The Curse of Dead Man’s hand Gang 1 – The Seven. There is a lovely set of miniatures from Great Escape Games for this gang. Alas I don’t have them so I am going to use semi random photos. The cards come with the Curse of Dead Man’s hand rules book or can be purchased seperately.

This gang is the most normal gang from the Curse of Dead Man’s Hand and yes they are meant to be the Magnificient Seven
The Seven are introduced in the Curse of Dead Man’s Hand
The Seven, what can be said that hasn’t been said before?
Curse of Dead Mans hand – Great escape games
These Guys are the original heroes, they have faced down great odds before and lived to tell the tale.
They have come together again to answer the call.
Each has his own story, many a tale so tall that it is unbelievable. But believe it you must, and more, if they are going to face their greatest foe yet and survive.
Individually they are incredible, together, magnificent. There are few better with a gun, but this time they may need more than lead.
The Seven have 3 model types available. – I have unravelled the hidden code to identify which model is which and under each photo is the models name and then the original Magnificent 7 character name.
Brynn – he always leads the Seven and has a pistol and a knife.
Brynn aka CHRIS ADAMS
Stevie – is an optional member of the Seven and comes with his trusty shotgun
Stevie aka VIN TANNER
Others – at least 2 of these and upto 5 can attend with Brynn and Stevie. They can be armed with a pistol or repeating rifle and unlike other gangs, each has a name and unique rules. Only one of each can be taken.
Robbie AKA LEE
Charlie aka BERNARDO O’REILLY
Dex aka HARRY LUCK
Jimmy aka BRITT
Horse aka CHICO
They have no gang wide special rules, but rather each has his own rules.
- BRYNN – after initiative cards have been revealed and before any figure is activated, BRYNN may exchange his initiative card for one from the players hand. That is exchange, so his card goes into the hand.
- STEVIE – Uniquely STEVIE is allowed to fire both barrells of his shotgun, reload, and then fire both barrells again, only after the second round does he count as OUT OF AMMO as normal. So basically his shotgun is allowed 2 shots per turn, even if he only fires a single barrell for the second shot he counts out of ammo.
- ROBBIE – has a +2 to hit with his pistol so long as he is in a building.
- JIMMY – Each turn before he acts he must announce if he is using his pistol or knife, for the rest of the turn he gets either +1 to hit when shooting OR +1 in HtH, only one not both in the same turn.
- CHARLIE – so long as he has not been activated yet, if any of the other Seven gets an underfire marker due to enemy shooting, and is within 10cm of CHARLIE he may have a free quick shot at any target without burning his activation
- DEX – when any of the others in the SEVEN goes OUT OF ACTION within 10 cm of DEX, he immediately takes a single underfire marker and the original character loses 1 under fire marker. this is not an optional rule, but must be done and may result in DEX going out of action, if the original was to then take another under fire marker and is still within 10 cm of DEX this will trigger again.
- HORSE – once initiative cards have been revealed but before any figure is activated HORSE can swap his initiative card with one of the other SEVEN’s initiatve cards. This of course can be linked with BRYNN’s, so BRYNN could swap his card for one from the hand and then HORSE could swap his card for BRYNNs new card.
But what are their Ace, King, Queen, Jack cards?
- ACE – “Nobody throws me my own guns and says run. Nobody” – this is played when one of the SEVEN fails a nerve test, once played the SEVEN player takes an under fire marker for the character that failed the test and places it on any enemy model.
- KING – “Insults swallowed – none” – must be played at the beginning of the turn, one pistol or repeater armed member of the SEVEN may re-roll each shot once.
- QUEEN – “Enemies – none” – this can be played after one of the SEVEN has taken an enemy out of action by shooting. They may then be moved 10cm in any direction and dont count the move as an action, so it doesnt effect further shooting negatively or use up one of the characters actions.
- JACK – “Men you step aside for – none” – playable at any time, it allows one of the SEVEN to move 10cm towards any enemy model. Now this is not stated as not being a move action, but it can be played on any of the SEVEN including one that has already activated, and as such I am sure you can see is very flexible.
So the SEVEN are a unique gang with some interesting options, they also have their own rules for experience in a campaign.
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