High Stakes Drifter - Rules Insert - Large Type

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The quick-start rules provide a simplified way to learn and play High Stakes Drifter with two players using a subset of the full game components and rules.

The starter set components include cards, chips, and tokens needed to play according to the quick-start rules.

The play area is divided into six zones: deck, hand, deadwood, stake, saloon, and street where different cards are placed during gameplay.

QUICK-START RULES Gear and Fortune Cards

High Stakes Drifter, an exciting


game of betting and bluffing set in the
wild days of the Old West, is played
using collectable High Stakes Drifter
cards. These quick-start rules will teach
you everything you need to know to
begin your first High Stakes Drifter
game with two players. Once you feel
comfortable playing the game using
these simplified rules, you can get the
full game experience by using the
complete rules.
Gear and fortune cards represent
equipment, lucky breaks, or just plain ol
Starter Set Components good planning on the part of the dudes
One rules sheet
challenging one another. They modify
One deck of 54 High Stakes Drifter
one or more of a dudes stats, or provide
cards
some other game effect described on the
Two kicker chips
card itself. Gear and fortune cards must
Marker tokens to represent betting
be revealedface upin order to have
chips
an effect on the game.
One dealer badge

To play using the quick-start rules, you Setting the Scene


wont need the kicker chips or the These quick-start rules will run you
complete rules, below. through a simple two-player game, but
High Stakes Drifter only gets better as
more players join in the fun. Both
Dude Cards players share the same deck in these
Dude cards represent personalities who
quick-start rules, but you can find out
challenge each other in shootouts. They
more about building your own deck in
are the basic cards in the game
the complete rules.
everything else modifies how they
The play area is divided into different
interact with each other.
areasor zonesinto which cards are
Only those card features that you need
put. There are six zones: deck, hand,
for the quick-start rules are described in
deadwood, stake, saloon, and street.
the illustration below. All other card
Cards are drawn from the deck into your
features are explained in the complete
hand and played into the saloon. Cards
rules.
that are buried or discarded are placed in
the deadwood.
puts $6 (the dudes cost) in betting chips
on the card.

Once you have a dude in the saloon,


you can play gear cards on it by paying
the cost of a gear card and placing it
concealed beside the dude it is attached
to. The gear card is then also in the
saloon.

Example 2
After having played Henry Meek, Sam
decides to play the Plains Saddle gear
card on Henry. He puts Plains Saddle
concealed beside Henry, and then puts
$2 (the cost of the gear card) in betting
chips on it.

