The use of playing cards for resolving hexes was inspired, greatly increasing the 'western' feel of the game. Sadly it was also far too random, both in success/failure and range of effect. For our players this produced increasing dissatisfaction with their huckster over time. By the end of a half dozen adventures full of fizzled spells and backlash, to say nothing of many examples of the few offsetting outstanding successes happening only when they really weren't needed, every single Huckster player wanted a new character.
Of less importance, but still a concern- it also produces one of the most counter-intuitive things in the system. The more skilled the caster, the greater his danger as Better Skill = More Cards = Increased Chance of Backlash.
After a number of less invasive (and failed) attempts to produce a more consistent result, we ended up replacing the poker hand resolution method entirely with a die based system. Currently this is still undergoing play test and is subject to change.
Casting a hex is a multiple step process.
The Huckster selects the Hex he desires to cast and makes a Hexslingin' (Knowledge) roll.
Going bust on this roll causes backlash, roll 1d20 on the extended backlash table.
The Huckster consults the Hex Hands table below. He then selects a hand that is at least the minimum for the hex, but equal or less than the TN his Hexslingin' result hit.
The Manitou attempts to corrupt the magic by making an opposed roll vs. the Huckster's Gambling (Smarts) attribute using the dice indicated for the selected Hand.
If the Manitou wins the contest, backlash occurs. Roll the indicated die on the Extended Backlash Table. This die does not 'Ace'.
The huckster spends any required Fate Chips if the hex goes off successfully (backlash or not).
If desired, the Huckster may use a higher chip to pay for a lower cost (using a blue to pay for a Three of a Kind for example).
| Hex Hands | ||||
| Hand | TN | Fate Chip | Manitou | Backlash |
| Trick | 3 | 1d4 | 1d4 | |
| Ace | 5 | 2d4 | 1d6 | |
| Pair | 7 | 2d6 | 1d8 | |
| Jacks | 9 | 2d8 | 1d10 | |
| Two Pair | 11 | White | 2d10 | 1d12 |
| Three of a Kind | 13 | Red | 2d12 | 1d20 |
| Straight | 15 | Blue | 3d12 | 1d20 |
| Flush | 17 | Legend | 4d12 | 1d20 |
| Full House | 19 | Legend | 5d12 | 1d20 |
| Four of a Kind | 27 | Legend | 6d12 | 1d20 |
| Straight Flush | 33 | Legend | 7d12 | 1d20 |
| Royal Flush | 38 | Legend | 8d12 | 1d20 |
Under this system, the Old Hand edge allows the player to draw an additional Fate Chip at the beginning of each session. This chip may not be a legend chip (return it to the pot and draw again) and it can only be spent on the casting of a hex- either the casting itself, avoiding backlash, or paying for the higher hands.
If this chip is not spent by the end of the session, it is returned to the pot.
By spending extra time and effort, a huckster can increase his chances of casting a more powerful hex.
After selecting the hex to cast, the Huckster spends 1 action card to 'Up the Anti'. On his next action, the hex is cast normally. If successful, the Huckster increases the final power of the Hex by one hand.
Example: The Huckster spends an Action to 'Up the Anti". His next action, he rolls a 13 Hexslingin' and selects Three of a Kind. He then avoids backlash (opposed gambling roll vs. 2d12) and spends a Red Chip for the Three of a kind.
''Up the Anti' results in the successful hex going off with a Hand Strength of a Straight.
There are a number of conditions:
'Up the Anti' costs 1 action card. The hex to be cast must be selected on this card.
The huckster's next action must be the casting of the hex.
If anything prevents the next Action from casting the hex (including the huckster vamoosing to a different action) , the huckster suffers backlash- roll 1d10 on the Extended Backlash Table
The hucksters is surrounded by a flickering and crackling flow of mystical energy from when the 'Up the Anti' action is taken until the hex is cast. This is immediately obvious to any observers.
'Up the Anti' may not be applied to hexes that have a casting speed of Vamoosing or that take more than 1 action card to cast.
Bodyguard (change):
This Hex was one of the counter-balances for the highly undependable nature of Hexslingin', i.e. a rather dependable defense Hex. With the Hexslingin' improvements of these house rules- it's over-powered in its unmodified form. Use the following results table instead:
| Bodyguard | |
| Hand | Wound Levels |
| Jacks | 1 |
| Two Pair | 2 |
| Three of a Kind | 3 |
| Straight | 5 |
| Flush | 10 |
| Full House | 15 |
| Four of a Kind | 20 |
Confound (clarified):
This hex only affects non-combat rolls (there are other combat based hexes in the list).
Fortitude (removed):
Gamblers Luck (removed):
In this more dependable system, this hex would nearly become an endless supply of chips that in turn could be used to pay for yet more castings of this hex. It's removed from the game.
Helping Hand (removed):
Kentucky Windage (removed):
Penny Ante (clarified):
This hex only affects non-combat rolls (there are other combat based hexes in the list).
Rapid Fire (removed):
Rust (changed):
This hex is ineffective against Relics.
All Law Dogs Hexslinger Hexes (removed):
All hexes from this supplement are removed.