tag:blogger.com,1999:blog-4410167761570537191.post6717420426939755509..comments2024-03-06T09:17:21.385-07:00Comments on Wargames and Railroads: Wild West Rules - Fistful of Lead; Reloaded - Wiley GamesHeislerhttp://www.blogger.com/profile/16825061407797980077noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4410167761570537191.post-16445534932946655152016-06-08T12:42:34.453-06:002016-06-08T12:42:34.453-06:00Thanks for the clarifications Jaye!Thanks for the clarifications Jaye!Heislerhttps://www.blogger.com/profile/16825061407797980077noreply@blogger.comtag:blogger.com,1999:blog-4410167761570537191.post-14248862070913220292016-06-08T11:42:16.429-06:002016-06-08T11:42:16.429-06:00Thanks fro the review. Couple of minor points. In ...Thanks fro the review. Couple of minor points. In Close Combat the difference rolls is the number rolls on the wound chart. Not number of wounds. You could, in theory, roll a bunch of "pins".<br />The turn sequence goes from Kings to 2s (Deuces) as Aces are a wild card that can be any card.<br />I'm working on a web store to where the cards and other things will be available, but that's worked in between the Horse and Musket & Post Apocalyptic version of the rules, along with a Mexican Revolution and Swashbuckling supplement to the above.<br />If you want a less brutal (but remember close combat is including close in shooting) you can borrow the rules from the Horse & Musket rules. Basically, look at the difference in rolls. 1-2 loser is pushed back and pinned. 3-4 loser knocked down and wounded. 5+ Dead.<br />Thanks again,<br />-JBaronVonJhttps://www.blogger.com/profile/13339350668111081119noreply@blogger.com