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Attack (phase)

The Colonel McReady player aims to achieve superior firepower in the Attack phase, to overwhelm the Colty Gang and kill a bandit character.

  1. The Colonel McReady player sums the firepower on his side of the current battlefield (contributed by lawmen character cards, Buffalo Stampede cards, etcetera).
  2. The Colty Gang player sums the firepower on his side of the current battlefield (contributed by Firepower cards such as .38 Special) and adds the defence firepower (black poker chip in the bottom-left corner) of the current battlefield to this total.
  3. If the Colonel McReady total firepower is greater than that of the Colty Gang at the current battlefield, then the Colty Gang player must take a casualty.

    Each turn (not only in this phase) that the Colonel McReady player fails to kill a Colty Gang Bandit Character, remove one Mexican Border cube token from the Mexican Border card.

The Colonel McReady player has a Deputy (firepower = 3), and a Cowboy (firepower = 1), at Rattlesnake Creek. His total firepower is 4.

Opposite these cards, the Colty Gang player has only a .38 Special (firepower = 1). Rattlesnake Creek has defence firepower = 1. So, the Colty Gang player's total firepower is 2.

This means that the Colty Gang player must take a casualty and doesn't get to remove a cube token from the Mexican Border card.

The Colonel McReady player has a Deputy (firepower = 2), and First Deputy, Charlie Weathers (firepower = 3), at the 3:15 Express from Rattlesnake Creek Station. His firepower total is 5.

Opposite these cards, the Colty Gang player has a Hail of Bullets card (firepower = 3), and two .38 Special cards (firepower = 1 each). The 3:15 Express from Rattlesnake Creek Station has defence firepower = 1. So, the Colty Gang player's firepower total is 6.

This means that the lawmen have been thwarted this turn. Remove a cube token from the Mexican Border card (unless the lawmen killed a Bandit Character earlier in this turn).