Fight'em
back!
Generations of humbled players
lusting for revenge had asked for it, and with v.3.0 (1993) the "protected
species" status was finally lifted. At the beginning of his turn, i.e.
before his roll, a player can now declare that he wishes to shoot
rather than move. This gives him the right to fire once with all
of his men that are presently outside a station (firing from inside being
banned as cowardly and unsporting) and have a valid target within reach.
The procedure is quite simple:
First the distance, in squares,
between the man who is about to shoot and the target is established. Then
two 6-sided dice are thrown. If the difference between their numbers is
identical with the shooting distance, it's a hit. Any other difference
misses.
This guy has to make
up his mind whether he wants to shoot the grizzy (at a distance of 2 squares)
or the polar bear (at a distance of 3 squares). He then either has to throw
a difference of 2 or 3 respectively.
Hence, 5 squares is the maximum
range, and the likelyhood of a kill duly decreases with distance (from
10/36 at distance 1 to 2/36 at distance 5).
If more than one of a player's
men are going to shoot, first he has to decide on their order and then
roll for one after the other.
For obvious reasons, shooting
through (or over) buildings and mountains is impossible. If you can draw
a straight line from one point of the square of your man to that of the
target, you have a shot:
You can, however, shoot across water and squares occupied by men or bears.
After a successful hunt, two
things happen immediately (even before possible shots by the
player´s other men):
1. The hunter tries to sell the bear hide.
2. A new bear enters the scene.
1.
Selling the hide:
The maximum point value of
a bear depends on the number of human kills it has protagonized during
its lifetime. A bear with a completely clean record (i.e. no kills) has
a basic point value of one 6-sided die. For each human kill another
6-sided die is added.
Example: A
bear with two human victims weighs in at 1 + 2 = 3 dice.
Keeping in mind this potential
maximum, the hunter fixes his "asking price" (= number of points) for the
hide.
Then he obtains up to three
"offers" by throwing the corresponding number of 6-sided dice up to three
times in a row. As soon as one throw shows a sum equal to or surpassing
the asking price, the player gets the points he asked for (not the
points of the actual roll!). If none of the offers matches the asking price,
there's no deal and the hide will have to rot in the wilderness.
Example: A player
has shot a notorious maneater (4 human victims). The maximum point value
is the number of dice (in this case 1 + 4 = 5) multiplied with the highest
number on those dice (which is of course 6).
In theary, then, the
successful bearhunter could ask for 5 x 6 = 30 points. Obviously this wouldn't
be a good idea, because throwing quadruple 6 (even in three attempts) is
extremely unlikely.
A conservative approach
would be ta ask for something like 18 points (an amount only marginally
above the statistical average of 5 x 3,5 = 17,5). On the other hand, an
optimistic bid with a fair chance of success would be to go for 20 or 21
points.
Ultimately, how much
you ask depends on the current playing situation (is it more important
to win little with near-certainty, or do you take a desperate chance, because
getting those points would win you the game?).
Points gained by bear hunting (just like those for head-hunting, see below) are tax-free, and the player's marker is advanced accordingly, even if he wins the game that way.
2.
Replacing the bear:
The successful hunter now
picks a bear from the substitutes' bench (if there is none, the same model
is recycled), and places it anywhere on the board, facing in the direction
of his choice. The only restriction is that this bear, were it to move
now with whatever roll, must not be in a position to attack any man belonging
to another player.
Thou
shalt not shoot thy neighbour...
...unless his name is Flanders
or there's a "Wanted Dead" warrant out against him, that is!
Yes, you can not only "take"
other players' men (by landing on the spot they occupy, thus sending them
back to the last station, as described in "Rules (2)" above), but when
within range, you can name them as targets for your rifle or six-shooter
in exactly the same way as described above for the bears.
Whether such action makes you
a criminal or a hero depends on your own and the victim's "social status".
Let's see whether you can make any sense of the following table:
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A pretty table, right? (And that Netscape Composer thingy made it a real dog to set up, too...) But I bet you won't mind some explanations to go with it. Let's assume you're the active player. Here goes:
1. If you kill someone who's
"wanted dead", you get the reward of
+8. If you just take him, nobody cares.
2. If your victim is "wanted
dead or alive", that's great, because whatever you do to him
will net you a reward of +6.
3. If you take someone who's
"wanted alive", you've done the right
thing and get the +4 reward. If, however,
you slightly overshoot the mark and put the wretched loser out of his misery,
your own status suffers accordingly and goes down one category (except
if you're "wanted dead" already, which obviously can get no worse).
4. If you attack Mr.
Clean, you can't expect a reward, can you? If you send him to
greener pastures, you're a wicked murderer and whatever your status was
before, it is now "wanted dead". If you just take him, again your own status
goes down one category.
Points gained by head-hunting (just like those for bear-hunting, as explained above) are tax-free, and the player's marker is advanced accordingly, even if he wins the game that way.
For each player, there can only be one warrant out at a time. As soon as another player cashes in on it, this warrant is withdrawn and the culprit continues play with a completely clean record.
Special problem: A human target, unlike a bear, might be standing on the same square as the marksman. In this case the distance - and therefore the die-difference to be thrown - is zero, i.e. in order to score a hit it is necessary to throw a double. That means a reduced chance of success compared to distances 1 and 2 (in fact, the resulting probability of 1/6 is identical to shooting from a distance of 3). In order to reconcile this fact to our gemeral premise of "realism", it could be argued that an opponent that close could actually interfere with your shot manually!
