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Manual completo
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America, 19th century. The Legendary era of the Wild West is in full swing. Pioneers, gold seekers, adventurers, outlaws, trappers, and many others mingle in this fascinating period, aspiring to a better life.
Western Legends Stories invites you to dive into the heart of this epic saga, experiencing the mythical lives of the men and women of this era, where the American dream was within reach. Players will explore a captivating story, filled with discoveries, dangers, and unexpected twists. Through their actions, they will shape their characters, discover new territories, build new cities, while playing a crucial role in this story.
Are you ready for an epic adventure?
Western Legends Stories is a sandbox narrative game in which players will try to become the greatest legend of the west.
By participating in the adventure through the story cards, they will seek to accumulate the maximum number of Legendary Points (LP) to win the game.
The paths to achieve this will be diverse and varied: whether you choose to become a Marshall, builder, cowboy, miner, gambler, or even an outlaw, everything is possible. However, only the most courageous, strategic, and persevering will succeed in rising to the rank of legend.
OVERVIEW
OBJECTIVE
CONTENTS
7 Game boards
1 Scoring board
5 Player boards
20 Places tiles
1 First player token
5 Save bags
1 Gold bag
25 Minis
6 Players cards
5 Health markers
10 Wooden bullet markers
(2 of each color)
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
High Falls
Black Oak
Frozen Springs
Wind Mountains
Pine Basin
Black Flake
Components
Pets
Flat Meadows
Murky
N S W E
1 2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
2 2 2 1 1 3 2 2 3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
3 3 3 1 1 3 3 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 4 4 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N N S W E 5 6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
6 2 1 1 2 2 1 3 2 3 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1 N
N S W E
7 1 1 1 2 3 2 1 1 1 2 2 3 3 4 4 6 1 5 6 4 3 2 5 5 2 1
---
3 CONTENTS
52 Poker cards
41 Personality cards
24 Exploration cards
15 Location cards
5 Legacy cards
36 Animal cards
20 Injury cards
65 Secret cards
7 Legendary Skill cards
5 Wanted Poster
45 Item cards
27 Unique Item cards
60 Money Cards
(30 of each Money cards)
20 Bandit cards
42 Automaton cards
30 Objective telegrams
198 Story cards
6 Law cards
5 Player aids
1 Tutorial sheet
2 General store stands
4 NPC Fight dice
1 "SALOON" Dice tower
70 Skill tokens
(10 of each skill)
1 Exploration notebook
15 Food tokens
50 Stones
(25 Gold nuggets & 25 Peebles)
15 Hide tokens
80 Ressources tokens
3 CONTENTS 52 Poker cards 41 Personality cards 24 Exploration cards 15 Location cards 5 Legacy cards 36 Animal cards 20 Injury cards 65 Secret cards 7 Legendary Skill cards 5 Wanted Poster 45 Item cards 27 Unique Item cards 60 Money Cards 30 of each Money cards 20 Bandit cards 42 Automaton cards 30 Objective telegrams 198 Story cards 6 Law cards 5 Player aids 1 Tutorial sheet 2 General store stands 4 NPC Fight dice 1 SALOON Dice tower 70 Skill tokens 10 of each skill 1 Exploration notebook 15 Food tokens 50 Stones 25 Gold nuggets 25 Peebles 15 Hide tokens 80 Ressources tokens
Après avoir effectué un déplacement, jouez cette carte pour et choisissez en 1 parmi les 3.
Après avoir effectué un déplacement, jouez cette carte pour et en choisir 1 parmi les 4.
CAMPEMENT CAMPEMENT
Après avoir révélé les cartes lors d’un Combat contre un joueur, jouez cette carte pour blesser votre adversaire. Ce dernier doit sinon il subit et vous gagnez.
RIPOSTE RIPOSTE
“Bandit! It was you who stole my gold!” Old Joe cries out as he shoots at you.
. Otherwise
Regardless of the outcome of the combat, he moves to another space, then exchange this card with Personality card #4 and read it immediately.
FAILURE SUCCESS
CALM HIM DOWN ROB HIM
OR then swap this card with the Personality Card 3 and read it immediately.
Old Joe PERSONALIT Y 2
If you are on their space when you search for gold, draw 2 extra stones.
FAILURE SUCCESS
Regardless of the outcome of the combat, move Old Joe to another space, then exchange this card with Personality card #2.
Old Joe ROB HIM
PERSONALIT Y 1
You are moving along peacefully when suddenly an animal appears in front of you.
Reveal the top card from animal deck, then:
EXPLORATION 3
and hunt the animal.
Ignore it, and .
A man approaches you with a worried look on his face: ‘Please, help me. My rifle is jammed and I can’t hunt. There’s an animal in the thicket over there, I need to hunt it to feed my family!’
Reveal the top ‘Animal’ card from the deck.
EXPLORATION 1
Refuse to help him, .
and hunt the animal for him. If you succeed, do not gain the animal’s rewards but gain instead.
Offer him a weapon to gain, .
pour gagner + .
CONSTRUCTION CHANTIER
R.I.P, MY BELOVED
The love of your life is no more. Your immense sorrow has driven you to this hostile land to pay your last respects.
1 Place the ‘grave’ token of your color where your figure is. End your turn immediately and .
2 Put all your items, resources, and weapons into your color-coded bag.
3 On your next turn, heal all your wounds, choose a new name for yourself, then and keep 3. Play your turn as usual, starting from space 4 of Emerald Ridge.
4 You may visit the grave to retrieve all your personal belongings.
LEFT FOR DEAD
Convinced you were a goner, they left you to your fate, figuring the buzzards would finish the job. But you cling to life more fiercely than anyone, and after lying in a coma for a spell, you’ve come to your senses, and with it, an outsized thirst for revenge.
1 Discard everything you own except your weapon, your skill cards and tokens, and any story cards you’ve earned.
2 End your turn immediately, lay down your figure, and .
3 On your next turn, heal all your wounds, then et and keep 3. Stand your figure up, and play your turn as usual, starting from where you were.
4 If you win your next fight against the player responsible for your near demise, reveal this card and earn an extra in addition of the fight’s rewards.
ÉCHEC SUCCÈS Sinon subissez .
OURS BRUN
ÉCHEC SUCCÈS Sinon subissez OU votre monture est tuée.
CROTALE
DISCARD ALL YOUR POKER CARDS.
ABDOMINAL INJURY
Pain rips through you like a wolf’s bite. Your hands clutch at the wound, and they come back painted red. A cold dread washes over you – this ain’t no flesh wound.
Discard this card immediately.
Discard this card after healing all your wounds
ARM INJURY
A jolt tears through my arm, sharp as a rattler’s strike. One look tells the story – a clean break. Just gotta set it and grit my teeth. Ain’t nothin’ a cowboy can’t handle.
PLACE THIS CARD ON ONE OF THE ITEMS ON YOUR PLAYER BOARD. THE ITEM IS IMMEDIATELY DISCARDED. YOU WILL NOT BE ABLE TO USE THIS SPACE AS LONG AS YOU HAVE THIS CARD. YOUR FIGHT VALUE IS REDUCED BY 2.
FINGER INJURY
Gotta give the devil his due. That fella’s got a steady hand. Makes me a mite jumpy, thinkin’ ‘bout my own aim.
Discard this card after healing 1 wound
PROVISIONS PROVISIONS
Après avoir effectué une action, jouez cette carte pour piocher .
APPROVISIONNEMENT
COMPÉTENCE COMPÉTENCE
Gagnez si cela déclenche un combat et qu’il le remporte, sinon gagnez .
