Hard West ⏤ Rulebook Draft [EN]

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INTRODUCTION

Hard West is a board game for 1-6 players. It is a great game to play with friends with easy-to-learn rules that take

extraordinary skill to master. Set in the hostile Wild West, making allies will be far from easy. Luckily, there are rumours

of a few souls out there who will sympathise with your cause, but take care who you trust! You and your team of

gunslingers will be involved in fierce and frequent gunfights. The world of Hard West is full of bandits, demons, and other

supernatural creatures. Those of you who enjoyed Hard West on PC and console will be thrilled to spend time with friends

playing Hard West.

01


SETUP

CHOOSE YOUR SCENARIO

Along with Hard West The Board Game rulebook comes also

Scenario book. It is the manual explaining

how to put all components together and construct buildings.

Inside Scenario book there are instructions how to make

6 multiplayer scenarios, 2 solo and 1 symmetric scenario.

CHOOSE THE FACTION

Next step is choosing a faction (unless the solo

mode was chosen). There are two factions:

Pioneers (Colonists) and Occultists.

ASSEMBLE CHARACTERS

Once the faction is chosen, players

choose characters. Each character

has a gun-class that corresponds to

certain gun type that character can carry.

Attach gun to character by

sliding it into a notch.

BUY EQUIPMENT

Every scenario detail how much money teams have

to spend on guns and equipment.

PLAY POKER!

To choose the starting player, everyone participates in a

mini Poker game. The winning player can choose a

starting faction. Those cards will be important later.

02


phases

GAME OVERVIEW

1. Regeneration:

Unless it's the first turn in the game, a player starts this

phase by regenerating all Action Points (see Action

Points). In this phase, players also remove Rest Tokens

if possible and regenerate all other cards, abilities etc. if

they say so.

2. Combat:

This is the phase that includes spending Action Points,

using Luck Points for walking, shooting, playing cards,

and using abilities.

3. End Phase:

When the player decides that all characters have made

all moves and performed needed actions, they end

their turn.

4. Response:

Some cards and abilities allow players to perform

certain actions (such as instantly countering actions or

attacks) during opponents' turn.

board zones

The main board is divided into four zones, each

corresponding with a faction.

Those zones are starting positions and are called

Control Zones (zones that players control).

At the start of the game, each faction controls 2 zones,

as marked. To take control of a zone a player/team

needs to have 2 figures in the zone that player/team

wants to take and the opposing player/team cannot

have more than 1 figure. Control over a zone passes as

soon as the conditions are met. For example, as soon as

the second figure is moved into the zone, or as soon as

a character dies. Otherwise, the faction which has

control over that zone doesn't change. Taking control

over a zone previously owned by the opposing

player/team gives +1 Victory point to that player/team.

Game zones might not apply to solo games.

victory and loss conditions

The scenario is won by a faction if that faction takes

control of all zones, kills all opposing characters, or

completes the Victory Track according to the number

of Victory Points described in the scenario.

Players might lose the game if certain characters die

without the ability to return as undead according to

scenario.

03


poker mini game

What Wild West would be complete without a proper

Poker game?!

The Poker mini game determines the starting

team/starting player.

How to play the Poker mini game:

Take all nightmare and joker cards out of the deck,

leaving only the cards from 9 to aces. Players should be

left with a 24-card deck for this game.

One player shuffles the deck and hands it to the

opponent. The opponent puts the deck facedown on the

table, splits the deck into three smaller piles, and then

character’s dashboard

assembles it back into one pile in any order before

handing it back to the first player. Each team is dealt five

cards. During this game, a team may exchange up to

five cards from this original hand. The team with the

higher Poker hand wins the game and can start playing.

A team is allowed to purposely lose by keeping better

cards or showing only part of their Poker hand.

A team can also fold the cards, thus losing but not

revealing them to opponents.

transforming character

1 Character’s name

2 Character’s portrait

3 Faction

4 Type

5 Class

6 Action Points track

7 Luck Points track

8 Health Points track

9 Equipment slot

10 Character’s ability

Some abilities, cards, etc. can transform characters. If

this occurs, players should flip the character's

dashboard to the other side. Transformed characters' HP

is fully restored.

placing tokens

Health token

Action

Points

Life

Cheveyo

8

1

8

Luck

7

6

9

Equipmnet

Luck token

1

2

6 7

2

2

1

5

4

10

Disguise 2

Pay Put 2

disguise tokens

in your movement

range. With one

token reveling

real positon.