You can take up to three actions on


your turn, including playing dudes,
playing gear cards, and issuing
Divide up the betting chip markers so challenges. For the purpose of these
that each player has an amount of chips quick-start rules, however, you cannot
equal in value. These chips are your issue a challenge until both players have
stake, which is used to play dude, gear, at least one dude with two gear cards in
and fortune cards, as well as to bet on the saloon.
the outcome of challenges. On your turn, after taking your actions,
you may discard any number of cards
Playing the Game from your hand and then draw from the
Randomly determine which player will deck until you have five cards in your
go first; that player draws a hand of five hand.
cards, and then the other player does the
same. The first player can now play a Challenges
dude if he or she has one. To play a When you issue a challenge, both
dude, place it on the table concealed players must pay an ante of $5 into the
face downand place the cost in betting potan area in the center of the table
chips on top of the dude card. The dude where betting chips being wagered are
is now in the saloon. kept. The challenger must declare which
You do not have to reveal to the other dude is issuing the challenge.
player which cards you are playing face To accept a challenge, you declare
down. Thats part of the bluffing aspect which of your dudes will be involved;
of the game! then the shootout begins. Starting with
the player who issued the challenge,
Example 1 each player has a chance to bet that his
Sam plays Henry Meek. He puts the or her dude will win by placing further
dude on the table concealed, and then betting chips from his or her stake into
the pot. In order to stay in the shootout, pot and putting it beside his dude. Jane
the other player must place an equal chooses to play the Fort Up fortune card,
value of betting chips into the pot. Then paying its $5 cost into the pot and
each player has a chance to reveal a gear putting the card beside her dude. Sam
card (on the dude they chose to enter the doesnt have any more fortune cards,
shootout) by turning the gear card face and so he chooses not to play any more.
up and putting the chips on it into the Likewise, Jane is out of fortune cards.
pot. After both players have had a
chance to reveal a gear card, there is Now both players reveal their dudes
another round of betting. and place the chips on them into the pot.
Sam reveals Henry Meek, with Plains
Example 3 Saddle and Gotcha Covered revealed on
A few turns into the game, Sam issues a him for a total smarts of 9, skill of 3, and
challenge, and both he and Jane put $5 luck of 10. Jane shows Col. Frederick
into the pot. Sam then bets $10, putting Benteen, with Dazzling Smile and Fort
the chips into the pot. Jane wants to stay Up revealed on him for a total smarts of
in the shootout, so she also puts $10 5, skill of 12, and luck of 5. Janes dude
worth of chips into the pot. Sam now has the highest stat (skill 12), and so she
decides to reveal a gear card on his dude, wins the shootout! Jane adds the chips in
as does Jane. Both of them reveal their the pot to her stake.
gear cards (turning them face up) and
put the chips on the revealed gear cards Winning the Game
into the pot. Because at least one player For the purpose of these quick-start
revealed a gear card, Sam may choose to rules, after the first shootout, total up the
bet again. value of the chips in each players stake.
Whichever player has the most valuable
Once both players have revealed all stake wins the game.
the gear cards they wish to, and the
following round of betting has finished,
the player who initiated the challenge COMPLETE RULES
has a chance to play a fortune card by In High Stakes Drifter, players create
paying its cost in betting chips into the decks filled with Wild West
pot. Players take turns playing fortune personalities. By equipping dudes with
cards until both players choose not to gear and initiating challenges with
play any more, at which point the dudes opposing dudes, players enter shootouts
are revealed, the chips on them are in an effort to increase their stakes.
placed into the pot, and stats are totaled. Playing fortune cards and flipping kicker
The dude with the highest stat (either chips enable players to bet and bluff
smarts, skill, or luck) after all their way to victory.
modifications wins the shootout, and its
player adds the chips in the pot to his or OBJECT OF THE GAME
her stake. High Stakes Drifter is a card game for
28 players, who use strategic bluffing
Example 4 and smart betting to maximize their chip
Sam chooses to play the Gotcha Covered gains while minimizing their chip losses.
fortune card, paying its $4 cost into the The object of the game is to be the
player with the biggest stake at the end street. Some zones belong to one player,
of the game. A game ends when a player while others are shared.
cannot cover an ante.
Deck
WHAT YOU NEED TO PLAY Each player has his or her own deck. A
Each player must have the following players deck includes a face-down pile
High Stakes Drifter game components of cards and a stack of kicker chips.
in order to play. Cards in a players deck cannot be
A deck. Players can use the deck of viewed, and their order cannot be
cards provided in the Starter Set, or they arranged. A player can count the number
can build their own decks using cards of cards in a players deck at any time. A
pulled from Booster Packs. In a standard player may view the kicker chips in his
game, each player plays with a deck of or her deck at any time, but not the
54 cards. kicker chips in any other players deck.
Kicker chips. Kicker chips are also
considered part of your deck. Kicker Hand
chips add the fickle finger of Lady Luck Each player has his or her own hand.
to the gamefor better or worse. Each Cards drawn from a players deck go
Starter Set contains two kicker chips, into his or her hand. You can view the
and each Booster Pack contains one. cards in your hand at any time. Other
Betting chips. Betting chips represent players may not look at your hand. Any
the value of a players stake. Players can player can count the number of cards in
use actual poker chips as betting chips, a players hand at any time.
but if you dont have poker chips, you
can also use cardboard marker tokens Deadwood
punched out from the marker cards Each player has his or her own
provided in each Starter Set, colored deadwood. A players deadwood is
beads, or even unused High Stakes where that players buried or discarded
Drifter cards turned upside down; each cards and buried kicker chips go. All
card is printed with an inverted chip players deadwoods begin the game
symbol in $1 (white), $5 (red), $10 empty. Put buried or discarded cards
(blue), $25 (green), and $100 (black) face up into your deadwood. You
increments. determine the order in which cards and
In addition, the game requires one kicker chips are put into your deadwood.
badge, which is included in each High
Stakes Drifter Starter Set (any other
Stake
item may also be used as a badge). The
Each player has his or her own stake. A
badge is used to keep track of whose
players stake contains any betting chips
turn it is.
that are not currently being used to bet or
to pay the cost of a card. At the
ZONES IN THE GAME beginning of a game, each players stake
The play area is divided into different contains the same value of betting chips.
areasor zonesin which cards and A players stake is visible to all players
chips are put. There are six zones: deck, and can be counted by any player at any
hand, deadwood, stake, saloon, and time.
Saloon
The saloon is a shared zone where cards
and kicker chips go once they are played
or put into play; it is visible to all players
and begins the game empty. In general, a
card must be face up (revealed) in the
saloon in order to have an effect on the
game. A player can arrange his or her
cards in the saloon in any way as long as
they remain visible to all players.