À la fin de l’épisode, si un joueur à plus de points Marshall que vous, votre adjoint devient Shérif (défaussez cette carte).
DÉPLACEMENT DE L’ADJOINT
Vous pouvez utiliser 1 emplacement Objet supplémentaire de votre plateau du joueur.
On ne peut pas vous la voler.
RITA RITA
3333
WANTED POSTER WANTED POSTER
24 Mount cards
TRAVELLER TRAVELLER
APPALOOSA APPALOOSA
Vous pouvez lors d’un déplacement. Pour chaque carte défaussée, avancez de 3 cases supplémentaires.
ONCLE ONCLE
PAINT HORSE PAINT HORSE
Vous pouvez utiliser 1 emplacement Objet supplémentaire de votre plateau joueur.
ROSINANTE ROSINANTE
MULE MULE
Vous pouvez utiliser 1 emplacement Objet supplémentaire de votre plateau joueur.
You may use 1 additional Item/ Resources slot on your player board.
ROSINANTE ROSINANTE
MULE MULE
16 Weapon cards
CARABINE CARABINE
Augmentez de 1 votre valeur de combat
TIR À DISTANCE
Tirez sur un joueur situé jusqu’à 2 cases de vous. Il doit pour ne pas être blessé. S’il ne le fait pas, gagnez .
Augmentez de 1 votre valeur de combat
COLT COLT
REVOLVER REVOLVER
Après avoir effectué une action, retournez cette carte pour soigner .
REMÈDE
Après avoir effectué une action, défaussez cette carte pour tenter de blesser un joueur situé sur votre case. Gagnez si vous y parvenez.
Pour éviter la blessure, votre adversaire doit .
COUP DE BOUTEILLE
Après avoir effectué une action, jouez cette carte pour piocher .
APPROVISIONNEMENT
6 Bank Cards
+ les billets présents dans le coffre
+ les billets présents dans le coffre
+ les billets présents dans le coffre
TÉLÉGRAMME TÉLÉGRAMME
Après avoir effectué un déplacement, jouez cette carte pour échangez votre main de cartes de poker avec celle d’un autre joueur (où qu’il soit).
TRANSACTION
pour soigner autant de blessures que de cartes défaussées.
RÉCUPÉRATION
TOMAHAWK TOMAHAWK
Après avoir effectué une action, jouez cette carte pour tenter de blesser un joueur situé sur votre case. Votre adversaire doit sinon il subit et vous gagnez .
ATTAQUE AU TOMAHAWK
4 Stagecoach cards
DILIGENCE DILIGENCE
Défaussez cette carte si vous perdez un combat.
Lorsque vous êtes dans un autre relais de diligence que celui d’origine, gagnez la Récompense d’escorte indiquée au verso puis défaussez cette carte.
RÉACTION
DILIGENCE DILIGENCE
Défaussez cette carte si vous perdez un combat.
Lorsque vous êtes dans un autre relais de diligence que celui d’origine, gagnez la Récompense d’escorte indiquée au verso puis défaussez cette carte.
RÉACTION
DILIGENCE DILIGENCE
Défaussez cette carte si vous perdez un combat.
Lorsque vous êtes dans un autre relais de diligence que celui d’origine, gagnez la Récompense d’escorte indiquée au verso puis défaussez cette carte.
RÉACTION
STAGECOACH STAGECOACH
Discard this card if you loose a fight.
When you are at a stagecoach relay, other than the one you began Escort at, gain the Escort Reward indicated on the back and then discard this card.
REACTION
Myers is just a low-level bandit, not really smart, just mean... But armed with a sawed-off shotgun!
You may move it to the nearest unoccupied space
FIGHT
OR
1
MYERS MYERS
THOMPSON THOMPSON
Replace this card with a new one and place the figure on another
FAILURE SUCCESS
Myers is just a low-level bandit, not really smart, just mean... But armed with a sawed-off shotgun!
You may move it to the nearest unoccupied space
FIGHT
OR
1
MYERS MYERS
THOMPSON THOMPSON
Replace this card with a new one and place the figure on another
FAILURE SUCCESS
AUTO E -01
Move the nearest bandit away from her.
If the conditions in the action sequence do not apply, proceed with the following:
4. If she is within 3 spaces of a Saloon, she wins , goes there, initiates a poker game, then completes the story card on the right and receives the rewards.
5. She gains , moves to the nearest forest, hunts, then completes the story card on the right and receives the rewards.
START OF TURN PHASE
ACTION PHASE
END OF TURN PHASE
Passionate about the vast and wild lands of the West, Eleanor loves to explore their many facets. Her courage and thirst for discovery drive her to try everything, never backing down from anything or anyone. Although she is not naturally belligerent, she knows how to skillfully handle weapons if the need arises.
SPECIFICS:
During a fight, she uses a
3
If she would gain or , she gains instead.
When she has a choice to make, she always selects the blue option (e.g., ).
Preference order when gaining a skill token:
Gambler > Hunter > Miner > Builder > Partier > CowBoy > Gunslayer
This is a separate rules tutorial for the main campaign. We recommend that all new players take the time to follow this tutorial so that play in the other episodes runs smoothly.
Your actions here will not affect the main campaign.
- The player(s) who participated in the most Story cards earn(s) a .
- The player(s) with the most money earn(s) a .
- The player(s) with the most accumulated resources earn(s) a
- If you have cards that give end-of-game points (e.g., tamed mount, etc.) earn(s) a (see card)
- If you have skill tokens: earn(s) a for every set of 3 tokens.
- For each injury you have.
The player with the most Legend points wins the game. In case of a tie, the player with the highest poker card is declared the winner. If there is still a tie, the player with the most poker cards is declared the winner. If there is still a tie, the players share the victory.
END-OF-GAME COUNT
To keep for the next episode, place in your bag:
- The «First Player» token if you have the fewest Legend points.
- Your Serious Injury cards, if you have any. Discard them during setup of the next episode and start with 1 less Health Point per card.
- Half (rounded down) of your money.
- Your mount; it will be tamed during your next game.
- The weapon of your choice.
- 2 items of your choice (empty bottles are not retained).
- 2 resources.
- A Marshal or Wanted token if you had one; you will start with 1 point of that type in the next episode.
- Up to 2 skill tokens of your choice.
- Only 1 Legendary Skill card (if you had several, keep 1 token of the discarded skill in addition to the 2 tokens from the previous step).
SAVE GAME TURN
BATTLES AGAINST ONE PLAYER
1 START-OF-TURN PHASE - OPTIONAL -
Move an NPC (up to its movement value)
2 ACTION PHASE Perform 2 ACTIONS (among the following 4)
MOVING (Refer to the displacement of your mount. Without mount it is 1 square)
REST (Draw 2 poker cards, then discard one.)
ACTION CARD (poker, location, NPC, etc...)
FIGHT against a player (see below)
TYPE OF FIGHT Active player Targeted player
DUEL
THEFT
And suffer THEFT
1
ARREST
of a Wanted player.
(you must not be Wanted yourself )
ARREST
2
And suffer ARREST
2
1 THEFT: Up to $80 OR 2 items OR 4 resources OR the heist reward (from a Stagecoach card...).
2 ARREST: Consult the local law on the scoring board to determine the consequences.
SPECIAL CASES
- You can only fight the same player once per turn. However, you can fight multiple different players.
- If you are attacked and choose not to play a poker card, you may do so, but the fight will be considered immediately lost (this allows you to avoid losing a poker card).
Always announce the type of combat you are engaging in. In the event of a tie, the character who initiated the fight wins.