Movement 5

Action token

Place the tokens

on the top of the

track with

corresponding icon

0

4

Hero

Rifleman

3

5

0

1

0

2

3

Equipmnet

9

04


Transform a character by flipping it.

TYPE AND CLASS

Every character has a Type and Class. Type determines what the character is: human, demon or

hero. Some abilities and cards may have effects on certain Types of characters. Class determines what

gun a character can carry. Gunners can have any short-range weapon, Riflemen medium-range, and

Sharpshooters can carry any long-range gun.

CHARACTER POINTS

Character Points are represented by Action Tokens, Luck Tokens, and Health Tokens.

To mark a change in Character Points, players slide tokens up and down onto the

correct slot.

ACTION POINTS

Most characters have two Action Points. An action is represented by an Action Token

on the character's card on the top of the action track. To track using an action, slide

an Action Token from the top of the track to the bottom. Moving, Shooting, Reloading,

securing, and using abilities and equipment requires Action Points. Most actions cost 1

AP each. If all actions are used, then a character can't take any actions this turn,

unless a poker card, nightmare card, or something else states otherwise.

All Action Points are restored during the Regeneration Phase at the beginning of a

player's turn. Players do not need to spend all actions for a character at once; they

can choose when to spend Action Points during the turn in any order. A player could

move one character, then another, and come back to the previous character later in

this turn. They might also decide to leave actions unspent. This might have strategic

implications.

Sliding down the

Action Token

LUCK POINTS

Luck Points, LP, are represented by Luck Tokens. Luck plays a huge role in Hard West. It can

determine a successful shot or dodge. Some cards and abilities require players to spend Luck Points to

play. Additionally, Luck level can make other things happen like transforming characters.

See Luck System for more details.

05


HEALTH POINTS

Health Points, HP, are represented by Health Tokens. Health Tokens mark how much life a character has left. If character

has 0 HP, then they are dead. In some circumstances the character may come back as an undead. The Health of the undead

character will depend directly on the ability, card.

CARDS

Poker Cards and Nightmare Cards are assets that can boost the

game. Poker Cards are used also for the mini game before the

real game begins. Both types of cards are divided into three

categories:

1

Active: Cards that can be played by a character using Action

Points and Luck Points. Sometimes playing a card has no

additional costs. These cards go mainly into the discard pile

after being played.

2

Static: Cards that stay permanently and don't go into the discard

pile after being used. They affect the entire game.

Response: Cards that can be played during opponents' turns to

respond to their actions

Card components:

1. Suit and Rank of the card

2. Illustration

3. Name and Type of card (Active, Static, Response)

4. Ability description

4

(static)

Disguise

(Active)

Take three disguise tokens with one token

marking real position. Take character’s figure off

the board and set tokens in any position in your

movement range. Opponents can shoot them as

present character but only token with real

position will make character take damage. Put

character’s figure back on the board on real

position token and remove all tokens.

3

A player can counter an opponent's card with paying an extra

cost by sacrificing a card with higher rank from their hand.

VICTORY TOKENS, VICTORY POINTS

Filling the Victory Track with Victory Tokens is one of the winning

conditions in Hard West.

Players can find Victory Tokens that are placed on the board and in

the buildings according to the scenario. Players collect them by

entering a square containing a token. Collected Victory Tokens are

placed onto the Victory Track one by one.

The player who fills the track with Victory Tokens wins the game.

Victory Tokens

Player can also put a Victory Token onto the track if:

- Opponent's character is eliminated

- A Zone is overtaken. Zones are overtaken when one player or

team uses at least two characters to invade a Zone that only has one

opposing character.

06


MOVEMENT

Moving requires Action Points. All figures can move

only orthogonally, including perpendicular turning in

any direction. Base Movement of the character is found

on the character's card. One base movement requires

one Action Point. Characters can spend more than one

Action Point for Movement.

Example: a character's Base Movement is 3, so paying

one Action Point allows this character to move 3 spaces

orthogonally. The player can choose to spend another

Action Point for Movement in the same turn, allowing

them to move the character another 3 spaces.

