2. 6 LOCATION MARKERS
6 LOCATION TRACKERS
1 TURN TRACKER
2 TOY GUNS
1
1
BOTTLE (2 PIECES)
30 GUN CARDS
20 WHITE FLAG CARDS
104 ITEM CARDS
6 TOY GUN BULLETS
SET PTS:
0 6 0 16
Crystal Flower
REPOSITION TOP 3
CARDS IN DECK: 3 PTS
Tall Glass
of Water Slight of Hand
DRA
W 2, TRADE ONE FOR
ONE OF YOUR CARDS,
REPOSITIO
N EXTRAS:2PTS
SET PTS:
1 3 5 8 12
White Flag
DUELING GUN
(DISCARD
AFTER USE)
VALIANT GUN
DEADLY GUN
You and your fellow bounty hunters are seeking out
amazing treasures and rewards, but in your heart
of hearts you are competing for the ultimate prize:
TO BECOME THE FASTEST
GUN IN THE WORLD.
In this strategic card collecting game, you and
other gunslingers get the most points by winning
and stacking multiples of each treasure or reward,
but gaining the cards takes some work!
The key to winning is by getting the best
combination of items and outsmarting your
opponents!
CONTENTS
GUNS A
BLAZIN’
3
1 2
1 2
3
4
5
6
7
8
9
10
B
E
A
T
S
B
E
A
T
S
BEATS
GUN
HIERARCHY
DUELS ALL
GUNS (INCLUDING
ACOLYTE)
BEATS ALL
OTHER GUNS
R
O
U
N
D
T
R
A
C
K
E
R
1
FRONT BACK
x1
CHIPBOARD
PRINT DOUBLE SIDED
x1
CHIPBOARD
PRINT DOUBLE SIDED
GOAT LORDE
1 1
1
WATCH THE RULES!
IT’S EASIER!
www.gatwickgames.com/lnlrules
1
2
3
4
5
6
7
8
9
1
B
E
A
T
S
B
E
A
T
S
BEATS
GUN
HIERARCHY
DUELS ALL
GUNS (INCLUDING
ACOLYTE)
BEATS ALL
OTHER GUNS
R
O
U
N
D
T
R
A
C
K
E
R
3. QUICK START
1 Choose characters (gun cards) and set up # locations
based on the number of players participating.
4 Once revealed, players that select a location that no
other players selected will immediately pick up that
card and place it in front of them face up.
5 Players that land on the same location as one other
player will duel by placing a gun card face down.
If players tie (playing the same gun card), then players
will draw the toy guns quickly and shoot the bottle in
the center of the table. The fastest shot wins the item!
6 If 3 or more players select the same location, then
those 3 players redo their selections after others
resolve their locations.
7 Players that lose duels, lose a card,
or miss an opportunity to gain a
card, will pick up a white flag card.
8 After 10 rounds count up points to see who wins!
Everyone will pick the card they want
by secretly selecting the location
number with their Player Tracker; all
players reveal their choices at the same time.
3
1
6 5
4
3
2
Choose which items you will play with - examples
below: *See # of Item Cards Pg. 4
Shuffle cards together and flip over 1 card for each
location marker.
2
BASIC
orange green red
UNIQUE ACTION
4 PTS FOR 6
COLLECTION TYPES
Bullet
Collection
2 PTS PER, MOST
BADGES: +4 PTS
Badge of
Humility
REPOSITION TOP 3
CARDS IN DECK: 3 PTS
Tall Glass
of Water
STEAL A CARD: -2 PTS
VICTIM: +1 WHITE FLAG
Sleeping Dart
DRA
W 3, KEEP 1
REPOSITION EXTRAS
Keys of Power Slight of Hand
DRA
W 2, TRADE ONE FOR
ONE OF YOUR CARDS,
REPOSITION EXTRAS:2PTS
SET PTS:
-2 7
Snake Oil
SET PTS:
0 6 0 16
Crystal Flower
SET PTS:
2 3 10
Golden Compass
SET PTS:
1 3 5 8 12
White Flag
3
2
1
Hogwash
MOST SYMBOLS: 9 PTS
2ND 6 PTS, 3RD 4 PTS
4TH+ 2 PTS
COPY ONE OF
YOUR CARDS
Copy Cat
SET PTS PER UNIQUE:
2 5 9 16
Queens
Jewels
2
DUELING GUN
(DISCARD AFTER USE)
VALIANT GUN DEADLY GUN DEADLY GUN
PLAY
GUN
CARDS
4. SET UP
1 Place a location tracker for each player participating in
the game on the table in numerical order. (For
example, use numbers 1-3 in a 3 player game)
BASIC
orange green red
UNIQUE ACTION
Choose which items to play (choose some items from
each section):
Shuffle them, and place them face down next to the
location markers. *See # of Item Cards Pg. 4
2
Set the white flag cards face up near the location
markers.