SUCCESS FAILURE FAILURE
3 END OF TURN PHASE
- Check if you benefit from any end-of-turn bonuses (law track, abilities, secret cards, etc.).
- Rest
- Discard cards until you reach your hand limit (indicated below your wound marker).
- The next player becomes the active player and starts their turn.
Outside of your turn (except during a fight), whenever you have no poker cards left, draw one.
During your turn, you may discard one or more food tokens to heal 1 injury per token.
THEFT
1 SUCCESS
Hunting is a fight. All fights in the game take place in a similar way, only their outcomes are different. At the beginning of a fight, the player who initiates it must play a poker card from their hand face down on the table.
Play the poker card QUICKDRAW, facedown on the table.
Then it’s your opponent’s turn to play.
Against an NPC (animals are considered NPCs even if they don’t have a mini), you must roll the colored die indicated on their card (here, a green die).
Against a player, your opponent should also play a face-down poker card if they wish to fight.
Roll the green die
To determine the winner of the fight, compare the results obtained. Each poker card has a value indicated in the top left corner, and this value determines your combat strength.
Caution: As you don’t have any weapon (Refer to the weapon slot on the player board), your combat value is reduced by 3, so it’s 12-3 = 9. However, you played a BONUS poker card. These cards, with their names written in green, have an additional effect when played in the situation highlighted on the card. In this case, since you’re fighting an NPC, your combat value is increased by 1, making it 10.
You now know the three types of cards that can be played : ACTION (The “Saving“ card), REACTION (the “Sprint” card) and BONUS (the “Quickdraw” card).
In case of a tie in a fight, it’s always the character who initiated the battle who wins (unless otherwise indicated).
So, you win this battle. Receive the reward indicated in the “success” box of the Beaver card ( ) and place it in one of the resource slots on your player board.
Certain sides of the fights dice have an icon. This is the “luck” effect. You can either gain food or suffer injuries (if that’s the case, add this food to an available resource slot on your player board).
It’s time to conclude your second turn (you performed a move and then an action using a place card) by carrying out the end-of-turn phase.
Skip the start of turn phase
ACTION 1 : Rest
ACTION 2 : Move to one of the locations indicated on the story cards (Remember to read the corresponding story card).
3 Perform your end-of-turn phase.
ACTION 1: Move to space 3 of Lone Tree Grasslands (don’t forget to read the corresponding Story card).
ACTION 2 : Perform the action of the Bandit card ( FIGHT ) then take the Story card corresponding to the fight result from the next deck.
Caution: Some NPCs have a +1 (or other number) indicated on the combat die symbol on their card. This informs you that you should add this number to the NPC’s combat value.
4 If it’s not already done, apply the combat results indicated on the bandit’s card.
When you lose a fight (or if the “luck” effect of a die is a wound), you suffer a wound and must move your health marker on your player board. Below this track, an icon indicates your maximum number of cards at the end of the turn.
In some cases, you can earn Marshall or Wanted points. For each point gained, immediately gain and then move your marker on the law track in the direction of the points earned.
You cannot gain Marshall points if you are Wanted.
If you gain a Wanted point while you are a Marshall, you immediately become Wanted.
In other cases, you can gain skill tokens. These tokens immediately grant you and a token of the corresponding skill. When you have 3 tokens of the same skill, you win the corresponding skill card.
Perform your end-of-turn phase.
Before starting your next turn, notice that not far from you is a space with a . These spaces are unknown locations that can be explored using a location card action. When you do this, you’ll have to make a choice among the available options.
Place the “Unknown Location” location card in the exploration log at “Location 2”.
Carry out your next turns while trying to complete the last story card.
TURN 3
TURN 4
There is now an NPC in the game (the bandit), so the start-of-turn phase is possible, although it remains optional.
Move the bandit to space 3 of Lone Tree Grasslands.
All NPCs have an icon in the top right of their card indicating their movement value (here it’s 1), and sometimes a lightning bolt icon (as with all bandits) indicating that as soon as this character enters a player’s space, the card must be turned over, read, and its effects applied.
SETUP
TURN 1
TURN 2
No NPCs are present, skip the start of turn phase.
ACTION 1 : Move towards the forest (Forests are identifiable by their dark green background and illustrations).
There use the SPRINT card (in reaction to your movement) to advance one additional space and reach the forest.
In some situations, you can react to an action you just performed. Cards with a REACTION are identified by their name written in black. These cards can be played when the situation highlighted on the card occurs (here, making a move). Reactions do not use one of your 2 actions.
Remember to read the Story card you just completed and place the new Story cards for Day 3 (there are 2 this time).
2 ACTION 2 : Hunt (action of the “forest” place), Draw an Animal card as notified on the forest place card. Choose the Beaver.
A player’s turn is divided into 3 phases: the start of turn phase, the action phase, and the end of turn phase (These phases are detailed on the player aid sheet).
We’ll skip the start of turn phase (it’s optional) because there are no NPCs (non-player characters) in play.
Let’s play our action phase. During this phase, you must take 2 actions. You may repeat actions unless otherwise indicated. For now, you have not yet discovered any locations or characters, and there are no other players. So, the only available actions are to move, rest, or play the action of a poker card.
This prologue will teach you how to play Western Legends Stories. This Prologue can be played by one person or many, however to facilitate learning, all players will control the same character instead of each having your own. Rules below will be written for one player.
1/ Place the scoring board with the legend and law tracks on the table, along with money cards and serious injury cards.
2/ Take a player board of the color of your choice, as well as, all of the matching color, the mini base, wood markers , health marker, cloth bag, and player aid/ backup sheet.
3/ Set one colored wooden marker on space 0 of the legend track, and one colored wooden marker on space 1 (“citizen”) of the law track, and the health marker in injury slot #5 of the player board.
4/ Place the food tokens, skin tokens, skill tokens, and Fight dice near the board. Also place the stones (nuggets and pebbles) in the cloth bag and place it nearby.
5/ Draw from the Poker deck one “Savings”, “Sprint”, and “Quickdraw” card. These cards will form your character’s starting hand.
6/ Shuffle the remaining Poker cards and place them near the board. Place the Animal, Bandit, and Exploration cards near the board without shuffling.
7/ Set up the game boards 5b and 6b by attaching them together.
8/ Place your figurine on space 1 of «Buffalo Creek».
Each episode has a set of story cards. These cards pace the game by narrating the story unfolding in the episode. They usually offer bonuses to those who trigger them. They are grouped into decks indicating the current period.
Take the story card from the prologue and set up the deck labeled “1st Day” near the board.
In front of the period, you will find a certain number of symbols . This symbol tells you how many separate stacks the cards from the same period should be randomly distributed into (There is only 1 stack for Day 1 in the prologue).
To complete a story card, you must perform the trigger action indicated on the back of the card.
You are never obligated to carry out the trigger action, but if you do, you must read the front of the card and apply the effects indicated there.
Caution: You may only complete one story card per turn. If your action allows you to complete multiple cards, choose one to complete.
When one of the stacks is empty, remove all story cards corresponding to that period, even if you haven’t completed them. Then, set up the deck for the next period.
Now that you understand how story cards work, let’s proceed with the first turn.
ACTION 1: Move (Since you don’t have a mount, your movement is limited to one space)
Caution: Spaces with red dashed borders are inaccessible.
ACTION 2: Play the poker card SAVINGS from your hand.
Cards with names written in red are ACTION, and they use one of your two actions.
Poker cards played are discarded to a discard pile. When the draw pile is empty, you shuffle the entire discard pile to form a new draw pile.
You have just triggered the story card, take it to read and apply the effects on the back. Once you have read the card, place it next to your player board. You will see later that they are used to earn additional points during the end-of-game scoring. Also, remember to place the story card ” 2nd Day” to form the next deck.
