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Dead Man's Hand box art

Dead Man's Hand

Players

2-6

Time

?-?

Age

11+

Weight

2.14

Rating

7.86

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with frequent interaction, but limited emphasis on cooperation.

Replay value

Dead Man's Hand has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers fresh experiences each time it is played and allows players to improve their strategies over time. The game also adapts well to different player counts without compromising its appeal or balance. Although it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Dead Man's Hand has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element overpowering the other. Overall, Dead Man's Hand offers a good balance between luck and player agency.

Overview

DEAD MAN'S HAND is the 28mm skirmish game by Great Escape Games. Bands of tough and wily Cowboys, stoic Lawmen, ruthless Outlaws and crazy Desperados fight for fame and respect in the Old West. With an accompanying range of 28mm miniatures and pre-painted buildings, now you can fight legendary gunfights of the historical Old West and the silver screen. This rule book contains all the rules you need to recreate your gunfights and twelve blood-soaked scenarios. Initiative order is determined randomly by placing cards face down next to each character. The cards are then revealed and play proceeds in the order of the cards from high to low. Various actions or cards can alter this if you so desire and are lucky enough but in general the winds of fate decide who goes when. Once activated each model has three actions each turn, these must be declared at the start of each figures activation. This speeds things up and allows you opponent to play the odd special effect on you and catch you off guard. Movement is simple. There are no terrain modifiers to worry about and other than reduced movement rates for climbing and jumping. Combat is fast and simple as befits the game, and while it is possible to kill somebody in a single shot attrition is going to be the real deciding factor for most characters. Weapons come in one of four types; Pistol, Rifle, Repeater and Shotgun.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Stuart McCorquodale Mark Wheatley

Publishers

2
Great Escape Games Studio Tomahawk

Linked items

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