4
Flip over one card from the top of the deck for each
location marker and place each one directly
beneath a location marker.
3 Put together the chipboard bottle and place it in the
middle of the table equidistant from each player.
8
5 Place the guns and bullets near the play area.
6 Each player will pick a character and take their
respective 5 gun cards and 1 location tracker.
7 Place the turn tracker in the middle of the table
and set it to 1.
2
1
4
3
5
7
8
6
3
1
2
3
4
5
6
7
8
9
1
B
E
A
T
S
B
E
A
T
S
BEATS
GUN
HIERARCHY
DUELS ALL
GUNS (INCLUDING
ACOLYTE)
BEATS ALL
OTHER GUNS
R
O
U
N
D
T
R
A
C
K
E
R
SET PTS:
1 3 5 8 12
White Flag
5. During this phase, all players will decide
which of the face up cards they want and
secretly select it using their location
tracker. After doing so, cover your tracker
with your hand or place it face down.
Once all players have selected their location,
they will reveal their trackers together. Three
outcomes can happen, resolve them in this
order:
When playing out this phase, always start resolving pick
ups, duels, actions, etc on the location with the lowest
number, then continue to the next location.
If nobody else also selected the same location as
you, take the card from that location and put it in
front of you face up, adding it to your collection.
Resolve any actions immediately.
1
If exactly one other player selected the same
location as you, a Duel happens (see Resolve
Duels Section).
2
If 3 or more players select the same location, its too
crowded! You and those players will redo the Pick
Items phase with only those players after others
resolve their locations (see 3-Way Ties section).
3
PickItems
NOTE By selecting certain cards, actions may
happen immediately. When an action happens,
it also may affect other aspects of the game
before another player resolves any actions
associated with a card that they selected.
1
6
5
4
3
2
GAMEPLAY
# OF ITEM CARDS
When choosing which cards to use, refer to the
chart below for the number of item types to use
depending on how many players are playing.
Refer to Item Cards on Pg 8 for card type info.
When selecting a card to use, add in all
of the cards of that item.
# OF
PLAYERS
# OF
BASIC
ITEMS
# OF
UNIQUE
ITEMS
# OF
ACTION
ITEMS
2*
3
4
5
6
3
3
4
5
6
1
2
2
2
3
2
2
3
3
3
Each game plays over 10 rounds,
and each round consists of 4 phases:
ROUNDS
PickItems Resolve Duels
Replenish ItemS
3-waytie SET PTS:
0 6 0 16
Crystal Flower
REPOSITION TOP 3
CARDS IN DECK: 3 PTS
Tall Glass
of Water
SET PTS:
2 3 10
Golden Compass
Slight of Hand
DRA
W 2, TRADE ONE FOR
ONE OF YOUR CARDS,
REPOSITION
EXTRAS:2PTS
NOTE While we recommend the above
quantities for Gameplay, you may try
different combinations of Item Cards, as long
as the total is at least 10 cards per player,
but not more than 15 per Player.
Example: In a three player game, you would
need at least 30 cards, and could choose 5
Action Cards (10 Cards) 4 Unique Cards (16
Cards), and 1 Basic Card (8 Cards), which is
34 Cards total.
4
*Refer to 2 Player Rules on Pg 7
3
SET PTS PER UNIQUE:
2 5 9 16
Queens
Jewels
6. NOTE After using the Valiant, Deadly and Sneaky
gun cards, place them back in your hand for
future use. These cards will never be discarded.
The Acolyte gun and the Duel gun are only used
once per game. If you use one of these guns, set
them aside in a discarded pile.
If you select a location that exactly one other player
selected, then you will duel. Duels are resolved in order from
the lowest location to the highest, in numerical order.