1 In the game, to win, you need to be the player with the most Legend Points at the end of the game. Legend Points ( ) are crucial, so when you earn them, move your marker on the Legends track.
You have just completed 2 actions, so it’s time to end your first turn by completing your End of Turn phase.
- Check if you have any end-of-turn rewards. (Here, that’s not the case, but for example, you could have some if you had earned points on the law track.)
- Rest (Draw 2 poker cards, keep the one you prefer, and discard the other).
- If you had more poker cards in your hand than your hand limit (indicated below your injury marker on your player board), you would need to discard cards.
- The next player (clockwise) would become the active player, starting with their start of turn phase. However, since there is only one player for this prologue, you’ll start the next turn.
5 Wanted tokens 5 Marshal tokens
Closed tokens
LOCATION CARDS / CARTES LIEUX LOCATION CARDS / CARTES LIEUX LOCATION CARDS / CARTES LIEUX
end of turn rewards Here that s not the case but for example you could have some if you had earned points on the law track Rest Draw 2 poker cards keep the one you prefer and discard the other If you had more poker cards in your hand than your hand limit indicated below your injury marker on your player board you would need to discard cards The next player clockwise would become the active player starting with their start of turn phase However since there is only one player for this prologue you ll start the next turn 5 Wanted tokens 5 Marshal tokens Closed tokens LOCATION CARDS CARTES LIEUX LOCATION CARDS CARTES LIEUX LOCATION CARDS CARTES LIEUX
---
4
Take all the story cards of the episode you want to play and start reading them in order following the order on the back of the cards.
The setup, specific to each episode, is presented on the second story card of each deck. However, it follows a common framework
presented below.
1 Place the scoring board with the legend track and law track on one edge of the table. Set up the money cards and serious
injury cards on it.
2 Give each player a player board of their chosen color, along with the wooden markers, health marker, and mini’s base
of the same color. Also distribute the corresponding mini for the player board, as well as a player aid/backup sheet for each.
3 Each player places one of their wooden markers on space 0 of the Legend track and the other on space 1 «citizen»
of the Law track. Then they insert their health marker into injury slot #5 on their player board.
4 Place the food tokens, skin tokens, skill tokens, and Fight dice near the board. Also place the stones (nuggets and pebbles)
in the cloth bag and place it nearby.
5 Shuffle the «Poker» cards, «Bandit» cards, «Animal» cards, and «Exploration» cards separately and place them on the table
near the scoring board.
6 Deal poker cards and money to each player.
7 Set up the game board in the center of the table.
8 Place the Places tiles on the game board.
9 Place the minis of all players on a space of the game board.
10 Place the Places cards corresponding to the installed tiles in the exploration notebook.
11 Place the non-player character (NPC) figures and cards respectively on the game board and in the exploration notebook.
12 Place the store stand near the game board with the items to buy inside.
13 Place the first story cards under the scoring board.
14 The most courageous player goes first.
* Some of the listed elements, their quantity, or their details may change depending on the episode. Everything is specified
on the setup history card for the episode.
SETUP - 4 PLAYERS
---
5
DO NOT READ THIS TEXT ALOUD
“Thank you, stranger! I was wondering if this
world still had any good souls left. Tell you what,
as an apology for shootin at ya take this map. If you
follow the river northeast to the lake, you’ll see the
place I’ve drawn on the map, there is a passage that
leads to the entrance of a mine full of gold. Farewell,
my friend!”
He gives you an old map then leaves.
Draw Secret card #2
(If its still available)
Old Joe immediately leaves
the area.
Remove the Old Joe card and mini.
Old Joe
PERSONALITY 3
If you are on their space when
you search for gold, draw 2
extra stones.
FAILURE
SUCCESS
Regardless of the outcome of the combat, move Old Joe to another
space, then exchange this card with Personality card #2.
1
Old Joe
ROB HIM
PERSONALITY 1
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1
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
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Tuiles lieux
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6
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1. Perform the end-of-game score (refer to the rulebook).
2. If you end the campaign with this episode, count the total sum of points
obtained per player, add 2 points per victory obtained and divide the
whole by the number of games played (in the case where not everyone
has played the same number of episodes). The winner of the campaign is
the player with the most points.
2B. If this episode was just a single game, the player with the most points
wins the game.
3. Save your player boards by following the instructions in the rule
book if you wish to continue your campaign by playing starting
from this Prologue (Tutorial) episode.
4. Take a photo of the game board, so that you can replace the
pawns and buildings for the next episode.
5. Place the animals, bandits and explorers encountered in this
episode back into their respective decks, and shuffle those decks.
7. Put the whole game away.
Prologue
The Journey
Set up
This is the back of the Story card deck
from the Prologue - The Journey.
Do not look until
you are instructed to.
At the edge of this forest, the scent of damp earth mixed
with that of pine fills your nostrils, carrying you away in
your thoughts.
You haven’t seen this river yet, but you know you’re close
to it.
As you believe you can hear the faint murmur of a waterfall
in the distance, you spot a beaver with a twig between its
teeth...
Gain (piochez carte de poker)
Remove one “Beaver” card from the ‘Animal’ deck. Shuffle
the deck and then place the “Beaver” card back on top, face
down.
Continue the tutorial from 2.
PR-B
LOCATION CARDS / CARTES LIEUX
GOLD DEPOSIT
Take 1 stone from the bag.
You may
to take
2 additional stones from the bag
for each card discarded this way.
Gain
for every 2 gold nuggets
gained this way in the same turn.
SEARCH FOR GOLD
Draw an “Exploration” card.
EXPLORE
UNKNOWN TERRITORY
Draw an “Exploration” card.
EXPLORE
UNKNOWN TERRITORY
Draw an “Exploration” card.
EXPLORE
UNKNOWN TERRITORY
FOREST
Draw 2 “Animal” cards and choose 1 of the 2.
HUNT
LOCATION CARDS /
CARTES LIEUX
GAME TURN
BATTLES AGAINST ONE PLAYER
1
START-OF-TURN PHASE
- OPTIONAL -
Move an NPC (up to its movement value)
2
ACTION PHASE
Perform 2 ACTIONS
(among the following 4)
MOVING (Refer to the displacement of your mount. Without mount it is 1 square)
REST
(Draw 2 poker cards, then discard one.)
ACTION CARD (poker, location, NPC, etc...)
FIGHT against a player (see below)
TYPE OF FIGHT
Active player Targeted player
DUEL
THEFT
And suffer THEFT
1
ARREST
of a Wanted player.
(you must not be Wanted yourself )
ARREST
2
Draw an Exploration card EXPLORE UNKNOWN TERRITORY Draw an Exploration card EXPLORE UNKNOWN TERRITORY FOREST Draw 2 Animal cards and choose 1 of the 2 HUNT LOCATION CARDS CARTES LIEUX GAME TURN BATTLES AGAINST ONE PLAYER 1 START OF TURN PHASE OPTIONAL Move an NPC up to its movement value 2 ACTION PHASE Perform 2 ACTIONS among the following 4 MOVING Refer to the displacement of your mount Without mount it is 1 square REST Draw 2 poker cards then discard one ACTION CARD poker location NPC etc FIGHT against a player see below TYPE OF FIGHT Active player Targeted player DUEL THEFT And suffer THEFT 1 ARREST of a Wanted player you must not be Wanted yourself ARREST 2
And suffer ARREST
2
1 THEFT: Up to $80 OR 2 items OR 4 resources OR the heist reward (from a Stagecoach card...). 2 ARREST: Consult the local law on the scoring board to determine the consequences.SPECIAL CASES- You can only fight the same player once per turn. However, you can fight multiple different players.
