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For a Few Dollars More
        Scenario C2

To follow all the action, just click on the link:

------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.

-------Move:
------- Cock/Aim/Shoot (2):
------- Uncock R10s

-------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.
-
-

For some crazy reason, Fast Draw runs towards the dynamite, but has enough sense
to get down.  He survives the blast, but is in pretty bad shape.
Of course, the chickens come home to roost, as they say.  El Jefe, who hasn't done
a blessed thing all game, decides to rush me.

------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.
-

El Jefe is making some pretty good time getting here.  Fortunately, my shotgun still has one
round left in it.  My next two turns are critical.  I must plan them wisely if I'm going to survive.

------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.
-

El Jefe may be going for another stick of dynamite, courtesy of the Guard's carcass.
I basically have three choices.
#1: Run out the back door and try to stall until the end of the game.
#2:  Get behind the counter and wait for El Jefe to make his move.
#3: Be proactive and force El Jefe to take a quick shot.

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.

e.

(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:

-------Shoot (1)
-------Shoot at El Jefe if he is in/or adjacent to P8AA and is in LOS, otherwise, do nothing.

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.



 

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