THE GOOD, THE BAD, AND THE UGLY


A three-sided game designed for convention play.

The Good, the Bad, and the Ugly by Tom Ballou (Boston, USA)

I've run a number of scenarios using TRwNN. This is the one I ran at the local con a couple of months ago: This was a scenario designed by a friend for use with Desperado, but it converts fine to RwNN.

This is a definitive con or club game with three sides. The Good, side led by the legend Blondi", and a number of followers depending on the number of players. These should be a mix of gunmen and shootist. The Bad team is led by the Legend "Angel Eyes" and an identical mix of followers as with the Good team. The third team is led by the Legend "Tuco" and followers. Each team gets one shotgun, no rifles, and the Legend can't be given the shotgun.

Set up a small town (with just a couple of buildings)in the center of the board, with lots of cover, and a fair amount of cover outside of town. The three teams start 120 degrees apart and should be out of sight of each other. each player should cough up a buck and put it in the kitty. This is the treasure, it is hidden on the board somewhere determined by the referee. Each team should also be given some markers, different for each team.

The object of the game is to kill and loot the bodies of the other two teams. When a player has a marker from each team the ref should tell him where the treasure is. He can tell other team members or not its up to him. Each figure is carrying a token and must indicate if he is carrying more than one token. It takes an entire action to loot a body.

This game is very cut~throat, in one game I ran at a con in Connecticut, the good and bad teams duked it out killing each other. The Ugly team moved in and mopped up. With all of the other players dead I declared a Ugly victory, I flipped the next card and asked the players what they wanted to do. The guys whose card I turned up, while his team was high-fiving each other, turned to me and said "I shoot Tuco in the back." Lots of fun.

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Last Updated Feb 1, 2003 by Tim Peterson