- If you are attacked and choose not to play a poker card, you may do so, but the fight will be considered immediately lost
(this allows you to avoid losing a poker card).Always announce the type of combat you are engaging in. In the event of a tie, the character who
initiated the fight wins.
SUCCESSFAILURE FAILURE
3
END OF TURN PHASE
- Check if you benefit from any end-of-turn bonuses (law track, abilities, secret cards, etc.).
- Rest
- Discard cards until you reach your hand limit (indicated below your wound marker).
- The next player becomes the active player and starts their turn.
Outside of your turn (except during a fight), whenever you have no poker cards left, draw one.
During your turn, you may discard one or more food tokens to heal 1 injury per token.
THEFT
1
SUCCESS
GAME TURN
BATTLES AGAINST ONE PLAYER
1
START-OF-TURN PHASE
- OPTIONAL -
Move an NPC (up to its movement value)
2
ACTION PHASE
Perform 2 ACTIONS
(among the following 4)
MOVING (Refer to the displacement of your mount. Without mount it is 1 square)
REST
(Draw 2 poker cards, then discard one.)
ACTION CARD (poker, location, NPC, etc...)
FIGHT against a player (see below)
TYPE OF FIGHT
Active player Targeted player
DUEL
THEFT
And suffer THEFT
1
ARREST
of a Wanted player.
(you must not be Wanted yourself )
ARREST
2
And suffer ARREST
2
1 THEFT: Up to $80 OR 2 items OR 4 resources OR the heist reward (from a Stagecoach card...). 2 ARREST: Consult the local law on the scoring board to determine the consequences.SPECIAL CASES- You can only fight the same player once per turn. However, you can fight multiple different players.
- If you are attacked and choose not to play a poker card, you may do so, but the fight will be considered immediately lost
(this allows you to avoid losing a poker card).Always announce the type of combat you are engaging in. In the event of a tie, the character who
initiated the fight wins.
SUCCESSFAILURE FAILURE
3
END OF TURN PHASE
- Check if you benefit from any end-of-turn bonuses (law track, abilities, secret cards, etc.).
- Rest
- Discard cards until you reach your hand limit (indicated below your wound marker).
- The next player becomes the active player and starts their turn.
Outside of your turn (except during a fight), whenever you have no poker cards left, draw one.
During your turn, you may discard one or more food tokens to heal 1 injury per token.
THEFT
1
SUCCESS
GAME TURN
BATTLES AGAINST ONE PLAYER
1
START-OF-TURN PHASE
- OPTIONAL -
Move an NPC (up to its movement value)
2
ACTION PHASE
Perform 2 ACTIONS
(among the following 4)
MOVING (Refer to the displacement of your mount. Without mount it is 1 square)
REST
(Draw 2 poker cards, then discard one.)
ACTION CARD (poker, location, NPC, etc...)
FIGHT against a player (see below)
TYPE OF FIGHT
Active playerTargeted player
DUEL
THEFT
And suffer THEFT
1
ARREST
of a Wanted player.
(you must not be Wanted yourself )
ARREST
2
a fight whenever you have no poker cards left draw one During your turn you may discard one or more food tokens to heal 1 injury per token THEFT 1 SUCCESS GAME TURN BATTLES AGAINST ONE PLAYER 1 START OF TURN PHASE OPTIONAL Move an NPC up to its movement value 2 ACTION PHASE Perform 2 ACTIONS among the following 4 MOVING Refer to the displacement of your mount Without mount it is 1 square REST Draw 2 poker cards then discard one ACTION CARD poker location NPC etc FIGHT against a player see below TYPE OF FIGHT Active playerTargeted player DUEL THEFT And suffer THEFT 1 ARREST of a Wanted player you must not be Wanted yourself ARREST 2
And suffer ARREST
2
1 THEFT: Up to $80 OR 2 items OR 4 resources OR the heist reward (from a Stagecoach card...). 2 ARREST: Consult the local law on the scoring board to determine the consequences. SPECIAL CASES - You can only fight the same player once per turn. However, you can fight multiple different players.
- If you are attacked and choose not to play a poker card, you may do so, but the fight will be considered immediately lost
(this allows you to avoid losing a poker card). Always announce the type of combat you are engaging in. In the event of a tie, the character who
initiated the fight wins.
SUCCESS FAILUREFAILURE
3
END OF TURN PHASE
- Check if you benefit from any end-of-turn bonuses (law track, abilities, secret cards, etc.).
- Rest
- Discard cards until you reach your hand limit (indicated below your wound marker).
- The next player becomes the active player and starts their turn.
Outside of your turn (except during a fight), whenever you have no poker cards left, draw one.
During your turn, you may discard one or more food tokens to heal 1 injury per token.
THEFT
1
SUCCESS
GAME TURN
BATTLES AGAINST ONE PLAYER
1
START-OF-TURN PHASE
- OPTIONAL -
Move an NPC (up to its movement value)
2
ACTION PHASE
Perform 2 ACTIONS
(among the following 4)
MOVING (Refer to the displacement of your mount. Without mount it is 1 square)
REST
(Draw 2 poker cards, then discard one.)
ACTION CARD (poker, location, NPC, etc...)
FIGHT against a player (see below)
TYPE OF FIGHT
Active playerTargeted player
DUEL
THEFT
And suffer THEFT
1
ARREST
of a Wanted player.
(you must not be Wanted yourself )
ARREST
2
a fight whenever you have no poker cards left draw one During your turn you may discard one or more food tokens to heal 1 injury per token THEFT 1 SUCCESS GAME TURN BATTLES AGAINST ONE PLAYER 1 START OF TURN PHASE OPTIONAL Move an NPC up to its movement value 2 ACTION PHASE Perform 2 ACTIONS among the following 4 MOVING Refer to the displacement of your mount Without mount it is 1 square REST Draw 2 poker cards then discard one ACTION CARD poker location NPC etc FIGHT against a player see below TYPE OF FIGHT Active playerTargeted player DUEL THEFT And suffer THEFT 1 ARREST of a Wanted player you must not be Wanted yourself ARREST 2
And suffer ARREST
2
1 THEFT: Up to $80 OR 2 items OR 4 resources OR the heist reward (from a Stagecoach card...). 2 ARREST: Consult the local law on the scoring board to determine the consequences. SPECIAL CASES - You can only fight the same player once per turn. However, you can fight multiple different players.
- If you are attacked and choose not to play a poker card, you may do so, but the fight will be considered immediately lost
(this allows you to avoid losing a poker card). Always announce the type of combat you are engaging in. In the event of a tie, the character who
initiated the fight wins.
SUCCESS FAILUREFAILURE
3
END OF TURN PHASE
- Check if you benefit from any end-of-turn bonuses (law track, abilities, secret cards, etc.).
- Rest
- Discard cards until you reach your hand limit (indicated below your wound marker).
- The next player becomes the active player and starts their turn.
Outside of your turn (except during a fight), whenever you have no poker cards left, draw one.
During your turn, you may discard one or more food tokens to heal 1 injury per token.
THEFT
1
SUCCESS
4
10
11
13
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
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Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires à l’assemblage du MAGASIN GÉNÉRAL
Tuiles lieux
Composants nécessaires
à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires à l assemblage du MAGASIN GÉNÉRAL Tuiles lieux Composants nécessaires
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The game is played clockwise. Each player takes their turn following the game round presented below.
