Welcome to Claus Ekstrøm's Gunslinger web page. Here I keep
various homemade stuff related to the old (and sadly out-of-print) Avalon Hill board game
MALFUNCTION cards are not taken into account so the calculated
probabilities are the conditional probabilities given that the shot is
not a malfunction.
Select the type of shot:
I've been working on a damage evaluator. It is far from finished but it the mean time you can try it out. Please follow the link in the menu bar to the left and do leave me any comments
The scenarios listed here are all in acrobat PDF-format. Most of the
scenarios have to be formatted and/or translated and I will do that
when I find the time.
If you are interested in seeing any of there scenarios then let me know.
All the map boards are
fairly large (ca. 750 kb). To print a map board for use with
Gunslinger load the new board in a graphics program (e.g., The Gimp) or simply in a word
processing program (e.g., OpenOffice). Scale the picture such that the
vertical dimensions match with the original boards (the horizontal
size will then automatically match) and print on a colour printer - a
board can easily fit on an A4 page.
- Granger's Gang
The following three scenarios show the last few months of Granger's gang before the remaining gang members broke up in late 1871.
- The bank robbery. A bank robbery scenario for 14 players on two sides.
- Lincolnville. A
few members of Granger's gang are running low on cash and
decide to rob a local shop. A scenario with two sides for 7 players.
- Dog eats dog. A heated argument on how to split the loot results in a panicky
shootout at dusk at the gang's forest camp. This scenario has 7
players and 4 sides and uses the forest map below.
- Convention scenarios
These scenarios are the scenarios played at Viking Con, one of the annual Danish
- Skizofrenia scenarios
The scenarios in this section are written for our local gaming
group (Skizofrenia) and usually feature 5 characters instead of the
usual 7 characters. The first set of scenarios was centered around
This next set of scenarios are from our gaming weekends (entitled
SkizofreniaCon althrough it was hardly a convention with just the 5-8
- The Santa Fe Trail
- Fort Dodge
- Dodge City. This brawling scenario uses the railroad map.
- Cattle Thieves
- Bad-breath Nelson
- The River. This was the scenario the river map was created for. Do read the special
rules regarding the river map board.
- High Moon in Lincolnville
The rules here are meant as clarifications and additions to the standard
- My newest creation is a Watering
Hole. I haven't yet made rules for the water in the watering hole
but I will when I find a way to use the map board in a scenario.
- Another fairly new creation is a small Forest. I always wanted to do a scenario
where the characters run from tree to tree and hide from each other. The Dog eats dog
scenario should be played on this map.
- The railroad
map was my first
attempt at creating a new map board from the bottom up. I first made an
empty map board with hexes and id's. Then I created the building, the
tracks and the water tower. There is only one thing that bugs me with this
map - the ground is a bit greener that the ground on the original
maps so they don't blend nicely together.
My first attempt at creating a new map board was a River. It was created from a scan of one
of the original map boards overlayed with the river and with a few
rockpiles moved. I'm not that happy with it and I may do it over now
that I've become used to working with The Gimp.
- Skizofrenia house rules [We usually play with these rules to make the game slightly less deadly but more bloody]:
Skizo 1: Maximum aim on a hex is 4 aim points.
Skizo 2: BE hits must be placed somewhere visible i.e. not as CRIT or VITAL hits.
Skizo 3: Once one of the players have completed the planning of his turn and placed his set up action on the table the other players have a maximum of 60 seconds to select and place action cards. Characters are assumed to do nothing for the remaining segments if the
players have not played any action cards or not enough cards to complete the turn.
12.44 He loses his aim when he reveals any action except TURN. EXCEPTION: He keeps his aim when he reveals SHOOT, THROW or
COCK/AIM/SHOOT, if he does not cock the gun and he keeps his old target, or names a new target who is within one hex of his old target
(see rule 12.5). If he cocks the gun, he loses his aim. He keeps his aim if he uses SHOOT or THROW to do nothing.
[Comments: It should be possible to aim and throw as per rule 17.11 and THROW has been left out of this rule.]
- Money Bags
There are two types of money bags - small and large.
- Smoke [This rule replaces optional rule 5.1].
5.1.1 When a gun fires
or explodes, a smoke marker is put in its hex. Add one to hit card range
for each smoke hex a LOS enters or passes through on the way to a
target. Smoke markers are removed after five segments (the
segment after which the gun fired or exploded is counted as the
first of the five segments). Note that smoke markers are placed after
all actions in that segment are executed.
5.1.2 A hex can at most contain one smoke marker. If a smoke marker
is placed in a hex already containing a smoke marker the new marker
replaces the old marker such that there is 5 segments until the
smoke clears from the hex as per 5.1.1.
(This rule replaces optional rule 5.5)
(These rules relates to the rules about horses in the rulebook)
The rules for horses suck!
- Map board related rules: [The initial letter(s) of each rule refer to the relevant map]
River (This optional rule relates
to the River map board): The river is deep and
the current is fast and strong. A DOWN character in any of the water
hexes except the two ford hexes (R14 and S15) is dead as if the
character had entered the well hex.
WH1: A character in any of the 8 water hexes should draw 1 delay card when executing a foot action except TURN.
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