Street
The street is a shared zone where cards
and kicker chips go during a shootout; it Gear Cards
is visible to all players. In general, a card Gear cards represent equipment,
must be revealed in the street in order to characters, animals, etc. that aid the dude
have an effect on the game. A player can on which they are played.
arrange his or her cards in the street in
any way as long as they remain visible to Fortune Cards
all players. Fortune cards represent twists of fate
that occur during a shootout. Fortune
CARD TYPES cards can affect dudes, players, and other
There are three primary High Stakes elements of the game.
Drifter card types.
Copy Cards
Dude Cards A miscellaneous card type is the copy
Dude cards represent the dudes who card. A copy card is a gear or fortune
challenge each other in shootouts. card that becomes a copy of a card of
your choosing in the saloon or street.
Copy cards are identified by the phrase
becomes a copy in their ability text.
A copy card becomes the card it copies
in every way. The cost of a copy card
remains the same, but it gains all other
traits of the card you choose, including
the targets name, card type, and ability.
To play a copy card, choose a card in
the saloon or street. Pay the copy cards
cost and resolve its effects when it enters
the saloon or street.

KICKER CHIPS
Kicker chips are special chips played on
dudes, and they come in four different
colors: white, red, blue, and green. These
colors correspond to different betting
chip values (white=$1, red=$5, Randomly determine who goes first,
blue=$10, green=$25), even though and then give that person the badge.
kicker chips dont cost betting chips to
play. IMPORTANT GAME
A dudes kicker limit determines the
total value of kicker chips that may be CONCEPTS
played upon it. See Playing a Kicker Before learning about all the things you
Chip, on reverse, for more information can do on your turn, familiarize yourself
on the limitations of playing kicker chips with the following important High
on dudes. Stakes Drifter concepts.
Each side of a kicker chip is printed
with a modifier (either positive or Play
negative) that applies to one of the three You play a card when you pay its cost
dude stats (smarts, skill, luck). Both and put it into the saloon or street. You
sides of all kicker chips in the saloon or play a kicker chip by declaring to all
street can be viewed by all players at any players which dude youll play it on and
time. then flipping the chip.
Put into play. If a card ability says to
put a card into play, you put the card into
SETTING UP play from your hand without paying its
For a standard game, each player begins
cost.
with a deck of 54 cards. Players can
build their decks with any combination
of dude cards and other card types. Up to Bury
three copies of any one common card, You bury a card or kicker chip by
two copies of any one uncommon card, moving it from the saloon or street to
and one copy of any rare or fixed card is your deadwood.
permitted in a deck.
Part of each players deck includes a Abilities
stack of kicker chips worth $50. Select Card abilities have special effects on the
chips that will work well with the stat game outside of the rules in this
values of the dudes in your deck. rulebook.
Each player begins the game with a Abilities trump rules. If an ability
starting stake of $100. By mutual contradicts a rule in this rulebook, the
agreement, you may play a higher-stakes ability always takes precedence.
gamejust make sure that all players Can vs. cant If two rules or two
start with stakes of equal value. card abilities contradict each other, the
Each player shuffles his or her card deck one that says you cant do something
and presents it to the player on his or her supercedes the one that says you can
right to cut. do something. For example, if a player
Each player then draws a starting hand plays a fortune card that says no dudes
of five cards. Once per game, when may be reinvested after this shootout,
players draw their starting hands, if you then no dudes may be reinvested after
have no dudes in your hand, reveal your the shootouteven if one of them has an
hand to everyone, discard it into your ability that says it must be.
deadwood, and then draw a new starting Impossible actions. If an ability or
hand. portion of an ability indicates that a
player take an impossible action (such as Check. A bet of $0. A player may
to play a kicker chip if you have no check if no player before him or her in
kicker chips in your deck), ignore the the betting round has bet.
ability or portion of the ability that
indicates the impossible action. Call
To call a bet, you must match the
Revealed Cards amount of the current bet (less anything
A card is revealed when it is face up in youve already bet that shootout) and put
the saloon or street. You reveal a face- that value of betting chips in the pot. If
down card by turning it face up. All of a each player still in the shootout calls the
cards printed characteristics come into last bet, the betting round ends.