HOW TO PLAY
1 START OF THE TURN PHASE - OPTIONAL -
Move an Non player Character (NPC) up to 2 spaces (within its movement limit)
2 ACTION PHASE Perform 2 ACTIONS (You may repeat the same action several times)
A. MOVE
B. REST
C. Play an ACTION card
D. Interact with a place, a character, or fight a player on your space.
3 END OF TURN PHASE
1. Check if you are eligible for end-of-turn rewards
2. Rest
3. Discard cards until you are within your hand limit
4. The next player becomes the active player and begins their turn.
1 START OF TURN PHASE
This phase is optional, and it allows you, if you wish, to move an NPC present on the board up to a number of spaces within the limit of their movement value indicated on their card.
PLAYERS TURN
DETAILED PLAYERS TURN
Example: The NPC Juan is present on the board, his movement value is 3.
During my start-of-turn phase, I may move him up to 3 spaces.
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7
2 ACTION PHASE
During your action phase, you must perform 2 Actions of your choice among 4 possible actions. These actions
can be performed in any order, and you can repeat the same action multiple times.
A. Move
When you have a mount, your movement value increases (it is indicated in the top right corner of your mount’s card),
allowing you to move further in a single action. You are not required to use all your movement points.
You cannot move into areas marked with red dotted lines.
Example: Without a mount, you'll move 1 space per move action.
Example: As you've got a mount with a movement value of 2, you can move up to 2 spaces per move action.
BOARDS, REGIONS
During your adventures, you will move on a game board. The story cards will indicate where and how to place the board.
The boards are made up of one or more regions (separated by a thick continuous line) and spaces (separated by a thin
continuous line).
Some areas are marked by red dotted lines. These areas represent natural obstacles and cannot be entered.
However, there are passages indicated by a double arrow, with the condition for using the passage at the center
of the double arrow (usually discarding 2 cards).
When you use these passages, the space of the passage is not counted in your movement.
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8
2. Interact with a character
When you are on the same space as a non-player character (NPC), you can consult their character card. If an action is indicated in red uppercase on it (e.g.: FIGHT), you can use one of your actions to perform it. Then, carry out the necessary steps to perform the text on the card.
Refer to the «Fight» chapter to learn how to fight against NPCs.
3. Fight a player
When your mini occupies a space with another player you may use one action to initiate a fight. Fighting players can earn you Legendary Points and penalize your opponent. The mechanics of a fight are explained in the “Fight” chapter.
NOTE: Some areas, like forest zones (recognizable by their color and forest logo), do not have a places tile.
However, it is possible to perform the specific action indicated on the corresponding places card.
Action name | Icon and Location name | Description of Action to apply
------- | -------- | --------
ACTION | ACTION |
BUILD TRAP | SPRING TRAP | While you are in a forest space, discard this card to reveal an animal card and immediately collect the reward.
SAVINGS | SAVINGS | Gain
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9
3 END OF TURN PHASE
During this phase, you must perform the following actions in this order:
1. Check if you are eligible for end-of-turn rewards
Some elements in the game grant you end of turn rewards. They are recognizable by the mention «END OF TURN REWARD».
You can obtain end of turn rewards on cards in your possession, but most often it is your position on the law track that
offers them to you.
Example: if at the end of your turn you are on the Wanted side of the law track at space 1,
you gain 1 poker card.
Some end of turn rewards are subject to conditions indicated near the reward in question.
2. Rest.
Taking a rest allows you to draw the first 2 cards from the poker cards deck, choose one and discard the other. It’s a
handy way to refresh your hand when you’re running low on cards.
3. Discard cards until you are within your hand limit
You must discard poker cards if you have more than your maximum hand size: 5 cards minus 1 for each wound you have.
4. The next player becomes the active player and begins their turn.
Law track on the Scoring board.
If you are on the 1st Wanted space,
apply the effect displayed at the bottom.
Here, draw a poker card then discard one.
WIP
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10
END OF THE GAME, SCORING AND BACKUP
END OF THE GAME
If one of the story card decks is empty and there are no new story card decks to place, this triggers the end of the game.
Players finish the current round so that they all have played the same number of turns. Then proceed to the end-of-game
scoring.
END-OF-GAME SCORING
The player(s) who participated in the most story cards gain(s) .
If you are the best Wanted or Marshal, gain .
If you have cards that give points at the end of the game (e.g., tamed mount, etc.),
gain the number of LP indicated on the cards.
If you have skill tokens, gain for every set of 3 tokens (regardless of the skill of the tokens)
If you have money, gain for every increment
If you are the player with the most combined resources, gain
for each wound you have
BACKUP
In a multi-episode adventure, it is necessary to save your game before putting it away (or before starting the next episode)
to keep the necessary elements.
Here’s what each player should place in their bag:
The «first player» token if you are the one with the fewest Legendary points.
Your serious injury cards if you have any. Discard them when setting up the next episode and start with
1 less health point due to the card.
Half (rounded down) of your money.
Your mount, it will be tamed for your next game.
The weapon of your choice in your possession.
2 objects of your choice among those you had (empty bottles are not kept) - Discard all your resources.
A Marshal or Wanted token if you were one, you will start with 1 point of this type in the next episode.
Up to 2 «skill» cards obtained during the adventure.
Up to 2 skill tokens of your choice obtained during the adventure.
NOTE : there are different types of adventures in Western Legends Stories; consult the «Adventures» chapter
to learn about changes to end-of-game scoring.
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STORY CARDS
Story cards are at the heart of the Western Legends Stories experience. They serve to guide the game, tell the adventure, help with setup, and trigger the end of games.
Each adventure can include one or more episodes. Each episode consists of a set of story cards, made up of several decks, identifiable by their name located at the top right of each card.
The main adventure, for example, consists of 7 episodes. There are therefore 7 sets of story cards and as many games to play for this adventure.
An episode ends when the story card draw pile is exhausted. In this case, players finish the round so that each player has played the same number of turns.
Never consult story cards without being invited to do so or without completing the condition indicated on the front. This would spoil your gaming experience.
Setup:
On the first story card of an episode, its name is indicated on the front and a text describing the story is on the back. Read it aloud before reading the second card. The second card allows you to follow the setup steps before installing the first deck.
At the top right is the name of the deck (often indicated as days). There are often multiple cards per deck.
Most of the time, at the top left, one or more symbols are indicated. In this case, you must distribute all the cards from the same deck evenly into as many separate piles as there are card symbols.
When one of the piles no longer has any cards, discard any remaining piles without consulting them, then set up the next deck (following the order of days).
1st Jour
ACTION D’UNE CARTE POKER
PR-A
This is the back of the Story card deck from the Prologue - The Journey. Do not look until you are instructed to.
DÉPLACEMENT DANS UNE FORÊT
PR-B
2nd Jour
Your journey seems to be coming to an end... In recent weeks, you’ve encountered several travelers talking about a river where gold flows freely... As you catch sight of this forest, you search your saddlebags to find the envelope in which you placed your savings before departure. It’s time to open it. Deep down, you know that arriving here is just the beginning of the adventure. You undertook this journey in the hope of a better life, certainly, but also with the secret ambition of becoming a legend.
Place the you won by playing the “Savings” card in the money slot on your player board.
Place the Places card ‘Forest’ in the exploration notebook in the “Location 1” slot.
Gain .
Read the rest of the tutorial at 1.
PR-A
Ceci est un tutoriel sur les règles distinct de la campagne principale. Nous recommandons à tous les nouveaux joueurs de prendre le temps de suivre ce tutoriel afin que le jeu dans les autres épisodes se déroule sans problème. Vos actions ici n’affecteront pas la campagne principale.
At the edge of this forest, the scent of damp earth mixed with that of pine fills your nostrils, carrying you away in your thoughts.
