoccupied
with the Scout that he hasn't noticed
little ol' me. Well, I change that
right now. Ready, Aim...MISFIRE??!! Sweet Merciful Crap!
Why do these things always happen to me?
OK, I'm calm now. Although, after I'm through
with this bunch, I'mma goin to pay a visit
to the local ammo store and demand my money back!
------February
17th, 2002
----
Turn
Eleven:
"OK, I'm calm...I'm calm....NOT!."
This is a back to the basics turn as I must recock my rifle and accrue some more aim.
-------Move:
-------
Cock/Aim/Shoot (2):
------- Cock W44.
-------Cock/Aim/Shoot
(2)
-------Place two
aim points on the Marshall.
Fortunately for me, the Marshall has decided
to admire the woodworking on the side of
his office. "Perhaps some new paint."
I thought I heard him say. Anyway, this gives
me a huge edge in the aiming race.
I can only hope he doesn't take off down the alley.
------February
24th, 2002
----
Turn
Twelve:
"Firing for REAL, this time....I hope."
That Marshall is like a big, beautiful
buck. Just looking to be shot. Hopefully, I can
take him out before he runs for the trees.
-------Move:
-------
Cock/Aim/Shoot (2):
------- Place two
more aim points on the Marshall. (I still have two aim points from
last turn)
-------Shoot
(1)
------- Shoot Marshall.
-------Head
Out/Back (2)
------- Remove Head
Counter.
Now the Marshall has noticed me, I'd better
get him with this shot. As a precaution, I'm ducking
back inside just in case all my ammo is
bad. Ready, Aim, FIRE! This time the gun goes off
and the Marshall goes down. A near
perfect shot. Now, there are only six of us left.
With El Jefe, Scout, Border Rider, and
Drifter all keeping each other company. Only
myself and Fast Draw, whose been poking
around in the Stables, are without
an immediate threat.
------march
3rd, 2002
----
Turn
Thirteen:
"Time to get some air."
I'm now in the victory point lead.
It would be foolish to think I've played the perfect game.
Far from it. I have benifited from
a great starting position and took advantage of the
Gun Artist/Gambler duel. With the
exception of Fast Draw, all the other participants
have been preoccupied with each other.
-------Move:
-------
Turn (1):
------- To face
Q9AA.
-------Advance
(2)
------- To Q9AA.
-------Run
(1)
------- To P8AA.
This move puts me next to the door.
By doing this, I'm keeping my options open. Very
important when you're in the lead and
you don't want to get hemmed in. Now I face some
new challenges. Do I:
A: Cross the street, entering the Saloon
to take on the winner of
the Border Rider/Drifter conflict.
B: Do I go into the Stables to take out
Fast Draw, who now is moving onto the
roof of the Stables.
C: Stay in the Assay's Office and take
out any threat from across the street.
To tell you the truth, I do have a plan.
A wonderful, sneaky, devious plan. But, since
I don't want to give anything away, I'll
save it for the next couple of turns.
------march
1oth, 2002
----
Turn
fourteen:
"Outa my way. Did ya hear me? Oh...you're dead."
All I want to do is take a walk and all
these dead people want to stop me. Seriously though,
I need to get out of the office and pay
respects to the Guard. Even though he tried to kill me.
-------Advance
(2)
------- To P9AA.
-------Draw
and Cock (3)
------- Move W44
to holstered box.
Yup, you see it.
I'm slingin' my rifle so I can grab some dynamite. This'll give me
some options
in the late portions
of the game.
------march
17th, 2002
----
Turn
fifteen:
"Trippin' the corpses fantastic!"
Why do people always have to meet their
maker in doorways? Well, I managed to get
past what was left of the Gun Artist without
any trouble, but I must move into the
Guard's hex to grab some TNT.
-------Move:
-------Advance(2)
-------
-------Draw
and Cock (3)
------- Move one
stick of dynamite to gun hand.
Unfortunately, I draw enough delay to prevent
me from grabbing the dynamite. This
was a slightly foolish move on my part,
since I've now telegraphed my actions to
the rest of the villians. In my
favor is that there is little anyone can do about it for
several turns.
------march
24th, 2002
----
Turn
sixteen:
"My hands were a little slippery, so I stopped to dry them.
Now, I try picking up the dynamite and getting out of the open.
-------Move:
-------Draw
& Cock (3)
-------Pick up one
stick of dynamite, move to Gun Hand
-------Turn
(1)
--------From: O10AA
To O9AA.
This time, I manage to succeed without blowing myself up. Now, to get indoors.
------march
31st, 2002
----
Turn
seventeen:
"Gently, gently, don't want to blow myself up."
Of course, this is the most tense, albiet
boring part of my move. Getting back inside
the building so I can start some more
foolishness.
-------Move:
-------Spin
Around (3)
-------To Face:
P9AA
-------Advance
(2)
--------To: to P9AA.
Of course, I once again foul up by playing
spin around instead of turn. Since I can
enter P9AA anyway, I do so. Fortunately,
this will not cost me much.