Each figure has an arrow on its base which marks

which direction the character is currently heading.

1. Run. A player can choose to Run for extra movement.

To Run, the player spends one Action Point for

Movement and gets to move 3 additional spaces beyond

their normal movement. Run can't be used twice in a

turn.

Running does come with a penalty. Characters who Run

can't move next turn. To mark this, the player puts a

Rest Token onto the character.

Staircase Token

Rest Token

2. Staircases. To enter another level of the building, a

character has to spend one Action Point as a cost for

entering the staircase. The player can use movement

points to move the figure to the Staircase Token, spend

the extra AP to enter the staircase, then move to the

next level for another movement point. If a character

finishes their turn on a Staircase Token, they do not

need to pay an Action Point to enter the staircase on the

next turn; they can move up using normal movement

points.

3. Wall Pass works like Run, but instead of increased

movement, the player can move their character

through walls.

ORTHOGONAL

DIAGONAL

07


DIRECTIONAL MOVMENT

In Hard West - The Board Game, the direction your

character turns and faces is important as is how the

movement is finished.

Directional movement is performed correctly if a figure

finishes the movement by facing the direction it turned.

Directional movement differs when walking next to the

buildings. In this situation players always leaves

character with the back facing wall. If it is a corner,

player can choose which wall character will lean back.

Illustration shows directional movement.

Figures turns always the direction it’s heading for.

SECURING

Securing is a passive ability of every character that

works on the opponent's turn. Securing means that an

opponent's character will be shot when coming too close.

To be Secured, a character must have at least one

unspent Action Point.

By Securing, a character can shoot passively in a range

of 5 squares before being Targeted. (For more about

targeting, see Shooting). Shooting while Secured works

if the roll result is between 9-20.

Securing doesn't work when being shot in the back.

Secured area

Securing doesn't work for some abilities like Disguise.

Securing ignores Cover except for Full Cover.

A character standing with their back to a wall is also

Secured from the back unless they are standing in front

of a window.

While securing the character can't shoot backwards.

Not secured area

Figures are not Secured from the back.

08


shooting & shooting phases

All Shooting is performed with a twenty-sided die (D20)

and luck rolls with a six-sided die (D6).

One Shoot requires one Action Point. Each character is

able to shoot twice every turn if they have the AP to do

so. A Gun is always attached to the character and can't

be changed unless there are special circumstances.

Different Guns use different amounts of bullets per shot.

To mark the shot, the player slides the Bullet Token

down the Bullet Track.

Shooting Phases:

counting the distance

Measuring the distance for the

Shot is very much like walking.

Player needs to count squares

orthogonally.

1. Declaring: The player names the character that they

would like to shoot.

2. Targeting Phase: The shooting player rolls the (D20).

During this phase, their opponent might counter or try

to alter the result of the shot as a response by playing

cards or using luck.

3. Shot: If the Shot hits, the opponent takes damage. A

character that was shot in the back loses an additional 1

HP.

7 squares

7 squares

On D20 skull symbol means that character

takes additional 2 damage

7 squares

GUNS

8

Every Gun starts with a Bullet Token placed in the middle of a

magazine (also known as the Bullet Track).

Bullet token

Gun components:

1. Name

2

3

5

7

1

4

6

2. Picture

3. Damage: how many Health Points the shot will take.

4. Range: how far the Gun can shoot by counting squares.

5. Chance: the odds for successful shot. See the Basic & Advanced

Shooting Rules section.

6. Reload: how many shots can be added to the Bullet Track by

spending an Action Point.

7. Gun's Ability: a special ability that the Gun can perform.

Player can use the gun without any ability.

8. Ammo Track/Magazine: how many Bullets can fit in the Gun.

After Shooting, slide the Bullet Token down the track.

09


LUCK SYSTEM

ATTACKER

LUCK ORDER

Attacker uses luck first. Attacker can’t use luck

after Targeted Character used luck even if Attacker

has still unused luck points.

TARGETED CHARACTER

If a shot was successful, the attacking

character can pay 1 Luck Point to roll a D6.

On a 5 or a 6, the targeted character

takes one extra damage.

If an opponent had a successful shot, player can

restore one Luck point on character that took

damage.

