Dead Man’s Hand: Some Rule Clarifications and Learnings

So now multiple games in with Dead Man’s Hand the western skirmish rules from Great Escape Games, and there are some learnings/clarifications that as a group we have identified. Those of you who read the DMH Facebook page may have already seen these but I’ve decided to duplicate them here and add to them as we find more.

First up a link to the Official downloads including the 2020 FAQ’s

So on with the show

1.COVER

1.1- Obscured refers to firing past a friendly figure.. not only being able to see part of the target base… my bad a mix up with another set of rules

1.2- 1/2 height wooden fences provide no negative to shooting, as substantial cover excludes fences. Full height solid wooden fences provide safety from shooting by blocking line of sight. It is worth agreeing what is Substantial cover at the start of a game to reduce issues later.

2.OUT OF AMMO

2.1- With the exception of firing both barrels of a double barrelled shotgun, either as 2 single shots or as a single double shot, weapons only run out of ammo when a 1 is naturally rolled.

2.2- If the opponent plays the 2 card and you fail to trump it, this causes out of ammo regardless.

3.MOVEMENT

3.1- All half height obstacles can be crossed within the 10cm movement but if you end your 10cm move within 2cm of a half height linear obstacle (e.g. Base touching or part of the base resting on the wall) you can cross it free of charge.. i.e. you get to place your figure the other side of it if you wish.

3.2- If you don’t want to shoot or move, you can stand still and issue 3 movement orders to make your figure harder to hit.

4.H2H COMBAT

4.1- There is only ever 1 instance of h2h combat in a turn between any 2 figures, if the h2h combat is initiated by the higher initiative character then the lowers only options are to duck back, quick shoot or stand and take it, which ever is chosen the lower initiative figures activation is burnt. The Renegade Indians special ability Counting Coup which enables a potential second combat, doesn’t break this rule, it just allows a second H2H combat between one of the original participants and a new opponent.

4.2- If you wish to disengage from a H2H combat you will need to win the initiative and then use 2 move actions to fall back, so if your out of ammo you will not get to shoot.

4.3- The Renegade Indians ARE that blessed in H2H combat – so they get their base stat and then if armed with a Hand Weapon add another +1 to their combat.

4.4- Don’t forget that an un-activated figure can DUCK BACK or QUICK SHOT if charged. An activated figure cannot react – but another of the gang may be able to get a QUICK SHOT in.

5.INTERRUPTIONS – DUCK BACKS AND QUICK SHOTS

5.1- during a figures activation the opponent can choose to either duck back or quick shoot with one of their un-activated figures. They can quick shoot even if the target is not shooting at them or shooting at anyone. They can potentially duck back or quick shoot with one un-activated figure during each of the opponents figure activation, this is not limited to one of each per turn, just one or the other is limited to one figure reacting per figure activating. So if a figure shoots at 3 different targets all of which

5.2- If a target ducks back and makes it to substantial cover, the shot is modified with a -1 for the movement and -1 for substantial cover, but can be taken at the starting range

6.CARDS AND GANG SPECIFIC SPECIALS

6.1- For all gangs (ok all gangs I’ve looked at) only 1 special rule can be used a turn. Most gangs have a special rule/ability that can be used each turn and one that can be used once per game. If you use the once per game ability in a turn you cannot use the turn ability and vice versa.

6.2- For most gangs the Leader of the gang needs to still be on table and not out of action for the gang to use its special rules.

7.SHOOTING

7.1- Only when there is a target within POINT BLANK or SHORT range does a shooter need to pass a NERVE test to target a different figure that is not the closest.

8.INITIATIVE

8.1- So we have been playing this slightly wrong – I’ll give you the 3 methods identified and then identify which we believe is the correct one

8.1.A- Initiative is decided by which player has the highest card once all initiative cards have been revealed. If both players have the same highest value then dice are rolled and the highest get initiative – there are of course exceptions that beat this like the Boys special rule

8.1.B- Initiative is decided by which player has the highest card of the first 2 cards that are dealt face up – again if both players have the same value, the rules suggest the player who places it first gets initiative – we recommend a Dice off.

8.1.C- Initiative is decided by each player cutting a pack of cards – the highest value wins.

8.1- Option B is the one from the Rules – the others are both alternatives that add different flavours.

9. ANY OTHER MATTER

9.1- Facing doesn’t matter – all figures have 360 degree vision.

9.2- Declaring actions – should include intended targets and movement destinations. You don’t just declare – Move, Shoot. Move – you need to provide the narrative – Jack is moving to the edge of the building – shooting at that enemy figure there and then moving back round the corner.

9.3- If you declare 3 shooting actions against 2 targets, 2 shots on 1 and 1 on the other – if you manage to kill the first one with the first shot you don’t get to transfer the second shot. Think of it as your fighter is going BANG, BANG change Target BANG – how did my shots do?, not BANG – did I hit?, BANG – what did that one do, change target BANG did I hit?

As I said I will add further ones as they crop up.


Discover more from Hysnaps Politics, Gaming, Music and Mental Health

Subscribe to get the latest posts sent to your email.

Published by Hysnap - Gamer and Mental Health sufferer

I created this blog as a place to discuss Mental health issues. I chose to include Music ,PC Gaming videos and more recently tabletop gaming as all of these have helped with the management of my Mental Health and I thought people who find the Blog for these may also find the Mental Health resources useful. I am aware that a lot of people with Mental Health concerns are not aware that this is what they have or how to go about getting help, I know I was one of these people for at least 10 years. Therefore if one person is helped by the content on my Blog, if one person discovers the blog and gets a better understanding of Mental Health through the videos I post, then all the work will have been worthwhile. If not.. well I am enjoying making the videos and writing the blog, and doing things I enjoy helps my mental health so call it a self serving therapy.

Leave a Reply and tell me what you think

This site uses Akismet to reduce spam. Learn how your comment data is processed.