effect when it is revealed.
Raise
Concealed Cards To raise a bet, you first call the last bet
A card is concealed when it is face down and then bet additional betting chips.
in the saloon or street. You conceal a This extra amount is called the raise.
revealed card by turning it face down. Only three raises are allowed per betting
In general, a concealed card has a round.
limited effect on the game. It is
considered to have no name, faction, Fold
stats, kicker limit, set symbol, or rarity If you fold, you drop out of the shootout.
indicator. It is also considered to have no Put the betting chips on the dude you
ability text. Some cards, however, have chose for the shootout into the pot; you
abilities that produce effects when they lose your ante and all other chips you
are revealed. If a card has an ability with contributed to the pot, and you must
the phrase If this card is concealed, bury all revealed gear cards on your
you may use that ability even if the card dude.
is concealed.
All In
Pot If you ever bet your last betting chip,
The center of the table where betting you are all in. When this happens, you
chips are placed during a shootout. may continue to take part in the
shootout, even though you cannot
Betting Round contribute any more betting chips to the
A round of betting occurs at the pot. Players who are all in may play
beginning of a shootout and after each fortune cards without paying their costs.
series of gear cards is revealed. A betting
round ends when each player in the Making Change
shootout calls the last bet. If you need change for betting chips at
any point in the game, first try to make
Bet change from the pot. If thats not
A wager placed by a player with a dude possible, the other players must make
in a shootout by moving betting chips change for you, if able.
from his or her stake to the pot. Players cannot loan, spot, or give chips
to each other.
TURN SEQUENCE value of betting chips on it at least equal
On your turn, you may take three to its cost. If played revealed, a gear
actions. Each action can be used to do cards cost is reduced by $1, but you
one of the following four things, in any lose the opportunity to bluff with it and
order you choose. You may repeat the initiate a round of betting with it during
same action. a shootout. If played concealed, you may
Play a dude. place more betting chips on it than its
Play a gear card. cost indicates, as with dudes.
Play a kicker chip. Playing abilities as gear cards. Some
Issue a challenge. You cannot take any dudes have an ability that begins with
more actions on your turn after you issue the symbol. This ability can be
a challenge. A challenge cannot be used whenever a gear card can be
issued on any players first turn. played. Using the ability requires one of
your three actions for the turn.
Ending Your Turn
At the end of your turn, you can discard Playing a Kicker Chip
any number of cards and then draw cards To play a kicker chip, select a kicker
from your deck to refill your hand (five chip in your deck and declare a dude to
cards in a standard game). If you have play it oneither one of your dudes or
more than five cards in your hand, you an opponents dude. Flip the chip; the
must discard down to five. If your deck modifier on the side of the chip that
runs out of cards, return any kicker chips lands face up is applied to the associated
in your deadwood to your deck and stat of the dude.
reshuffle the cards in your deadwood to Kicker limit. If a dude is revealed,
make a fresh deck. Then continue to you may not play a kicker chip on it that
draw cards as required. would cause the total value of all kicker
Pass the badge to the player on your chips on that dude to exceed its kicker
left to end your turn. limit. Any value of kicker chip may be
played on a concealed dude, but there is
Playing a Dude one catch: When that dude is revealed, if
You play a dude card by putting it into the total value of kicker chips on it
the saloon either revealed or concealed exceeds its kicker limit, bury all kicker
and placing a value of betting chips on it chips on the dude.
at least equal to its cost. If played
revealed, a dudes cost is reduced by $1. ISSUING A CHALLENGE
If played concealed, for bluffing Challenges and the resulting shootout
purposes you may place more betting are how players increase their stakes.
chips on it than its cost indicates, but The player who issues the challenge is
you risk losing the extra chips if the called the challenger. When you issue a
dude loses a shootout. challenge, every player must ante into
the pot. In a standard game, the ante is
Playing a Gear Card $5.
To play a gear card, choose one of your Once all players have thrown in their
dudes in the saloon to play it on, put the ante, the challenger declares the
gear card either revealed or concealed contested stat (the stat on which the
below the dude on the table, and place a shootout is based): smarts, skill, or luck.
The challenger moves one of his or her The bet proceeds clockwise from the
