In the campaign you choose your own path. After every win the notice board shows two wanted posters: pick your next duel, the other poster stays on the board. After 5 gamblers the Stranger is waiting. A single lost duel ends the run.
Every poster names a bounty, paid in gold when you win. Harder house rules carry higher bounties. On Easy they pay ×0.75, on Hard ×1.5. A clear win adds +10 (25+ points ahead), a rout +25 (50+).
Beat a gambler on Normal or Hard and you win his die and his cup as a trophy for your collection.
In the demo the posters come from 4 gamblers, you pick 2 and then face the Stranger.
Hee hee... the dice whisper to me. They don't like you, they'll fly away.
Moonstruck
Each turn one open category is moonstruck: it scores DOUBLE, for both of you. The moon wanders every turn.
Every turn one open box scores ×2, for both players.
Easy there, friend. The bones just love me, watch the sixes come running.
Marked Hand
He cheats on whole turns, but a tell gives him away. Hit "Caught!" in time and his turn is voided.
Cheats on up to 3 turns per duel. Press “Caught!” in time: his turn is voided and you get +10 gold.
Big Michi keeps order at this table. That die there? Could be... evidence.
Road Toll
Seals lie on your 3 big categories. The first score on each seal pays him toll. A zero breaks a seal for free.
Seals lie on Yathsel, Large Straight and Four of a Kind. The first score on each costs you 8 points, which go to him.
So many husbands, so few who could roll. Do try to impress me, darling.
Widow's Veil
Her veil lies on one category: scoring it loses half the points (at most 10). After every score the veil wanders.
The veiled box loses half its points, at most 10.
Sit. Roll. The Hangman takes what he needs.
Gallows Grace
Every zero you score tightens a noose. At the third he executes your most precious open category, and it will score 0.
After 3 zeros he executes your most valuable open box (4 zeros on Easy).
Kneel. The bones are scripture, and I read what's written for you.
Foresight
Some turns he lays a card predicting where you will score. Hit his prediction and he cashes in. Play around it.
Up to 4 predictions per duel. Each one you hit gives him +10 points.
Feel the heat, stranger? Every point you win... burns so very easily.
Wildfire
Her strong scores set your open categories on fire. Score a burning one within 3 turns to douse it, or it chars and scores only half forever.
Up to 4 fires per duel, lit when she scores 12 or more. You have 3 turns to score a burning box.
Final boss of every campaign run.
You cleared the whole saloon. Now you play me. Every table has its rules, and I brought theirs.
The Stranger's Game
He plays weakened house rules of the gamblers you beat. Nobody knows which until he sits down.
Inherits 2 house rules of the gamblers you beat, at 60 % strength. No saloon twist in his duel.
On Easy his inherited rules are softened a second time. A softened Gallows Grace needs 4 zeros instead of 3.