You haven’t seen this river yet, but you know you’re close to it.
As you believe you can hear the faint murmur of a waterfall in the distance, you spot a beaver with a twig between its teeth...
Gain (piochez carte de poker)
Remove one “Beaver” card from the ‘Animal’ deck. Shuffle the deck and then place the “Beaver” card back on top, face down.
Continue the tutorial from 2.
PR-B
NOTE: in certain situations, a symbol is present on the card; in this case, the player should read it in their head.
During the action phase of their turn, a player can complete a story card if they meet the condition indicated on the front of the story card. In these cases, they complete their action before immediately flipping the card and reading it aloud. They then resume their turn where they left off.
The first part allows players to follow the progress of the adventure, while the second part presents rewards, and modifications to make to the game.
For example, the prologue "The Journey" starts over two days with one card "". Day 3 has two "". They must therefore be stacked in separate decks.
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12
POKER CARDS
NON-PLAYER CHARACTERS (NPC)
In Western Legends Stories, poker cards have multiple uses. They provide special actions, bonuses, determine the winner of a fight, or a game of poker...
There are 3 types of Poker cards recognizable by the color of their name:
ACTION card, BONUS card, REACTION card.
ACTION cards offer a unique action, playable during your action phase.
BONUS cards provide a specific bonus when used in the situations outlined on the card.
REACTION cards allow you to react to a previously taken action.
In Western Legends Stories, there are 3 types of non-player characters (NPCs): bandits, animals, and Personalities.
BANDITS
If you decide to interact with bandits, a fight will always occur. Fighting bandits can be a good strategy to earn Legendary Points, but be prepared for such fights as danger is ever-present.
ANIMALS
In some cases, usually when you decide to perform the forest action, animals will appear. Some are clearly harmless and easy to hunt, but others can be very dangerous and put your life at risk.
PERSONALITIES
Personalities are a particularly interesting type of NPC because they represent all the important characters you can meet in the game. Some will be friendly, some less so, and others will outright try to attack you. In any case, encountering these NPCs will always be exciting.
In addition to the ACTION / BONUS / REACTION, they also have a value, a symbol, and a color in the top left corner.
These pieces of information will be used to resolve fights, as well as determine the winner of poker games and more.
Gain SAVINGS or a skill token of your choice.
LIVING LEGEND
Myers is just a low-level bandit, not really smart, just mean... But armed with a sawed-off shotgun!
You may move it to the nearest unoccupied space.
FIGHT
MYERS
THOMPSON
Replace this card with a new one and place the figure on another space.
FAILURE SUCCESS
BEAVER
If you are on their space when you search for gold, draw 2 extra stones.
FAILURE SUCCESS
Regardless of the outcome of the combat, move Old Joe to another space, then exchange this card with Personality card #2.
Old Joe
PERSONALITY 1
ROB HIM
If you play this card during a fight, you may immediately cancel the fight and initiate a new one.
NPCs and Automata participate in the new fight with a lower die.
SHOOTOUT
If you play this card during a fight against an NPC, increase your fight value by 1.
QUICKDRAW
After making a move, you may play this card to and keep 1 from among them to keep.
BEDROLL
Consult the Story cards whose trigger is visible, choose one and gain the rewards indicated on the back.
If the card indicated a location, move to it.
DETERMINATION
NOTE: For cards with face values (J: Jack, Q: Queen, K: King, and A: Ace), the numerical fight value is indicated below in the symbol.
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13
NOTE: For cards with face values (J: Jack, Q: Queen, K: King, and A: Ace), the numerical fight value is indicated below in the symbol.
LOCATIONS
NPC DICE
Non-player characters (NPCs) usually have a Die indicated on their card. This die represents their strength in combat.
The Dice come in different colors representing their strength.
Here is the hierarchy of the dice strength:
NOTE: When it is required to use a «Lower Die,» this means to use the die of strength just below the current die.
On certain faces of the NPC fight dice, a bad luck effect is indicated. This effect can be of several types (food, injury, etc.) and is added to the combat result, no matter the outcome.
During your stories, you’ll discover a variety of Locations across the map. While most Locations are found within towns, they can appear anywhere on the board.
Locations are either Under Construction or Complete.
Under Construction, Locations have their “Under Construction” side face up with empty slots.
Unless otherwise stated, Under Construction Locations have only 1 Location Action: Discard 2 cards and place a token on the Under Construction tile in one of the slots. Once done, gain a Builder Skill token, $20, and any subsequent rewards.
Once an Under Construction Location has its slots filled, flip the Location over to its Complete side. Buildings will remain on their Complete side for the rest of the game and subsequent Stories unless otherwise noted.
Completed Buildings have Actions or Reactions that can be taken or come into effect when in their space. You must be in the same space as the Location tile to use its Actions or other effects.
Location Actions are in red. You may use one of your Actions to activate the Location and follow all of the listed effects.
Some Locations will have 2 possible Actions, such as the Trading Post which has a Trade action and a Hold-Up action. These are separate actions and you must choose one or the other to activate with your Action. You may perform multiple, different actions at a Location using an Action point for each action.
NPC PLAYER
Here, the NPC "Bo Walsh" attacks with a red die. As no Red dice are available, you use a yellow die.
You roll the yellow die and get a 12. You'll have to do more than 12, using your poker cards and bonuses from your equipments.
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14
There are 2 types of equipment: resource tokens and equipment cards.
Resource tokens can be of several types (gold nuggets, skins, food, etc.) and are earned during the game.
They must then be placed on your player board in an available space. They can usually be sold for money or
used to heal (food). If you have no more available spaces, you cannot take additional resources.
EQUIPMENT AND INVENTORY
Equipment cards can be very diverse:
- Money (10 or 20$) primarily allows you to buy things in shops
- Weapons (red banner) allow you to improve your skills during Fights
- Mounts (dark brown banner) allow you to improve your movement and sometimes increase the size of the equipment
you can carry
- Various objects (brown banner) offer various additional benefits. They must be placed on your player board in an available
space not containing resources.
- Others (white banner) do not use a space on your player board, and they cannot be stolen.
Food tokens
Stones
(Gold nuggets & Peebles)
Hide tokens
The resources obtained are placed on the player board
on the corresponding space. You may use 1 additional Item/
Resources slot on your player board.
-Cannot be stolen from you-
ROSINANTE
TAMED MULE
You may use 1 additional Item/
Resources slot on your player board.
-Cannot be stolen from you-
ROSINANTE
TAMED MULE
POCKE T WATCH SHOT
REMÈDE
SU PPLY REVOLVER
At the beginning of your turn, you
may to gain 1 additional action
this turn.
POCKE T WATCH SHOT
After performing an action in a Saloon,
Cabaret, or Store, play this card to heal
one injury or .
REMÈDE
After taking a move action,
discard this card to .
SU PPLY
REVOLVER
1
1
2
2
3
3
4
4 4 4
5
5
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15
FIGHTS
There are two categories of combat: player fight and NPC fight.
FIGHT AGAINST A PLAYER
When you decide to use one of your actions to fight a player located on your space, perform the following steps in order:
1. Declaration
Announce to your opponent what type of combat you are engaging in.
There are 3 possible types of combat: Duel, Rob, and Arrest all of which work the same way but have different consequences.
Duel: duel allows you to measure yourself against your opponent, revealing your combat skill. Winning a Duel will improve
the winner’s legend while harming the loser’s.
Rob: As the name suggests, it allows you to take some of your opponent’s possessions. It’s also a way to become Wanted.
Arrest: Arresting allows you to stop «Wanted» players and gain Marshall points.
