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- The Situation:
- The job went south. Someone panicked. The police showed. Bullets flew. But you got out of there with the cash. You lost the cops for now.
- Now, it's just a bunch of crooks in the middle of nowhere with a busted car, loaded guns and a bag full of cash.
- The Goal:
- Ideally, you want to be the one man walking out of their with lined pockets and no bullet wounds. In a game that could well end with everybody wounded on the floor waiting for the cops or the buzzards, whichever comes first, winning is a subjective term. But assuming nobody dies and everyone gets a cut, the winner is the one who manages to swindle the biggest one. Much more likely, the winner is the one who survives.
- The Mechanics:
- You control one crook and begin the game at any point on the board you choose. When it is your turn, you can move 2d6 spaces and choose to either pocket money (if you're in reach of the cash) or fire your gun.
- However, as much of the game will involve roleplayed discussion about who gets what cut of the money and who's an asshole that can't be trusted, not all the time will be spent in a turn structure. At the start of the game, you are free to talk and divvy up the cash and do what you will, but as soon as someone wants to move or fire their gun, they start the turn structure. Play then proceeds in rolling order. The turn structure can stop again as soon as it is mutually agreed upon.
- The Loot:
- When taking some of the cash for yourself, you can either do it overtly or covertly. Doing it overtly involves openly taking handfuls of bills and filling your pockets, increasing your score by 3. However, since everyone's watching you do this, you better make sure you have their permission first.
- Doing it covertly involves, through misdirection and sleight of hand, slyly hiding legal tender about your person. When you do this, every player rolls a d6, and those with a higher result than yours catch wind of what you're doing. This increases your score by 1, since you can't exactly sneak away fat stacks of cash.
- The points available from the original loot source are obviously depleted by taking from it, and the starting value is determined by the amount of players, as follows.
- 2 players – 5 points
- 3 players – 10 points
- 4 players – 18 points
- 5 players – 29 points
- 6 players – 40 points
- The Shoot:
- When trying to murder to death another crook, the outcome and likelihood of success depends on how far away they are and where you aim. There are four options for aiming; a leg shot, an arm shot, a body shot, and a head shot. Additionally, when a gun is fired, there is a 1/6 chance it is out of ammo. And everyone hears the click.
- Distance Headshot chance Limbshot chance Bodyshot chance
- 1 space 5/6 5/6 6/6
- 2-3 spaces 4/6 5/6 5/6
- 4-6 spaces 3/6 4/6 4/6
- 7-10 spaces 2/6 3/6 3/6
- 11-15 spaces 1/6 2/6 3/6
- 16-20 spaces 0 1/6 2/6
- 21-25 spaces 0 0 1/6
- The Mess:
- When you are shot in the body, you have d6 turns to live, and for every turn spent with a bullet in your chest, you lose 1 space from your movement roll. When you are shot in a leg, you only move 1d6, and if both legs are shot you fall to the floor. While on the floor, the chances of all shots against you increase by 1/6. When you are hit in your good arm (whichever is dominant in real life) you take a -2 penalty to your aiming and pocketing rolls. A shot in the head is curtains.
- But wait, there's more. A missed bodyshot has a chance of still hitting. Roll 2d6 and consult the following chart;
- 10 – Right Arm
- 4 – Left Arm
- 3 – Right Leg
- 11 – Left Leg
- 2 – Head
- The Body:
- When a crook dies, they leave behind their wordly possessions. You can take from the corpse any money they had on them and their gun, and can do both in secrecy by attempting a covert pocket. You can also use a dead body as a shield against bullets, reducing the chance of all shots in your direction by 2/6 but also reducing your movement roll by 4.
- The Getaway:
- Look, at the end of the day, you wouldn't trust any of these guys as far as you could throw 'em, so you aren't gonna feel easy until you split. A crook can leave the game with whatever money he's got by getting more than 25 spaces away from any other crook (in other words, out of range).
- The End:
- The game is over once every crook is either dead or gone.
- Optional Rules:
- Hot on the Trail:
- After the fifth turn, roll a d20 at the end of every turn. On a 20, d4 cops show up. Their turn is immediately after their arrival, and they will attempt to move into range and make body shots on the nearest crooks. If they do not need to pursue, they will remain behind the doors of their patrol cars, reducing the chance of any shots against them by 4/6. If all cops are killed, resume rolling the d20, increasing the number of d4s by 1 for every wave killed.
- Rogue's Gallery:
- At the start of the game, each player picks a character from the list, with the corresponding bonus. Only one person can pick any one character.
- The Weasel – Increase points gained by pocketing covertly to 2
- The Grifter – Increase the results of your covert pocketing rolls by 2
- The Killer – Increase the chance of all attempted headshots by 1/6
- The Soldier – Increase the chance of all attempted bodyshots and limbshots by 1/6
- The Snitch – Increase the results of all attempts to notice covert pocketing by 3
- The Legman – Increase your movement rolls by 2
- The Dancer – You cannot be hit in the limbs by a missed bodyshot
- The Gunslinger – You may use either hand to fire a gun or pocket money
- Arsenal:
- You may pack any one of a choice of weapons.
- Glock: Standard gun rules
- Magnum: Bodyshots kill in d4 rounds, but on every shot your chance of having no ammo is 1/4
- Uzi: You may shoot two people in a turn or the same person twice, but all chances to hit are lowered by 2/6
- Knife: You may only attack from a range of one space, but you may attack covertly. The knife can be thrown, with accuracy reduced by 1/6. Retrieving a thrown knife replaces a gunshot or pocket, and can be done covertly.
- Sting and the Police:
- At the start of the game, each player draws a card from a pool in the centre, one of which is designated as the rat card (I suggest using playing cards and the ace of spades, it just feels cooler). Whoever draws the rat card is either a police plant (if you're playing with cops) or a man instructed to take the whole bag of cash by any means necessary. If the former, his goal is to stay alive until the police arrive and then to aid in the subduing of the rest of the group. Whether or not the rest of the crooks know there's a rat is up to you.
- Infinite Ammo:
- Your guns never run out of bullets.
- Bighead Mode:
- Headshots become just as likely as bodyshots.
- One in the Chamber:
- Your guns run out of ammo after one shot.
- Tarantino Special:
- A dying crook may attempt to make one shot as they die.
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