TO BEGIN A DUEL each player chooses one of their 5 gun
cards and places it face down in front of themselves. (Refer
to the Duel Hierarchy to know which gun beats the others.)
When both players are ready, they flip over their cards at the
same time. If you win the duel, gain the item card. If you lose,
gain a white Flag Card.
*BEFORE DUELING, decide how to resolve a tie (when two
players play the same gun) or a Duel Gun by referring to the
Shootout section on Pg 6.
Resolve Duels
> > >
A Valiant Gun beats a Deadly Gun, a Deadly Gun beats a
Sneaky Gun, and a Sneaky beats a Valiant Gun
>
An Acolyte beats all other Guns.
DUEL HIERARCHY
=
A Duel Gun starts a Bottle Duel (or Formal Duel) with toy guns.
=
*A TIE! Refer to Shootout Page
An Acolyte does not beat a Duel gun, if both are played,
the players resolve the duel with a Bottle (or Formal) Duel.
If 3 or more players selected the same location (i.e. went
for the same card), redo the Pick Items phase with only
those players. Do so after resolving the other locations first.
If 3 or more players select the same location a second
time then the item card on that location will be discarded
and all 3+ players receive a white flag card.
If, during the redo, 3 or more players select another location
that was not previously picked this round, then go again until
a location has been chosen twice or locations are resolved.
3-waytie
NOTE In a 6 player game it’s possible that two
different locations could have this happen in
which case all 6 players will redo the round.
TYPES OF GUNS
DUEL GUN
ACOLYTE GUN DEADLY GUN
VALIANT GUN SNEAKY GUN
5
7. Ties (same gun card played) are resolved by grabbing the
guns and shooting at the bottle as quickly as you can. The
first player to hit the bottle gains the card from the location
that both players selected. If you miss the first shot,
continue loading and shooting until someone hits the bottle
in the middle of the table. *Stay seated for this version!
SET UP Identify which gun you will be grabbing before
revealing cards. Make sure both guns are either cocked or
uncocked (you decide) so that one player does not have an
advantage. A bullet may be loaded into the gun already.
RULES When shooting the bottle - the guns must be behind
the plane of the table when shot. If your hand or gun passes
the plane of the table while shooting, then the shot does
not count and you continue shooting until the bottle is hit.
DUEL GUN When the duel gun is played, both players
prepare for a Bottle Duel: A player who is not involved is
designated as the “Yeller”. That player chooses when to yell
“Draw!” and both players grab the guns off of the table to
shoot the bottle as fast as possible.
BOTTLE DUEL RULES Players cannot touch the guns before
the Duel begins, and their hands will stay at their sides until
the Yeller says “Draw!” All other rules are the same as the
Bottle Shootout above.
NOTE If at any time the winner is too close to call, or
you are unsure who shot each other first or the
bottle first, resolve the depute by performing a
Bottle Duel.
Ties in this way are resolved by shooting each other!
SET UP Before you play your gun card down, place guns 10
feet apart on the ground. Also decide which gun each player
will run to in case of a tie.
As soon as you see a tie (same gun card played) you grab 1
bullet from the center of the table (for ammo) and quickly
run to your gun! Then the game is on! Dodge, run, hide! If
you miss, reload, shoot, grab one of the extra bullets, or try
to find another bullet to shoot. The first player to hit the
other player with a bullet wins the card!
DUEL GUN If a duel gun is played, even if two duel guns
are played, players will initiate a Formal Duel.
FORMAL DUEL Each player will grab a gun, cock it, and
stand back to back. They will then take 3 steps forward
(announcing each step) and then turn around to the shoot
off! Dodge, run, hide! If both of you miss, you can grab one
of the extra bullets to reload, or try to find another bullet to
shoot.
The first player to successfully shoot the other player wins
and gets the card from the location that the players had
both selected.
The loser of each duel, whether it is a formal duel or a card
duel, will pick up a white flag.
SHOOTOUT *CHOOSE HOW TO RESOLVE TIES BEFORE GAME STARTS*
FOR TIES (PLAYING SAME CARD) & DUELS WARNING NEVER SHOOT TOY GUN AT FACE OR EYES OF ANOTHER
PLAYER. GATWICK GAMES, LLC OR ITS AFFILIATES ARE NOT
LIABLE FOR DAMAGE OR INJURY CAUSED BY USE OF TOY GUNS.
