Abilene is a board game set in the American West, published by Hexagames in 1983 and later by Schmidt Spiele. Players take on the roles of cowboys herding cattle to the town of Abilene, Kansas. The goal is to bring your healthy cattle to Abilene while avoiding sick cows. Players roll dice to move their cowboys, can capture enemy herds, and engage in dice duels when cowboys meet on the trail.
Components
Game board (trail map from ranches to Abilene)
Cowboy pawns (multiple per player, in player colors)
Cattle herd tokens (healthy and sick)
Dice (two six-sided dice)
Money tokens
Player screens or areas
Setup
Place the game board in the center of the table.
Each player takes cowboy pawns of their chosen color.
Distribute cattle herds to each player’s starting territory — herds include both healthy and sick cows (hidden from other players).
Place starting money as specified.
Determine first player.
Turn Structure
On each turn, a player:
Rolls two dice to determine movement points.
Distributes movement among up to two of their cowboys. Each cowboy receiving movement must use the full number of points assigned and may only change direction once per move.
Resolves any encounters (capture herds or engage in shootouts).
Actions
Movement
Roll two dice; the total provides movement points.
Divide the movement points between up to two cowboys (a single cowboy may receive all points).
A cowboy must use all assigned movement points.
Each cowboy may change direction only once during their move.
Capturing Herds
A cowboy can enter a neighbor’s field and capture an enemy herd by moving onto the space occupied by the herd.
The capturing player may inspect the herd for disease.
Captured herds are placed in an empty starting space in the capturing player’s territory.
Dice Duels (Shootouts)
When a cowboy moves onto a space occupied by an opposing cowboy, a dice duel occurs.
Both players roll a die; the higher roll wins.
The losing cowboy is sent back to their territory.
Delivering Cattle
Cowboys herd cattle toward Abilene by moving them along the trail.
Healthy cattle delivered to Abilene earn money for the player.
Sick cattle delivered to Abilene cost money.
Scoring / Victory Conditions
The game ends when 21 herds have arrived in Abilene. The player with the most money wins.
Special Rules & Edge Cases
Sick vs. healthy cattle: Players may not know which of their herds are sick until inspected. Strategic risk management is required when deciding which herds to drive.
Capture inspection: When capturing an enemy herd, you may check it for disease — this helps you decide whether to keep it.
Direction change limit: Cowboys may only change direction once per move, limiting maneuverability.
Herd placement after capture: Captured herds go to an empty starting space, not the capturer’s current position.
Player Reference
Action
Details
Roll dice
Roll 2d6 for movement points
Move cowboys
Split points between up to 2 cowboys; each changes direction at most once
Capture herd
Move cowboy onto enemy herd space; may inspect for disease
Dice duel
Both roll 1d6; higher wins, loser retreats
Deliver cattle
Move herd to Abilene; healthy = profit, sick = cost