To attempt an arrest, your opponent must be «Wanted» on the law track, and you must not be.
Then choose a poker card from your hand and place it face down on the table. This will be your card for the combat.
Your opponent then decides whether to participate in the fight. If they decide to fight, they must also choose a poker card
from their hand and place it face down on the table. If they refuse the combat, they lose immediately;
proceed to the consequences step.
2. Reveal
Each player reveals their card and resolves any bonus effects (equipment, weapons, poker cards, specific skills...).
3. Reaction
Players can now use reaction effects present on poker cards in their hand. The player who loses the combat has priority to
play a reaction, then the other player can play one in turn. Continue in this order until players no longer want to play any.
4. Consequences
Players involved in the combat gain rewards and suffer penalties according to the declared combat type (Duel, Theft,
or Arrest).
The winner is the player with the highest combat value, once modifiers (bonuses and reactions) are applied.
In case of a tie, the player who initiated the combat always wins. Regardless of the type of combat, the loser
always suffers 1 injury (this can be canceled if they played a card with a bonus stating otherwise)
NOTE: It can be wise for the player who is attacked to refuse the fight if they are sure to lose. Even though they will suffer
the consequences of a lost fight, they will not lose a poker card.
WIP
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NOTE: During combat, the player initiating the fight is the "active player", and their opponent is the "targeted player".
If your opponent refused the combat, you must still discard your card.
Duel:
- If the active player wins the fight, they gain 1 Gunslinger skill token (see skills chapter). The targeted player, in turn, loses in addition to their wound.
Rob:
- If the active player wins the combat, they gain 1 Wanted point (see law track) and steal from their opponent either: up to OR 2 item/resource slots OR 2 cattle tokens OR the reward from the stagecoach card (if the attacked player was escorting it). The targeted player loses what their opponent steals from them and suffers 1 wound.
- If the targeted player wins the combat, they gain . The active player only suffers their wound .
Arrest:
- If the active player wins the combat, they gain 1 Marshall point (see law track) and $30. They gain an additional if the Wanted player has the highest Wanted points and has at least 2. The targeted player suffers a wound, loses their Wanted points, and if there is a prison, their pawn is moved to the nearest one and laid down, and they can play 1 fewer action on their next turn.
- If the targeted player wins the combat, they gain . The active player only suffers their wound.
Special Cases:
- You can only fight the same player once per turn (you can fight several different players as long as you have the necessary actions).
Once the fight is over, discard all played poker cards.
WIP
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17
FIGHT AGAINST NON-PLAYER CHARACTERS (NPC)
After consulting the NPC’s card to find out their fight dice, follow these steps in order:
1. Preparation
Choose a poker card from your hand for each die of the NPC and place it face-up on the table. This will be your card
for the fight. If your opponent rolls multiple dice, you must assign a card for each of your opponent’s dice.
2. Reveal
Roll the NPC’s die (or dice).
3. Reaction
You can now use reaction effects present on poker cards that you have in hand.
4. Consequences
The winner is the participant with the highest fight value, once the modifiers (bonuses and reactions) are applied.
In case of a tie, the character who initiated the combat always wins.
Regardless of the outcome of the combat, apply the consequences for success or failure indicated on the NPC’s card.
SCORING BOARD
The scoring board is the ideal dashboard to track the progress of the game.
On the Legends track, you can see the overall progress of players as Legends. As soon as you gain 1 or more
Legendary Points (LP), move your wooden marker of your color forward by the corresponding number of spaces.
The Law track allows you to track the alignment (Neutral, Marshal, Wanted) of players and their potential end-of-turn
gains. A player can only be in one alignment at a time.
When you gain 1 Wanted or Marshal point, move your wooden marker of your color in the indicated direction. Also,
gain for each point earned.
A Wanted player can never gain Marshal points.
(When a player is Wanted, their only option to become Neutral or Marshal is to be arrested and lose
all their Wanted points.)
A Marshal player, on the other hand, can become Wanted by committing a crime, and they will lose
all their Marshal points.
WIP
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18
Finally, below this board, spaces are indicated to set up the story cards Details of Marshal and Wanted points (icons, etc…)
EXAMPLE of Marshal/Citizen/Wanted progress
Legends Track
MARSHAL/WANTED POINTS AND SKILL TOKENS
MARSHAL/WANTED POINTS
These points represent your loyalty.
When you gain 1 Marshal or Wanted point, move your wooden marker on the Law track in the direction
of the earned point. At the same time, immediately gain for each Marshal/Wanted point won.
SKILL TOKEN
After successfully completing certain actions, you can earn skill
tokens.
Each skill token allows you to immediately gain 2 LP (move
your marker on the Legends scale), but most importantly, it helps
you approach the title of Legend in a given skill.
When you obtain 3 tokens of the same skill, you become the
Legend of that skill unless another player already is. Claim the
corresponding skill card if no one already possesses it.
Law Track
EXAMPLE of gaining a skill.
NOTE: Possessing a skill card is equivalent to possessing 3 tokens
of that skill. COMPETENCE COMPETENCE
LÉGENDAIRE LÉGENDAIRE
gagnez
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19
If a player already had the skill card, you must obtain a number of tokens of that skill equal to the number
of tokens held by the player who has the skill. In this case, you become the new legend of that skill
(gain the skill card), and the previous legend loses 1 token of that skill.
EXAMPLE of gaining a skill when someone else is already a Legend in that skill
HEALTH, WOUNDS, AND DEATH
THE EXPLORATION NOTEBOOK
When you suffer one or more wound, you must move your injury marker to the right on your
character board.
Wounds affect you in several ways:
- They reduce the size of your hand during your end-of-turn phase. Any excess cards must be discarded during
this phase.
- When you receive a 3rd injury, you must draw a Serious Injury card and apply the instructions noted on it.
- If you receive a 5th injury, this results in the immediate death of your character. However, your game is not over:
Immediately take a Succession card and follow the instructions noted on it. This will allow you to continue the
adventure with a new character.
- During the end-of-game scoring, each injury you possess will deduct from your score.
There are many ways to heal an injury, for example, by eating (discard a food resource), using whiskey, going to
doctor’s office etc…
The exploration notebook is your guide for the adventure. Throughout the game, you will add cards
of discovered places, encountered personalities, bandits, etc., to it.…
The notebook consists of several sections:
- One for locations with which interaction is possible
- One for personalities
- One for lawmen
- One for bandits
- One for various notices and announcements
The story cards will tell you when and which cards to add to it.
When you add a new character (personality, lawman, or bandit), place the card in a free slot of your choice, then
place the corresponding mini (or the corresponding color) on the game board as indicated on the story card that
made it appear.
COMPÉTENCE COMPÉTENCE
LÉGENDAIRE LÉGENDAIRE
Une fois par tour, lorsque vous
gagnez un jeton cow-boy,
gagnez un jeton supplémentaire.
PLAYER 1
STEP 1 STEP 2
PLAYER 1 PLAYER 2 PLAYER 2
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SOLO AND 2-PLAYER RULES
ADVENTURES
MAP
Explanation of rules and automata.
For solo or 2-player games, specific rules and automata (automated opponents) should be introduced to ensure a balanced and engaging experience. These automata can simulate the actions and decisions of additional players and help maintain the intended challenge and dynamics of the game.
There are several types of adventures in Western Legends Stories:
- Competitive adventures where players experience a story while competing against each other
- Investigation adventures where players try to solve a case by triumphing over others
- Cooperative (or semi-cooperative) adventures where players experience a story by facing the game together
Some rules differ from those previously indicated depending on the type of adventure...
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