If the shot was not successful, the attacking

character can pay 1 Luck Point to roll a D6.

On a 6, the shot is a success.

Player can roll twice - till the end of Luck Points.

BASIC & ADVANCED SHOOTING RULES

If the opponent had a successful shot, the player

can spend one Luck Point from the character

that took damage to roll a D6. On a 6, the character

dodges the attack and takes no damage. On a 5, the

character takes one less damage (this can stack).

The player can spend all Luck Points in this way.

BASIC SHOOTING CHANCE ADVANCED SHOOTING CHANCE In Hard West The Board Game there are two types of

shooting chances: Basic and advanced. Players choose

at the beginning of the game which mode they prefer

to play.

Basic Shooting Chance:

Advanced Shooting Chance:

The Table of Chances lists the

requirements for a successful shot for

advanced rules. Every gun has a Chance

number that corresponds to the table

with the same number. Each table

describes three zones: close, medium, and

far. Range in different zones is

determined by the position of the

characters. Position in a window, on a

floor and in a window on the floor makes

character shoot further.

The rest of the table shows the necessary

ranges for successful shots against

various cover types according to the

zones and modifiers.

Skull symbol counts as 20.

TABLE OF CHANCES

A Gun Basic Shooting Chance side presents dice

symbol with values like 2+/3+. It means that each

roll on D6 with 2 or higher value will result in a

successful shot against a character with no cover. The

second number refers to a character with any type of

cover.

Shooting against Window Floor Cover counts as Floor Cover

10


DISGUISE TOKENS

CORPSE TOKENS

Some cards or characters have the Disguise ability.

Disguise Tokens can hide the real position of characters.

To perform Disguise, the player takes the listed number

of tokens and puts them in a Range of character

Movement.

Then the player takes the mini off the board and puts it

on its character card. The opponent can shoot Disguise

Tokens to try to find the character's real position. The

character only takes damage if its real position is shot.

The character comes back on board on the next turn or

if the position is revealed.

There may be some Corpse Tokens placed on the board

before the game, depending on the scenario.

Whenever any character dies, it leaves a Corpse Token

on its current position on the board. Gathering or being

a certain distance from a Corpse Token can affect

characters and the game, depending on the cards and

abilities. Usually Corpse Tokens let characters recover

some amount of Health Points.

COFFIN TOKENS

Characters come back as undead on Coffin Tokens.

Disguise token

COVERING

Disguise token

with real position

on the back

Disguise token

with fake position

on the back

Coffin token

Corpse token

There are a few types of Cover: Full Cover, Half Cover,

No Cover, Corner Cover, Building Cover.

Full cover. The character is completely hidden behind

all obstacles and there is no chance to shoot this

character.

Low Fences give half cover

Half Cover. The Cover is reduced. This depends on the

gun and the Table of Chances.

No Cover. The character is not covered by anything.

Corner Cover. Counts as Half Cover but has

different/special abilities

Window Cover. Also similar to Half Cover but with

different/special abilities

Shooting past multiple walls with Half Cover still counts

as Half Cover. The effect is not multiplied.

Standing behind trees, tombstones counts as Corner

Cover.

Walls With Holes

Half Cover

Walls with windows give

Window Cover

11

Full Walls give full cover

Doors give Window Cover


COVERING EXAMPLES

The following illustrations show all cases of covering.

All situations will be explained using Warren and Maniek.

warren

maniek

USING WALLS FOR COVERING

Purple squares mark places with Corner Covering. Warren has

advantage over Maniek when standing in such a position. Pink

squares mark places where Corner Covering doesn't work despite

being a corner.

maniek

warren

While standing on a pink square,

a player can choose on which wall

they would like to lean.

Area where corner covering

works

Area where corner covering

doesn’t work

12


SHOOTING NEXT TO WALLS

Maniek can characters standing in the blue area. It is always 3

squares from the wall line and 3 squares deep. Otherwise it would

be too difficult to shoot next to Walls. It’s called: the Rule Of 3

Squares.

warren

3

2

1

maniek

1 2 3

Area Maniek can shoot

Area where rule doesn’t apply

and. Whole area beneath the

wall line is not in range.

13

Arrow marks general

direction that Maniek

wants to shoot.