------april
7th, 2002
----
Turn
eighteen:
"Yawn, does it get more interesting? I hope so."
-------Move:
-------Turn
(1)
-------To Face:
Q10AA
-------Advance
(2)
-------To: Q10AA
-------Run
(1)
--------To: R9AA.
Okay, as you might be thinking. I'm
trying to get inside the building to get at my most
dangerouse opponent (Fast Draw).
He's the only one who might get me in the next few turns
so this stick of explosive fun is ment
for him.
------april
14th, 2002
----
Turn
nineteen:
"Well, all this running will certainly help my figure."
-------Move:
-------Turn
(1)
-------To Face:
S9AA
-------Advance
(2)
-------To: R8AA
-------Run
(1)
--------To: S8AA.
Must get to window, must blow up Fast Draw, must not screw this up!
------april
21st, 2002
----
Turn
twenty:
"Alright, who didn't clean this window?
When I get my hands on the janitor,
there's going to be heck to pay!"
-------Move:
-------Advance
(2)
-------To: S7AA
-
-------Turn
(1)
-------To Face:
T7AA
Well, I'm at the window, now for the hard part.
------may
4th, 2002
----
Turn
twenty one:
(Turn unexpectedly delayed one week.)
"Did I ever tell you that my fastball
could be timed by a calendar?"
-------Move:
-------Cock/Aim/Shoot
(2)
-------Light dynamite:
It will explode two turns later.
-
-------Head
Out/Back (2)
-------Place Head
Marker in T7AA
I could've been a little safer by putting
my head out, then lighting the dynamite. But I
didn't want to give Fast Draw any more
time. Now it comes down to my throwing skills.
------may
12th, 2002
----
Turn
twenty two:
"With my luck, the dynamite will hit the wall and bounce right back to me."
-------Move:
-------Strength
(2)
-------Add four
to wielding factor of dynamite. It can now travel up to eight hexes.
-
-------Throw
(2)
-------Throw dynamite
at hex C20c/3rd Floor
Lucky, lucky me. My throw is pretty
accurate and it sticks to the roof of the Stable.
Now to see if the dynamite goes off.
------may
18th, 2002
----
Turn
twenty three:
"Well, I've seen the town, now to look at the wallpaper."
-------Move:
-------Head
Out/Back (2)
-------Remove head
counter.
-
-
------may
22nd, 2002
----
Turn
twenty four:
(We are getting close to the end of the game, so the turns will happen quicker, I hope.)
"My my, what a pretty shotgun. Oh, and you're loaded too!"
-------Move:
-------Advance
(2)
-------To: S8AA.
-------Draw
and Cock (3)
-------Pick up shotgun,
but do not cock it.
-
------may
26th, 2002
----
Turn
twenty five:
"Say, what's all that runnin' noise out there. I better take a look!"
-------Move:
-------Turn
(1)
-------To: R8AA
-------Advance
(2)
-------To: R8AA
-------Head
Out/Back (2)
-------Place Head
counter in R9AA.
-
Of the three, #1 is probably the best,
but least interesting move. I've decided to take
Mr. Jefe head on and force him to act.
A risk, but if I get him, I'm assured of winning
the game.
(Turns 26 & 27 were later discarded
as it was realized that I had made an illegal
move. Since this error didn't
affect the game, my character was moved back to S8AA.)
------june
16th, 2002
----
Turn
twenty Eight:
-------Move:
-------Cock/Aim/Shoot
(2)
-------Place two
aim points on: P8AA
-------Cock/Aim/Shoot
(2)
-------Place two
more aim points on P8AA. Unless:
Feeling his oats,
El Jefe decides to "pull a Mountain Man" by grabbing another stick
of Dynamite off
the body of the Guard. I have a tough decision to make as I do not
have the time to
approach the window, aim, and kill El Jefe. Also, I am in the points
lead,
something which
is playing on my strategy.
------june
23rd, 2002
----
Turn
twenty Nine:
And the big voice said, "Two turns left, y'all!"
-------Move:
-------Turn
(1)
-------To: R7AA
-------Advance
(2)
-------To: R7AA
------Run
(1)
------- To: R6AA
A wise man once said
that discretion is the better part of valor. In this case,
I am not comfortible
with going after El Jefe. So I will instead head for the back door
so that he can't
get a clear shot at me. This seems like a perfect plan. Unfortunately,
someone else has
a different idea.
------june
30th, 2002
----
Turn
thirty (Last Turn):
I get out of this game the same way I came in, Runnin'!"
-------Move:
-------Run
(1)
-------To: R5AA
-------Advance
(2)
-------To: Q5AA
-------Turn
(1)
------- To: P5AA
My bolt for the backyard
proves anti-climatic as the Drifter, whose still holded up
in the Saloon, manages
to nail El Jefe with an almost impossible shot through
a window from across
the street. This last second kill puts the Drifter in the lead for
good.
I wind up in second
place, with two confirmed kills and one badly injured Fast Draw.
Overall, I made
a lot of little mistakes, but no big ones that put me out of the game.
Patience, my friends,
is the key to playing this game.