WILD WILD SHOOTOUT
PLACE GUNS 10 FEET APART WITH 1 BULLET EACH
3...
2...
1...
STANDARD BOTTLE SHOOTOUT
SEATED, LESS MOVING, NOT SHOOTING AT EACH OTHER
6
CHOOSE 1 OF 2 OPTIONS
8. GAME END
2 PLAYER RULES
After round 10 has ended, the game ends and players will
count up their points (see Item Cards for points).
In the case of a tie, players will perform a bottle or formal
duel to determine the winner!
THE PLAYER WITH
THE MOST POINTS WINS!
Each round ends by replenishing the locations with face
up item cards. Flip over a card from the deck on to each
of the empty locations starting at the lowest numerical
location, and then move the round marker to the next
number on the round tracker. Start a new round!
*Do not replenish locations until the end of the round!
CARD BALANCE Before playing, on all basic items -
remove 2 cards from each item set you select.
3 LOCATIONS When playing the game, you have the
option of playing with a 3rd location marker for more
choices.
DUEL CARD When played, instead of a designated
third player yelling “draw!” players get ready and
together they say “3,2,1 Draw!” and on draw, they
both draw a toy gun and shoot at the bottle/each other,
resolving the conflict the same way as normal duels.
SET PTS:
0 6 0 16
Crystal Flower
REPOSITION TOP 3
CARDS IN DECK: 3 PTS
Tall Glass
of Water
SET PTS:
2 3 10
Golden Compass
Slight of Hand
DRA
W 2, TRADE ONE FOR
ONE OF YOUR CARDS,
REPOSITIO
N EXTRAS:2PTS
Replenish Item Cards
1
2
3
4
5
6
7
8
9
10
B
E
A
T
S
B
E
A
T
S
BEATS
GUN
HIERARCHY
DUELS ALL
GUNS (INCLUDING
ACOLYTE)
BEATS ALL
OTHER GUNS
R
O
U
N
D
T
R
A
C
K
E
R
1
2
3
4
5
6
7
8
9
2
B
E
A
T
S
B
E
A
T
S
BEATS
GUN
HIERARCHY
DUELS ALL
GUNS (INCLUDING
ACOLYTE)
BEATS ALL
OTHER GUNS
R
O
U
N
D
T
R
A
C
K
E
R
OTHER WAYS
TO PLAY
Sometimes players may not have enough room or even not
want to shoot the guns. The game is still fun without them!
For a more relaxed alternative to resolve ties in duels,
simply continue placing gun cards down until a winner is
decided. If there is a tie on a duel gun or acolyte, continue
playing. In this method, a Duel Gun acts as an acolyte. You
can still only use those guns one time.
You may also toss a coin to resolve disputes.
For less conflict when picking item cards, use an extra
location marker. For example, if 3 players are participating
in the game, place 4 location markers on the table.
7
3
2
1
Hogwash
MOST SYMBOLS: 9 PTS
2ND 6 PTS, 3RD 4 PTS
4TH+ 2 PTS
COPY ONE OF
YOUR CARDS
Copy Cat
TURN ROUND
TRACKER
REPLENISH
ITEM CARDS
9. ITEM CARDS
BASIC CARDS
Basic cards are the main source of gaining points. Basic Cards
have 8-10 Cards per Item. Complete Set: Varies from 2-5
Cards per set.
PERMANENT CARDS
Permanent cards are used in every game. Complete Set: 5 Cards
WHITE FLAG CARDS (20)
Do not shuffle these in with the other
cards, just set them aside at the start of
the game. If you run out of White Flags
Cards, use the extra unused cards from
the box to represent White Flags.
1 Card = 1 Point | 2 Cards = 3 points | 3 cards = 5 points.
4 Cards = 8 Points | 5 Cards = 12 Points.
2 Golden Compasses = 3 Points
3 Golden Compasses = 10 points
GOLDEN COMPASS (9)
1 Golden Compass = 2 Points
HOGWASH (8)
Hogwash cards consist of 2 head
symbols and 3 head symbols (shown
on the top of the cards). The player
that has the most heads, not cards, at
the end of the game gets 9 points. The
player with the next most heads gets 6 points. The next
player gets 4, then all other players with a Hogwash Card
get 2 Points. *Note: To receive points you must have at
least one Hogwash card.
