Pinkertons are one of the extra 4 gangs for the Dead Man’s Hand Wild West skirmish game available from Great Escape Games, made available in the legend of dead mans hand.
Their stats can be downloaded from Great Escape Games website. Their gang specific cards are included with the Legend of Dead Mans hand rules set or can be bought separately.
Now I don’t own this set of metal miniatures, but instead used Great Escape Games Gunfighters, Gunfighter 2 plastic sets and some people you may recognise.
From the rules the Pinkertons are introduced with
Many people describe the Pinkerton Detective Agency as nothing more than a gang of hired thugs, men who bring justice as a price.
Legend of Dead Man’s Hand rules – Great escape games
I say that my men and I are often the only thing that stands against injustice of all types. Sometimes the good men of the world cannot be found when they are needed and it stands to other men to make the Difference.
A paid professional will not waver in the face of impossible odds, my men cannot be swayed by emotion, they stick to the task no matter what that is.
The Pinkerton Detective Agency have 4 options on their roster
Special Agent (aka Local Hero) – a gang must have 1 of these and they are armed with a pistol
Bounty Hunter – mine is known as “The Stableman” – a gang doesn’t have to have a Marshall but can take upto 1, who is then armed with a pistol.
Detectives – the gang must have at least 2 of these, they can be armed with a shotgun, pistol or repeater and 2 may have shotguns.
Nightwatchmen – the gang can include upto 4 of these, they can have pistols or repeaters
As with all other gangs except 1 (I’m looking at you cowboys) at least 50% must be pistol armed.
Their 2 special rules are
- RELENTLESS -Once per game for a single turn, all Pinkerton models may ignore negative modifiers for nerve tests/
- WE NEVER SLEEP – once per turn, a Pinkertons model with LOS to an enemy may take a free move which brings them closer to the enemy figure. This does not count as an action and doesn’t effect shooting or being shot at.
Their Jack, Queen, King and Aces cards also bring some interesting options
- ACE – “The Eye is on you” – This card can be played when the opposition player activates one of their gang that is within 10cm of a Pinkerton Model. They are required to take a nerve test will all normal modifiers, if they fail this they are counted as Out of Action as they have been captured/arrested.
- KING – “Dead or Alive” – this card is played at the start of the turn, now I’d say that is after initiative but before the first activation, it has to be played on an opposing model. For the rest of the turn all shooting against the nominated model gains a +1 to hit. This is similar to the Queen Card for the Daughters of the west, except it can be played against any of the opponents models and the impact is only for 1 turn.
- QUEEN – “To the end of the earth” – this is a great card to hold for that key moment. You play it after the opposition player declares they are going to interrupt your shooting action by ducking back. the target moves and immediately after the shooter gets to makes a free 10cm move towards the target and then continues with their turn. Now its unclear if this move will count against your shooting or not, it will definately count against shots against the Pinkerton model.
- JACK – “Delay no fight one moment” – this is another Duck Back interrupt card, the Pinkertons player can either play it at the beginning of a turn or when one of the opposition models declares a duck back, which ever after the card has been played the triggering duck back and all interrupts for the rest of the turn must be taken as quick shots.
And yes basically I have dug out ever figure in a long coat.
Thats The Law, The Outlaws, The Cowboys ,Desperados, Banditos and now Pinkertons done.
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