Skizo 1: Maximum aim on a hex is 4 aim points.
Skizo 2: BE hits must be placed somewhere visible i.e. not as CRIT or VITAL hits.
Skizo 3: Once one of the players have completed the planning of his turn and placed his set up action on the table the other players have a maximum of 60 seconds to select and place action cards. Characters are assumed to do nothing for the remaining segments if the players have not played any action cards or not enough cards to complete the turn.
12.44 He loses his aim when he reveals any action except TURN. EXCEPTION: He keeps his aim when he reveals SHOOT, THROW or
COCK/AIM/SHOOT, if he does not cock the gun and he keeps his old target, or names a new target who is within one hex of his old target
(see rule 12.5). If he cocks the gun, he loses his aim. He keeps his aim if he uses SHOOT or THROW to do nothing.
[Comments: It should be possible to aim and throw as per rule 17.11 and THROW has been left out of this rule.]
There are two types of money bags - small and large.
5.1.1 When a gun fires or explodes, a smoke marker is put in its hex. Add one to hit card range for each smoke hex a LOS enters or passes through on the way to a target. Smoke markers are removed after five segments (the segment after which the gun fired or exploded is counted as the first of the five segments). Note that smoke markers are placed after all actions in that segment are executed.
5.1.2 A hex can at most contain one smoke marker. If a smoke marker is placed in a hex already containing a smoke marker the new marker replaces the old marker such that there is 5 segments until the smoke clears from the hex as per 5.1.1.
The rules for horses suck!
River (This optional rule relates to the River map board): The river is deep and the current is fast and strong. A DOWN character in any of the water hexes except the two ford hexes (R14 and S15) is dead as if the character had entered the well hex.
WH1: A character in any of the 8 water hexes should draw 1 delay card when executing a foot action except TURN.