
Dead Man's Hand: Bushwhackers and Jayhawkers
- 2 players
- 15–45 min
- 2014

2013
Rules assistance for Dead Man's Hand
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Dead Man's Hand is a board game released in 2013 for 2–6 players, 45 minutes per game, and ages 11 and up. It was designed by Stuart McCorquodale and Mark Wheatley (II) and its main mechanics are Dice Rolling, Simulation, and Measurement Movement.
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.
Dead Man's Hand supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Dead Man's Hand is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Dead Man's Hand for ages 11 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Dead Man's Hand has a complexity rating of 2.1 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Dead Man's Hand belongs to these categories: Wargame, Miniatures, and American West. Its main mechanics are Dice Rolling, Simulation, and Measurement Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Dead Man's Hand are: Stuart McCorquodale and Mark Wheatley (II). These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Dead Man's Hand as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.