The Host’s Quick Reference Section
Suggested
Timetable
Your
Timetable
Activity
7:00–7:30
Hand out character envelopes
7:30
The game begins
Read the Announcement: Zeke’s body
8:15
The stagecoach arrives
Give the skirt to Lucy and the letter to Dan
8:20
Telegraph fixed
Ask if people want to send telegrams
9:00
The judgment must be made by John or Dan
Announce that people can now die
10:00
The game ends
Read the Announcement: End of the game
10:0010:30
Ask everyone to point at who they think killed Zeke
Calhoun
Give The Solution to Dan Fairweather to read aloud
Other questions:
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Who was secretly related to Zeke?
Who cut Zeke’s ropes?
Who was a hired killer?
Who was guilty of fraud back East?
Telegrams: Anyone may send a telegram—give them a blank form to write their
message. Some characters are expected to ask to send telegrams (Clem, Mel,
or Dan), and replies are provided. For any improvised telegram requests,
make up suitable replies.
The judgment: If Judge Paulson has been discredited, the judgment should be
made by Deputy Dan. Make it clear to whoever is giving the judgment that
they have to decide one way or the other: the decision cannot be deferred.
Fighting: When one player wants to attack another, they must be within
touching distance and succeed in rock-paper-scissors against the intended
victim.
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If the attack succeeds, the victim falls unconscious: if it fails or
ties, there is no effect.
If someone else heals them within ten minutes, they immediately make a
full recovery.
If no one heals them in ten minutes, and the injury occurred before
the judgment, then after ten minutes, the injured character recovers
fully and can rejoin the game.
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▪
If no one heals them in ten minutes, and the injury occurred after the
judgment, then the injury is fatal, and after ten minutes, they die.
Use the With Your Last Dying Breath card!
Any exceptions will be described on the items or abilities involved.
High Noon: If a player wants to challenge another, give them the ‘High
Noon’ card and let them duel in the street outside the saloon. The duelists
play up to three rock-paper-scissors trials against each other—on each
trial, the one who wins wounds the other, rendering them unconscious.
Poison: Give a poisoned character the “You have been poisoned!” card.
Poison has these effects:
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The victim may not use their abilities.
If the victim cannot find an antidote (yerba buena seeds), they will
die.
Poison takes ten minutes before killing its victim unless:
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The victim receives an antidote.
The poison is administered before the judgment. If not cured, the tenminute deadline starts as soon as the judgment is made.
The game ends.
Arrest: The deputy can make up to three arrests. Seat arrested players in a
central location. The deputy must present you with evidence (items,
testimony, etc.) for the arrest. If he cannot provide convincing evidence
(you decide!), the arrested person is released after 15 minutes (or within
5 minutes if before the judgment). Characters under arrest cannot use
abilities (other than those that state otherwise).
Escaping from arrest is possible if:
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The arrested player has outside help (who can cut the ropes, unlock
the door, etc.).
The arrested player comes up with a good idea—and even then, it may
require a successful rock-paper-scissors challenge with the Bartender.
The deputy may himself free a player he has arrested, but he does not
gain that use back on his ability card.
The Three Cardinal Rules:
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Is it fun?
Will it upset the evening for everyone else?
Make it up!
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