UNDERSTANDING RANGE

In this situation, Maniek is unable to shoot Warren. Maniek will be

able to target Warren once he walks past the fence. Warren doesn't

have Corner Covering now and can't shoot Maniek.

maniek

Those areas over the fence are

green thanks to the Rule of 3

Squares. (See Shooting Next to

Walls).

warren

Area Maniek can shoot. Area Maniek can’t shoot. Arrow marks general

direction that Maniek wants to

shoot.

14


UNDERSTANDING CORNER COVERING

LEANING AGAINST THE WALL

Notice that a character always

leans against the wall with

their back to it. This ignores

directional movement.

The picture shows where Warren can shoot while standing in the

proper position for Corner Covering. Warren leans now against the

wall with Full Cover but while Corner Covering has only half cover.

maniek

warren

Warren should be able to shoot through

this wall with holes, but for this

example let's treat it as a wall with Full

Cover.

Area Warren can shoot.

Area Warren can’t shoot.

15

Arrow marks general

direction that Warren

wants to shoot.


USING WALLS

Maniek passed the line of the wall so he can now shoot Warren.

Warren is in a straight line towards Maniek.

maniek

warren

This area over fence is green

thanks to the rule of 3 squares.

(More inShooting Next to Walls

section).

Area Maniek can shoot

Area Maniek can’t shoot

16

Arrow marks general

direction that Maniek

wants to shoot.


UNDERSTANDING CORNER COVERING

Maniek can target Warren because Warren is hiding behind a wall

with holes and is not in Corner Cover position therefore has No

Cover. Shots can pass through the walls with holes.

Half Cover with fences works only if the character stands next to the

wall.

warren

maniek

Area Maniek can shoot

Area Maniek can’t shoot

Area with only

Half Cover

Arrow marks general

direction that Maniek

wants to shoot.

17


CORNER COVERING FOR BUILDINGS

Corner Covering for buildings works like previous Corner Covering

but is a little more complicated. Buildings have doors and windows.

maniek

warren

Corner Covering areas.

18


CORNER COVERING FOR BUILDINGS

Warren stands in Corner Covering position and has advantage over

Maniek.

maniek

warren

Area Warren can shoot

Arrow marks general

direction that Warren

wants to shoot.

19


CORNER COVERING FOR BUILDINGS

Maniek can't shoot Warren unless he steps to his right and has

Warren in sight.

maniek

warren

Area Warren can shoot

Area Maniek can’t shoot

20

Arrow marks general

direction that Maniek

wants to shoot.


CORNER COVERING FOR BUILDINGS

Maniek stands perfectly in sight to take Warren down. Corner

Covering doesn't work because Warren is exposed.

maniek

warren

Area Maniek can shoot

Arrow marks general

direction that Maniek

wants to shoot.

21


SHOOTING TROUGH WINDOWS AND DOORS

Maniek can shoot Warren inside the building because both Warren

and Maniek are standing in line with the door. The same rule

applies to windows.

maniek

warren

Area Maniek can shoot

Area Maniek can’t shoot

22

Arrow marks general

direction that Maniek

wants to shoot.


USING BARRELS

Maniek can shoot Warren inside the building because the barrel

stands in the doorway line and will deflect the bullet.

To count range when using a barrel, count each square between the

shooter and the barrel and then from the barrel to the target

character. In this situation, the correct range is 6.

maniek

warren

Area Maniek can shoot

Arrow marks general

direction that Warren

wants to shoot.

23


CORNER COVERING FOR BUILDINGS

In this situation, Maniek has Corner Covering and is able to shoot

Warren, while Warren doesn't have Covering at all.

maniek

warren

Area Maniek can shoot

Arrow marks general

direction that Maniek

wants to shoot.

24


WINDOW COVERING

Window Covering is similar to Corner Covering with some exceptions.

It is easier to target a character that has Window Covering, but

Window Covering increases the base range of the gun.

Window Covering on the ground floor gives +1 Range; Window

Covering on an upper floor gives +3 Range. It is called Window Floor

Covering. (Floor Covering gives +2 Range but works only when not

standing in a Window Covering position).

Area Warren can shoot Area for Window Covering Area without Window Covering

(No covering)

25


WINDOW COVERING

Window Covering works similarly to Corner Covering but is easier

to target opponent's character. Green area marks where Maniek can

shoot inside the building.

