6d6 Shootouts – Free Download

Gun fights in the old west using the 6d6 RPG.

6d6 Shootouts

Ahead of Indiecon I’ve assembled some very rough PDFs with everything you need to play the game. These include cards, maps and some basic rules.


Note: The cards do not include enough bullets due to a limitation of the our system. You may want to reprint some pages or simply write ‘Bullet’ on a few blank cards to make up the numbers.

Everything is copyright 6d6 Fireball but the floor plans for the wild west town are released under a Creative Commons Share-A-Like Attribution license.

Version 0.50

This is very much an early release and not for the casual player. The rules are very limited and explain the specific rules for the 6d6 Shootouts and not the underlying 6d6 RPG. Consequently they don’t explain much about Flow or Pools though this might help.

It has also bee written in a rush and not proof read so I expect there to be many typos. My plan is to release improved versions every couple of weeks.

If you have any questions about the rules, comment below and I will answer them. This will help me work out what is missing from the document and help speed up the development process.


  1. Just a thought on the guns. It might be simpler to use “Reload” cards instead of individual bullet cards.

    A character could carry a six-shooter and five Reload cards instead of thirty individual Bullet cards.

    Pistol Reload
    Caliber (.44-40), Type (Bullet), Number (6)
    Dice (1d6+1)

    A card is discarded if you use the whole reload, but can be edited and returned to your equipment pile if only partially used.

    It might be slightly less realistic for the wild west time period, but it would work well with modern weapons that use magazines.

    Pistol Reload
    Caliber (9mm Para), Type (Magazine), Number (10)
    Dice (1d6+1)

  2. Hi,

    Um, I forgot to put anything about reloading and ammo in the rules.

    There is some background here – https://6d6rpg.com/rpg/6d6-rpg-guns-ammo/

    One of the design objectives of the 6d6 RPG was for a game where you don’t need a pencil during playing. Instead, everything should be kept track of by the position of the cards in your deck / pools. This was because it seemed pointless to have a card based game but to rely on traditional character sheet approaches to game mechanics.

    Before going further I better outline the actual rules.

    How to ammo / reloading in works 6d6 Shootouts:

    Guns don’t kill people, ammo does. The guns have no dice value, instead the bullets they contain do.

    When a loaded gun is placed in the pool, it has a pile of bullet cards underneath it (limited by the Capacity keyword) in an arrangement known as a stack. When fired a bullet is taken out of the gun and discarded. When there are no more bullets the gun is empty.

    To reload, a character must place a bullet in their dynamic pool (1 Flow – representing fishing the bullet out of your pocket) and then move it into the gun’s stack (1 Flow – representing the attention needed to get the bullet into the gun).

    This means that an average person can reload one bullet a round if doing nothing else. As a round is approx 6 seconds long, reloading a revolver takes 36 seconds.

    However, if you are skilled in the weapon, i.e. have the expertise card, you can do it faster.

    If the Expertise card is in your dynamic pool, bullets can be placed directly into the gun’s stack from the deck. with a single Flow. This represents how familiarity with the weapon speeds up reloading.

    A skilled shooter can now reload a revolver weapon in 18 seconds. Giving them a significant advantage.

    With modern, magazine weapons, the principle is the same except you only have to reload a ‘clip’. For an unskilled person, this is still a two step process (1 Flow to put the clip into the pool, another Flow to put the clip into the gun). For a skilled, the clip goes directly into the gun from the deck with 1 Flow.

    Thus, magazine based weapons reload a hell of a lot faster than revolvers etc.

    With magazine based weapons, despite my stated design aims, you will need a pencil to keep track of the ammo left in the clip. As you rightly observed, having a pile of 30 bullet cards for, say, an M-16 would be unwieldy.

    These rules try and strike a balance between realism and game play but they are very easy to tweak.

    If you want your 6d6 Shootouts to be more Hollywood in style, ignore the bullet cards and have your character blast away as often as they like. Or, to contain it a little bit, have them run out of bullets on a fumble.

    There are many ways to manage ammo consumption but different rules will suit different styles of games. Give my rules ago and then try your own and let me know how you get on.

    .-= Chris Tregenza´s last blog ..6d6 Shootouts – Free Download =-.

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