dudes from the saloon to the street. lead bettor, and each player involved in
Then, starting with the player to the the shootout must either call the bet,
challengers left, each player must either raise, or fold. A player who folds may
accept or decline the challenge. reinvest his or her dude (see
If you accept the challenge, move one Reinvesting, below). The betting goes
of your dudes to the street. This dude around the table until the last bet is
enters the shootout. called or all but one player folds.
If you refuse the challenge, keep your
dudes where they are, but you have no Revealing Gear Cards
chance to win the shootout and you lose After each round of betting, each player
your ante. in the shootout may reveal one
After all players have had the concealed gear card attached to his or
opportunity to accept or refuse the her dude in the shootout. Starting with
challenge, the shootout begins. All the lead bettor and proceeding clockwise
players in the shootout put the betting around the table, each player announces
chips on their revealed dudes and the one gear card (if any) he or she will
revealed gear cards in the shootout into reveal and moves any chips on that card
the pot. to the pot, and then all players reveal
If no other player accepts your those cards at the same time.
challenge, the challenge ends and you A round of betting follows each time
win all the betting chips in the pot. one or more players reveal gear cards. If
you choose not to reveal a gear card after
Betting a betting round, you can still participate
During a shootout, there may be several in each betting round, but you cannot
rounds of betting, but there is always at choose to reveal gear cards for the
least one betting round at the beginning remainder of that shootout. Once all
of the shootout. players choose not to reveal a gear card
Each betting round starts with the after a betting round, the opportunity to
player whose dude is currently showing reveal gear cards ends and there are no
the highest value of the contested stat more betting rounds.
(including any modifiers from dude
abilities, kicker chips, gear cards, etc); Playing Fortune Cards
this player is the lead bettor. If there is a Once all players in a shootout have
tie for the lead bettor and the challenger passed the opportunity to reveal gear
is one of those tied, the challenger is the cards, they take turns playing fortune
lead bettor. Otherwise, the lead bettor is cards from their hands.
the tied player sitting closest clockwise The lead bettor chooses first whether
to the challenger. The lead bettor is he or she will play a fortune card or pass.
determined at the beginning of a The choice to play a fortune card
shootout, and each time after a card is proceeds clockwise around the table,
played or revealed during a shootout. with each player playing a fortune card
The lead bettor has the first or passing until all players pass in
opportunity to bet or fold. To place a bet, succession.
take chips from your stake and put them To play a fortune card, pay its cost in
into the pot. betting chips into the pot, reveal the
fortune card to all players, place it next and then that player has the chance to
to your dude in the street, and resolve its reinvest his or her winning dude. If a
effects. winning dude is not reinvested, bury it
If you dont have enough chips to pay and any concealed gear cards and kicker
a fortune cards cost, you may go all in. chips on it.
This enables you to play fortune cards Return any remaining reinvested dudes
the remainder of the shootout without to the saloon.
having to pay their costs. Players then draw from their decks
After all players have passed on until they each have a hand of five cards.
playing a fortune card, the showdown
begins. Reinvesting
Playing abilities as fortune cards. If you win a shootout or fold, instead of
Some cards have an ability that begins burying your dude, you may move it
with the symbol. This ability can be from the street back to the saloon; this is
used whenever fortune cards can be called reinvesting. To reinvest, put
played, by the player who controls the betting chips equal to the dudes cost on
card. it in the saloon. Remember: Because the
dude is already revealed, you pay $1 less
The Showdown than its printed cost. Any kicker chips
Any player with a concealed dude at and/or concealed gear cards stay on a
showdown reveals it and puts the betting reinvested dude.
chips on that dude into the pot. Then
compare the total value of the contested Challenge Sequence
stat of all dudes at showdown. Be sure to Use the following sequence to resolve a
include effects that might modify a challenge.
dudes stats, such as kicker chips, gear
cards, etc. Any dude with the highest 1. Issue a Challenge
contested stat wins the shootout. All All players ante into the pot.
other dudes in the showdown lose the The challenger declares the contested
shootout. stat (smarts, skill, or luck) and moves a
The winner of the shootout wins the dude to the street.