Area Maniek can shoot

26


WINDOW FLOOR COVERING

Window Floor Covering works almost like Window Covering but

gives wider range (+3 to range).

Warren has Floor Cover towards the interior of the building. (+2

Range). If Warren would stand on the floor outside the building on

the balcony, then this range applies also outside the building.

Area Warren can shoot.

Area for Window Floor

Covering.

Area without Window Floor

Covering (No covering).

27


WINDOW FLOOR COVERING

It's easier to shoot against Window Floor Covering and Window

Covering. See that Maniek doesn't need to be directly in front of the

building.

Area Maniek can

shoot.

Area Maniek can’t shoot. If first floor

has no doors or windows..

28


LOW FENCES

Low Fences give Half Cover to characters standing right next to

them. Unlike walls, while standing next to a fence, a character

always faces it.

Area with Half Cover from

Warren’s perspective

Area with Half Cover from

Maniek’s perspective

29


GLOSSARY

characters

guns

Animate

Pay to restore

the life of any undead

ally by 6 HP.

Inventor

(passive)

Pay to reload

weapon of your

ally in range of

3 squares

Blast

After successful

shot, you may move

targeted Character

2 squares any direction

including floors.

Precision

Precision ignores

any kind of covering

except full cover.

Backfire

(response)

Pay to shoot back

if targeted Character

was missed.

Misfortune

(passive)

When Character has

no luck, you may

transform it.

Bounce

Using Gun with Bounce ignores

Corner Covering. You may target

the Character as they would

have half cover only.

Courage

(response)

Pay to prevent damage

of any ally unit in range

of 3. Add to any

ally character.

Undead

(passive)

If at the end of your

turn undead character

has 2 or less HP

then restore 4 HP.

Breaker

You may shoot trough any

obstacles with Full Cover

as they would have half

cover.

Demonic

Pay to summon

dead demon to

the game with

1 HP onto the coffin

in the zone you control.

Undying 1

(passive)

When the Character

dies you may transform

it.

Cone Shot

Other enemy Characters take

damage within range of 5 squares

from targeted Character. If they have

any kind of cover then damage is

reduced by 1.

Disguise 2

Pay to put 2 Disguise

Tokens in Character’s

movement range with

one token revealing

the real position.

Undying 2

(passive)

When the Character dies

you may transform the other

character mentioned in this

ability.

Fanning

Gun with fanning can shoot 3 times

using 3 bullets. Player may shoot

only once. Fanning doesn’t work

if there are 2 or less bullets in the

magazine.

Fear

(passive)

Add -2 to

enemy’s roll

results after

the shot

Unholy healing

Pay to heal

all of your

allies by 1 HP.

Poison

If the shot was successful

the Character can roll D6.

If the result was 3 or higher

then targeted character takes

1 extra damage. Character can’t

use any luck bonuses after this

shot.


HARD WEST CHARACTERS

pioneers

warren

FLORENCE

UNDERTAKER

Is the main protagonist of

the story or main antagonist?

Hard to say ‘till the end of

the game.

She's Warren's girlfriend. Make

sure she does not die as that

would spark Warren's anger.

Also known as Warren’s

father. Keep his luck high or

else everyone will be in

trouble.

diego

CASSANDRA

CHEYEVO

Not as lazy as he might seem,

unless you forget to pay him

Devoted to hunting down all

evil Occultists. Cassandra

has a special ability to look

into the future.

That’s someone who chooses

his own fate. Be thankful if

he is on your side.

occultists

rosario

aiza

Long time ago she devoted

her life to God. Now she

believes in guns only.

GABRIEL DE

CERVENTEZ

Twisted inquisitor who made

a pact with the Devil.

ALVARO

VAZQUEZ

Known also as Masked Man.

He uses an ancient Aztec

Mask to boost his powers.


ungur

MANIEK

BELGOR

Couldn't find his place in hell. Now

he tries to find luck on Earth; the

Wild West is his home now.

Exceptional sharpshooter.

Feared both in hell and on

the surface.

The individualist in hell.

Knows his ways and doesn’t

like if someone crosses his

path.


SILVER

LYNX

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