Quickdraw FAQ

General Rules

Order of operations:

  1. Select unit to activate.
  2. Select attack or ability to attempt.
  3. Target unit.
  4. Reveal attached ammo card.
  5. Resolve attack or ability if successful based on any modifiers.
  6. If all units are out of ammo, reload.

Reload timing: Reload happens as soon as you have no ammo attached to any of your units, regardless of how much ammo your opponent has. If your last unit with ammo attached is defeated on your opponent’s turn, reload immediately and take your next turn as normal. You never lose a turn because you are out of ammo.

Declaring attacks and abilities: You must declare which attack or ability you are attempting before revealing the ammo card.

Face-up and face-down ammo: The general principle is that you should never have to memorize anything, but hidden information stays hidden when it is still relevant. In practice:

  • A defeated unit added to the ammo deck goes in face-up.
  • Ammo attached to a defeated unit returns to the ammo deck face-down.
  • Ammo removed from play is always face-up.
  • Ammo discarded by Captain Blythe’s ability is discarded face-down.

Ongoing effects and defeated units: When a unit leaves the board, any ongoing effect it created ends. For example, defeating Snake immediately ends his -1 ammo effect, even though the card reads “until Snake’s next activation.”

Card Rulings

Captain Blythe: The order of operations is: the attacker declares Captain as the target, then Captain’s ability resolves, then the attack resolves.

The discarded ammo card can come from any Bandit that has ammo, including Captain himself.

Because Captain’s ability resolves first, it can defeat the shooter before their attack goes off. If that happens, the attack does not resolve. It’s hard to shoot when you’re dead.

Captain’s ability deals damage, it does not make an attack and it does not target. So it is unaffected by Lawman’s ability and by Deputy’s ability, both of which only apply to attacks and targeting. Captain still deals his damage in those situations.

Bruiser: “Nearest enemy” mean the enemy or enemies that are in the location closest to Bruiser. If Bruiser is in the street and on the Law’s side Trainee is in the street, Trainee is the “nearest enemy” to Bruiser. If the Law has no units in the street and Sheriff and Lawman are in the building, both Sheriff and Lawman are the “nearest enemy” to Bruiser.

Crazy Carl: Carl’s ability to deal 2 damage can only be activated if he moves to the street as a part of the action. If he is already in the street, he cannot deal 2 damage.

Sheriff: Sheriff cannot be defeated if she is the last Law unit standing and her opponents can only deal one damage. The order of operations would be enemy unit shoots and does one damage > Sheriff shoots > immediate reload after running out of ammo > Sheriff heals > repeat.

Please leave a comment if there are any additional questions and I will address and add to the FAQ as applicable.