pot. If two or more players tie for the Each player chooses to accept or
win, split the pot evenly among them. If decline the challenge. If you accept,
the pot cannot be split evenly, any extra move one of your dudes to the street.
betting chips go to the challenger (if the All players in the shootout put the
challenger is still in the shootout) or to betting chips on their revealed dudes and
the first tied player to the challengers revealed gear cards in the shootout into
left. the pot.
Bury all fortune cards that are in the
street. If you lost the shootout, bury your 2. First Betting Round
dude and any gear cards and kicker chips Starting with the player with the
on it. If you had concealed gear cards on highest value in the contested stat (the
your dude, return the betting chips on lead bettor), all players bet, fold, or call.
them to your stake. Betting goes around the table until the
A winner of a shootout buries all last bet is called or all but one player
revealed gear cards on his or her dude, folds, ending the betting round.
3. Reveal Gear/More Betting Rounds ways to build your deck, all players in a
Starting with the lead bettor and game should agree on which variant or
proceeding clockwise around the table, combination of variants they will play
each player announces one gear card he prior to deck building.
or she will reveal (if any) and moves any Players may combine variant rules any
chips on that card to the pot, and then all way they choose. All variants use the
players reveal those cards at the same rules of the standard game, except as
time. noted in each variants description.
Once you choose not to reveal gear,
you may not reveal gear for the rest of Cold Hands
the shootout. In this variant, each players initial draw
A betting round follows each time gear of five cards is his or her hand for the
is revealed. first shootout. After the initial draw, all
Once all players choose not to reveal players ante, and then each has a turn to
gear cards, there are no more betting take three actions to play dudes, gear
rounds. cards, or kicker chips. After each player
has had a turn, the player with the badge
4. Play Fortune Cards
issues a challenge. At the end of the
Starting with the lead bettor, each
shootout, all cards in the street are
player may play fortune cards in the
buried, and any cards in hand are
street.
discarded. Each player draws a new
Once all players choose not to play a
hand of five cards, and the badge is
fortune card, no more fortune cards may
passed to the next player to the left.
be played.
Repeat this process until a winner is
5. Showdown declared.
Any dude with the highest contested
stat wins the shootout. All other dudes in Deuces Wild
the showdown lose the shootout. Players may include up to two copies of
The winner of the shootout wins the each card in their decks, no matter the
pot. rarity.
Bury all fortune cards that are in the
street. If you lost the shootout, bury your Draw
dude and any gear cards and kicker chips Each player brings six High Stakes
on it. Drifter Booster Packs, from which all
A winner of a shootout buries all players draft decks.
revealed gear cards on his or her dude, Players are seated in drafting pods of
and then that player may reinvest his or roughly equal size (between two and
her winning dude. eight players per pod). Each player
opens one Booster and keeps the kicker
VARIANT RULES chip. Each player then chooses a single
Players are welcome to create their own card from the contents of his or her
rules for playing High Stakes Drifter, Booster, and then passes the remaining
or they can use the following suggested cards to the pod member to his or her
variants. Because many of these variants left. Each player then selects one card
encourage you to consider different from the cards passed to him or her, and
then passes the remaining cards to the is there a limit to the value of kicker
pod member to his or her left, and so on. chips that may be in a players deck.
Once all cards have been chosen from a
round of Boosters, each player opens Tombstone
another Booster and repeats the process, In this variant, there can be only one
switching the direction the cards are copy of any given dude revealed in the
passed each time a new Booster is saloon or street at any time. If a
opened. Once all Boosters have been particular dude is already revealed in the
opened and all cards drafted, players use saloon or street, and another dude with
the 54 cards and six kicker chips they the same name is later revealed in the
drafted as their decks. saloon or street, the dude that was
revealed second is buried.
High-Low If two or more copies of the same dude
Any dude with the highest value of the are revealed simultaneously during a
contested stat and any dude with the showdown, all copies are buried. If this
lowest value of the contested stat tie for leaves no dudes in the challenge, the pot
the win of each shootout. All other dudes is added to the pot for the next
in the showdown lose the shootout. challenge.

