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Module 1.2 A: Ambush Card and Prison Card

The Ambush card adds to those in Expansion 1.1. San Manzanillo Prison is an unusual new Battlefield card with its own set of rules.

To use this module you also need Expansion 1.1: Ambush on Gunshot Trail .

Setup

  1. Place San Manzanillo Prison between the Buzzard Point and Rattlesnake Creek Battlefield cards. Place the Santiago Bandit Character card underneath the San Manzanillo Prison card.
  2. Add the new "It's too darn quiet..." Ambush card to the six from Expansion 1.1: Ambush on Gunshot Trail , and randomly remove one of them — placing it unseen, back into the game box.
  3. The Colonel McReady player looks at the remaining six Ambush cards and places one card face down in front of each battlefield, including San Manzanillo Prison.

Gameplay

Play with the rules of the Base Game and Expansion 1.1: Ambush on Gunshot Trail , with the following exceptions:

San Manzanillo Prison: This location is treated as a normal battlefield with regards to the placing of Ambush cards, but is different in many other ways:

  • During their Play Cards phases either player may, in advance, play cards with a Padlock icon face down at the San Manzanillo Prison battlefield. This is optional, and does not apply to any other cards.

    All costs of playing these cards are ignored, as are all 'Come into play effects' and 'leaving-play' effects — only the firepower values are relevant here.

  • There is no column limit for either player at the San Manzanillo Prison battlefield. To be clear, Row-Blocking cards may not be played at this location.
  • When moving cards to the next battlefield, stopping at San Manzanillo Prison is optional; you can freely choose to stop at this battlefield or skip it at no extra cost.
  • When leaving the Buzzard Point battlefield the Colty Gang player must choose whether to enter or skip the San Manzanillo Prison battlefield.
  • San Manzanillo Prison provides no defensive firepower bonus for either side.
  • The duration of the San Manzanillo Prison battlefield is one turn only, and may not be altered by any means. None of the phases of a normal turn apply at San Manzanillo Prison — all the phases are replaced with one special Prison Phase.

Prison Phase:

Complete strictly in the following order:

  1. Place a Wound token on the Jack "The Crow" Colty Bandit Character card.
  2. Colty Gang player: Draw 6 cards.
  3. Colonel McReady player: Draw 3 cards.
  4. Resolve the Ambush card according to the regular rules.
  5. The Colty Gang player starts, followed by the Colonel McReady player. Either player may play a Firepower card into the battlefield, or pass. Play continues back and forth until both players have passed consecutively.
    • Play cards with a Padlock icon face down so their value is hidden from your opponent.
    • Instead of playing a card from the hand either player may, if applicable, activate a moveable card already in the playing area.

    Players can only play cards bearing a firepower value (Stick of Dynamite and Nitroglycerin are special exceptions, as noted below). All costs of playing cards are ignored, as are all 'Come into play effects' and leaving-play effects — only the firepower values are relevant here.

    If the Colty Gang player plays Stick of Dynamite at San Manzanillo Prison, it adds 3 to his firepower at this battlefield. Nitroglycerin adds 5 to his firepower.

  6. Reveal the face down cards with a Padlock icon and calculate the total firepower value of each side.
    • If the Colty Gang player's firepower is greater: Add Santiago to his gang.
    • If the Colonel McReady player's firepower is greater: Kill two Bandit Characters.
    • If the totals are a draw: Kill one Bandit Character.
  7. Discard all cards from the San Manzanillo Prison battlefield (ignore any True Grit tokens ), leaving it empty.