IN THE CASE OF A TIE, players share points and the next
place points are skipped. For example, if Trent and Mary
both get 4 Hogwash heads and have more than everyone
else, they both get 9 points. Zac, who has 3 heads and the
next most, only gets 4 points.
QUEEN’S JEWELS (8)
There are 4 different colored jewels on the
top of the Queen’s Jewels cards.
*If you ever have
duplicate jewels,
the duplicate
starts a new set.
1 Jewel = 2 Points
2 Unique Jewels = 5 Points
3 Unique Jewels = 9 Points
4 Unique Jewels = 16 Points
TOTEMS OF KNOWLEDGE (10)
1 Totem = 2 Points
2 Totems = 4 Points
5 Totems = 18 Points
3 Totems = 8 Points
4 Totems = 12 Points
BOOTS OF SPEED (8)
2 Boots = 6 Points
1 Boot = 0 Points
SNAKE OIL (8)
2 Snake Oils = 7 Points
1 Snake Oil = -2 Points
CRYSTAL FLOWER (8)
1 Flower = 0 Points
2 Flowers = 6 Points
3 Flowers = 0 Points
4 Flowers = 16 Points
8
BASIC RULES:
1. With all items, once a set is complete, players may start
another set, beginning at the 1st card value..
2. Fulfill actions on items in order, starting with the lowest
location #. For example, if more than one player needs to
draw from the deck, start with the item from the lowest
numbered location and then ascend in numerical order.
*Note: When you draw a card that has an action on it, you
perform the action immediately. Hogwash
MOST SYMBOLS: 9 PTS
2ND 6 PTS, 3RD 4 PTS
4TH+ 2 PTS
Hogwash
MOST SYMBOLS: 9 PTS
2ND 6 PTS, 3RD 4 PTS
4TH+ 2 PTS
+ = 5 Head Symbols
10. LUCKY 4 LEAF CLOVER (6)
On obtaining a 3rd Lucky 4 Leaf Clover, a
player will immediately draw a card from
the top of the draw pile.
1 Clover = 2 Point
3 Clovers = 7 Points
2 Clovers = 5 Points
SHERIFF’S BADGE (4)
The most recently obtained Sheriff’s
Badge is worth 5 points. All other
previously obtained Sheriff’s Badges are
each only worth 2 points. If multiple are
chosen the same round, the highest #
location becomes the most recent.
GOLD (5)
Gold is worth 3 points each.
BADGE OF HUMILITY (6)
Each badge of humility is worth 2 points,
and the player with the most at the end of
the game scores an additional 4 points.
If there is a tie for the most, all tied
players get the extra 4 points.
UNIQUE CARDS
Unique cards can act like basic sets, but sometimes have
unique actions/rules as well. Each Unique Item Set has less
total cards (4-6).
COLLECTION OF BULLETS (4)
This card gives you 4 points for having
at least 6 different types of cards.
The White Flag counts towards this, as
well as the Collection of Bullets card
itself. The names of the item cards are what distinguishes
a type of item.
For example, with the Queen’s Jewels, even though some
of the cards have different jewels on them, they are all
still the same type of card.
TALL GLASS OF WATER (4)
Immediately look at the top three cards
of the deck. You may reposition the
cards to any position in the deck. This
card is worth 3 points.
ACTION CARDS
COPY CAT (2)
The Copy Cat copies the exact points and
ability of any one of the cards in front of
you. Once you choose a card to copy, it
represents that card until the end of the
game. If someone steals it, the card will
copy a card of the new owner.
If it copies a Queen’s Jewels then it copies
that exact jewel, not counting as a new
unique jewel. For Hogwash, it copies the
same number of heads on the card.
If the copy cat is chosen the first round, it
becomes the second card you receive
(including a White Flag).
KEYS OF POWER (2)
Draw 3 cards from the top of the deck,
pick one to keep, and reposition the extras
to any position in the deck. If the card you
pick has an action associated with it, you
perform the action.
DYNAMITE (2)
Choose 2 cards that are in front of you
and discard them.
This card is worth 5 points.
If you obtain this card in the first round
then you lucked out and don’t have to
discard any cards (since you don’t have
any cards). In the 2nd round if you obtain
this, you do have to discard the one card
you have.
9