Last Man Standing Tres Amigos


Play continues until only one player has Players may include up to three copies
chips remaining in his or her stake. of each card in their decks, no matter the
rarity.
Lowball
Any dude with the lowest contested stat Whirlwind
wins the shootout. All other dudes in the Players may take any number of actions
showdown lose the shootout. on their turns, but they may still issue
only one challenge per turn. The first
player may take only three actions on his
On Your Lonesome or her first turn.
Players may include no more than one
copy of each card in their decks, no
matter the rarity. CREDITS
Concept
Riding Shotgun Jordan Weisman
Any time a player moves a dude into the
street, he or she may put a dude into play Game Design
in the saloon. Matt Forbeck, Jim Long, and Matt
Robinson
Stud Lead Developer
Each player opens six High Stakes Matt Robinson
Drifter Boosters and uses the contents to
construct a deck. There is no limit to the Additional Design and Development
number of copies of any one card that a Jon Leitheusser, Mike Mulvihill, Scott
player may have in his or her deck, nor Hungerford, and Brook Willeford
Editing 2005 WizKids, Inc. All rights
Michael Arnaud and Sharon Turner reserved. High Stakes Drifter and
Mulvihill WizKids are trademarks of WizKids,
Inc.
Visual Direction
Todd Lubsen

Art Direction
Sandra Garavito and Shane Hartley

Graphic Design
Dustin Tucker, Kelsey Wagner, and
Steve Walker

Image Research
Brook Willeford and Julie Haehn

Brand Manager
Tiffany OBrien

Production Managers
Juliane Parsons and Tanya Zambrowsky

Playtest Coordinator
Julie Haehn

Playtesters
David Blizzard, Kelly Bonilla, James
Chott, Jen Clark, John Fiore, Kelly
Haithcock, Steven Hoefer, Scott
Hungerford, Seth Johnson, Leslie Ku,
Scott Magner, Mike Mulvihill, Chris
Myers, Garth Parker, Ethan Pasternack,
(Dave) Evan Peterson, Chris Powers,
Tony Merciless Rivera, Gus Schultz,
Sharon Turner Mulvihill, Mark Tuttle,
Brook The Kid Willeford, Tanya
Zambrowsky, and Rene Zelada

Approved Play
James Carrott, James Chott, Leslie Ku,
Scott Magner, and Tony Rivera

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