So I recently succumb and bought the Dead Man’s Hand Down Under package deal so now I have 3 more gangs and 2 rogues to look at. Now the last of the GANGs onto the infamous Kelly Gang
So who were the KELLY GANG and what do we Know of them unlike the previous 2 gangs there is lots and lots of information on NED KELLY and his gang.
https://en.wikipedia.org/wiki/Ned_Kelly and The Kelly Gang which is information from one of the people who chased him.
Their gang specific cards are included in the Dead Mans Hand Down Under Card set – which comes with the expansion or can be bought separately.
So hopefully my painting doesn’t let these down.

The Kelly Gang are introduced in the expansion by the following
To many locals the Kelly gang are heroes, fighting against a corrupt and unjust system.
Legend of Dead Man’s Hand rules – Great escape games
To others he’s a murderer, a common criminal to be loathed.
To the authorities he and his gang are to be hunted mercilessly, brought to justice and a short drop and a sudden stop.
Whichever is true one thing is for sure, anybody who crosses the Kelly gang faces a terrible, almost unstoppable for.
The KELLY GANG have 3 model types available
NED KELLY – the gang must have NED in their gang, he comes armed with 2 pistols and in his armour.
BROTHER – his name was DAN – so lets call him by his name DAN KELLY – now the gang doesn’t have to include DAN but it can and he comes armed with 1 single pistol and armour.
FOLLOWERS – the gang must include at least 2 FOLLOWERS – each comes armed with a pistol and clothed in armour.
The Kellys’ have a very limited choice in weapons – pistols or err more pistols – now they also all come with ARMOUR which is covered by 3 rules.
The 3 special rules for ARMOUR are
- WEIGHED DOWN WITH LEAD – all models wearing armour can only take 2 actions a turn and cannot use the DUCK BACK interruption.
- BULLET PROOF – models where Armour cannot be killed outright, a shooting result of 19+ counts at 1 Under Fire Marker and Nerve test.
- SLOW UNDER FOOT – models in armour cannot jump gaps, or climb surfaces unless there is a suitable ladder or stair case.
The GANG has 1 unique rule
- THE BUNYIP – whilst NED is on the table – the KELLY GANG never take a NERVE test or BIG NERVE test for any reason.
Now this leads us to a sticky situation – if the KELLY GANG face off against the STATE POLICE it will really be a race to kill NED or the CHIEF as until either of these are gone neither team will take a BIG NERVE test.
Like all gangs they also have their own specific Jack, Queen, King and Aces cards
- ACE – “Indestructible” – this card must be played before any models on either side are activated, when played all current under fire markers on KELLY GANG models are removed.
- KING – “I ain’t dead yet” – when played this allows the KELLY GANG to remove all under fire markers from one of the gang. This is the baby brother of the ACE,
- QUEEN – “They can’t be hurt” – once played the opponents suffer a -1 to hit any of the KELLY gang for the rest of the turn.
- JACK – “Home Ground” – this card really is worth holding until NED has gone out of action, as it allows the KELLY GANG to suffer no negative modifiers for NERVE tests for the rest of the turn. Its worthless whilst NED is on the table due to THE BUNYIP rule.
So despite being a very expensive gang with limited long range ability, whilst NED lives the gang is neigh impossible to beat without taking all members out of action and as each has at least 4 hits that is quite a lot of shooting.
I have now written up all the Gangs from the Core game, The Legends, several which were introduced outside of these 2 publications and DMH Down Under. I am also aware that there are a couple of Gangs that have been released outside of the core rules and expansion, I may do reviews of these if and when I get them.
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