Honor System

THE RIFLEMAN GAME

Keen Western Competition Between 2 or 4 Players

Mark McCain knows that Lucas McCain, his father, is the best rifleman in the whole Wild West. However, when it comes to roundup time, Mark thinks he can outdo his father. This game is a test of their cowboy skills. Fourteen stray cattle have been corraled, seven are from the "BAr X" Ranch and seven from the "Circle A" Ranch. They must be driven back to their home ranches. The players are Lucas and Mark, riding their favorite cow ponies.

THE OBJECT OF THE GAME:

To be the first player to drive his 7 steers from his corral to his home ranch.

TO BEGIN THE GAME:

Carefully break apart the playing pieces. One player uses the 8 pieces with red bases and puts them in the "Bar X" corral. The other player puts the 8 pieces with blue bases in the "Circle A" corral.

TO PLAY THE GAME:

  1. When two play, they take turns throwing the dice and moving the pieces. Four play as partners, two on each side.
  2. Each space between the black lines on the range trail equals one space.
  3. Player getting highest throw of the dice plays first.
  4. Steers with red bases move down the right side of the board, and steers with blue bases down the left, along the trail to their home ranches.
  5. A player may move one or two of his pieces forward each time he throws the dice. The number on each of the two dice is used separately. For example: 5 and 3 are thrown. Two pieces may be moved, -one 5 spaces and the other 3; -or, one piece may be moved 5 spaces and 3 spaces.
  6. For each "double" thrown, a player has an extra throw in that turn.
  7. The cowboy is always the last to leave his corral. He must never get ahead of any of his steers. He may stay in the same space with the last steers on the trail, or in one of the spaces behind them.
  8. A player must have all of his steers and cowboy out of his corral before he can move any steers along the trail past the double line at his corner of the board.
  9. When two or more steers belonging to one player occupy one space, thye form a "block." His opponent's pieces may pass over the block but cannot stop on it. The player, however, may add as many pieces as he chooses to his block.
  10. A cowboy, with or without steers, on a space, also forms a "block".
  11. A player must always use the count of both dice, unless prevented by an opponent's "block." When this happens, the count on one of the dice must be used, if possible. If the count on both dice is "blocked," the player loses that turn. Also, when "doubles" is thrown and the count on both dice cannot be used, the turn ends.
  12. When a player's piece lands on a space occupied by only one of his opponent's steers, taht steer and the opponent's cowboy are returned to their starting corral. They must be started out again before any of his other steers can be moved; -as in Rule 8.
  13. The stream, whre the cattle stop to drink, is a safe space. Any number of steers from either or both ranches may stop here without penalty.
  14. Steers and cowboys may enter their home ranch only by exact count. Both the space between the top black line and the ranch fence, and the area inside the fence, are counted as separate spaces.

TO WIN THE GAME:

The player who gets all 7 steers and his cowboy inside his ranch fence first, WINS THE GAME.

4905-4X1