Liberdy - Wild West Rules

Liberdy - rules for the Wild West (and other places)

The game requires 2 packs of cards ideally with different backs and a D6

Each player has a gang of 4 gunmen

Each player gets dealt 5 playing cards.

Hearts
Save cards.

Clubs
Movement cards.Card value is move in inches

Diamonds
Shooting cards, Melee cards and Save cards.

Spades
Shooting cards, Melee cards.

Jokers
Save cards, Pistol Fan-shot cards. Turn sequence cards.

Jokers may be used in turn sequence bids; they trump all other card or may be used to interrupt the turn sequence by being played at any time between two other players.

Suit Order

  • Joker, Ace (worth 11), King, Queen Jack, 10 down to 2
  • Hearts, Clubs, Diamonds, Spaces
  • Blue back, Red back

The turn sequence is 

  • Each player is dealt a hand of 5 cards.
  • Each player selects one of their cards for initiative and places it face down
  • All initiative cards a re revealed and the order of play worked out using the Card Rank
  • In initiative order each player uses his cards for moving, shooting etc
  • Cards for shooting and saving can be held back in  case you are shot at etc
  • A player's turn can be interrupted by other players shooting on over-watch.
  • If any civilians are nearby they may react to firing 
  • Once everyone has had a go then all cards are returned  and a new turn starts


First Moves 
Any number of cards may be used for Movement before the first shot is fired; non-clubs are halved but can be played with clubs. (‘First Shot’ is a shot at a figure, not just firing a gun in the air and a weapon that is in range must make the shot).

Combat Movement 
Clubs; unless you have no clubs in your hand when up to 2 other cards may be played and halved for the number of inches to be moved.
Players may interrupt a single card move to shoot at -2 and then continue the move.
Any figures under the width of 2 playing cards may group move.

Weapon Ranges
Pistol 12”
Rifle 18”

Shooting and Hand-to-Hand

  • To shoot a player indicates the shooting figure and the target figure and plays a Spade or Diamond
  • The target player must play a Heart, if they have one, or a Diamond if they want to
  • If the shooter's card is higher, after modifiers, than the target or the target does not play a save card then the target is hit
  • If the target is hit the shooter then rolls a D6 and scores that amount of damage on the target

Modifiers
Each bit of Cover between shooter and target: -1
Overwatch: -2
Interrupt Move to shoot: -2
Pistol  fan-shot: -1
Height Advantage:  +1

Overwatch 
All figures are considered to be in overwatch
If an opponent’s figure moves or fires they can be shot at.
Play a single shooting card at any time in an opponent's turn at -2 to the face value of a card.
If a figure is hit it must stop at the point it is hit.

Hits & Damage
Each figure has 6 'lives'. Each time a figure has a hit roll 1D6 and note the number of pips, each pip is a life.

Pistol Fan-shots
Pistol armed troops may play a joker with a Shooting card and shoot twice with a -1 to the shooting card value.
 
Civilians
The civilian population reacts to events near them. Civilians can be hostile.

Automatic Civilian Reaction
Civilian Saves (take top card from deck): Save only on a red card that is equal or higher
Civilian Shooting (take top card from deck): Shoot only on a Spade or Diamond

Civilian Reaction - any in 6” of a firing weapon:

Unarmed Civilians 
Heart, Diamond, Clubs - Run away either into cover or away from the action (double the card value)
Spades - Stay where they are

Armed Civilians 
Spades & Diamonds - shoot using that card
Clubs – Move away from threat to nearest cover.
Hearts - Run away either into cover or away from the action (double the card value)

Credits
These rules were originally picked up by Shaun at a participation game
The Berkely Vale Wargames club tinkered with them quite a bit

Last updated: 31/08/2017

2 comments:

  1. Questions:
    1. Can you play the initiative card for a another, different action? Or once it is played it is no longer in use leaving you with 4 cards;
    2. Do cards go into a discard pile or are they shuffled back into the deck after a turn? Thanks H (ferd45231@gmail.com)

    ReplyDelete
  2. 1. once the initiative card is played it is no longer in use leaving you with 4 action cards
    2. At the end of the turn all of the the cards are shuffled back into the deck

    ReplyDelete