Sheriff/Deputies: The outlaws and the renegade are dead.
Outlaws: The Sheriff is dead.
Renegade: Everybody but you is dead.
3 players: Face-up: 1 deputy, 1 outlaw, 1 renegade. Deputy needs to personally kill the Renegade, Renegade must personally kill the Outlaw, Outlaw must personally kill the Deputy. If someone else kills your target, you must be the last player left.
4 players: 1 sheriff, 1 renegade, 2 outlaws
5 players: 1 sheriff, 1 renegade, 2 outlaws, 1 deputy
6 players: 1 sheriff, 1 renegade, 3 outlaws, 1 deputy
7 players: 1 sheriff, 1 renegade, 3 outlaws, 2 deputies
8 players: 1 sheriff, 2 renegades, 3 outlaws, 2 deputies. Renegade only wins if they’re the last player left alive.
These “Role” cards are hidden and should not be disclosed.
The Sheriff gets one bonus bullet/life: that number is always their max life.
You can only keep as many cards in your hand at the end of your turn as you have life points.
If the Sheriff eliminates the Deputy, the Sheriff must discard all the cards they have in hand and in play.
Any player eliminating an Outlaw must draw a reward of three cards from the deck.
You do not get elimination rewards for kills via dynamite.
If you eliminate yourself accidentally, no one gets the reward.
1. Draw two cards
2. Play any number of cards, if you want.
a. You can only play one BANG! card per turn unless you have a special power allowing you to play more than one.
b. You can only have one weapon in play.
c. You can only have one copy of any one card in play. You cannot for example have two barrels in play.
3. Discard excess cards
You are by default at a distance of one from the “living” players physically next to you. You are two away from people next to them, and so on. Various weapons and cards can affect that distance.
Weapons don’t change the distance between players, just whom you can reach with a BANG! card.
If you forget to account for the correct distance during an event, you can correct this until the next card is drawn. After the next card is drawn, the event has happened.
When you lose your last life point, you are eliminated and your game is over, unless you immediately play a Beer (and only a Beer)*. When you are eliminated, show your role card and discard all the cards you have in hand and in play.
*: Beer no longer has any effect once there are only two players left.
Some of the new cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards. To use an effect, you must take the card from in front of you and discard it. However, you cannot use green bordered cards on the same turn in which you have played them.
Each green-bordered card shows the symbols which explain its effect(s). Only the cards with a Missed! Symbol can be used out of turn.
Green-bordered cards can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like the blue-bordered cards.
Note that if you take a green card with cards like Panic! or Rag Time, you cannot use it on the same turn. In fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.
Example 1 : You play a Sombrero in front of you. Starting with the next player’s turn, you can discard it for the effect.
Example 2 : You play a Derringer in front of you. During one of your following turns, provided you still have the card in front of you, you can choose to discard it to cause a BANG! on a player at a distance of 1, and also draw a card from the deck.
The game proceeds as normal BANG! with these changes: the Sheriff shuffles these cards separate from the regular cards face down and puts A Fistful of Cards on top.
Then he puts this stack face up near himself.
Starting with his second turn, before the Sheriff takes his turn, he removes the first card off the stack (taking care so that only the next card is revealed).
He reads the card aloud, and then puts it in the centre of the table creating a “Fistful of Cards” pile. The card on top of this pile is now in play, and players must follow its effects until it is covered by a new card.
“At the start of his turn” means the card takes effect before any other action. A Fistful of Cards stays in effect until the game ends.
The game proceeds as normal BANG! with these changes: the Sheriff shuffles these cards separate from the regular cards face down and puts High Noon on top. Then he puts this stack face up near himself.
Starting with his second turn, before the Sheriff takes his turn, he removes the first card off the stack (taking care so that only the next card is revealed). He reads the card aloud, and then puts it in the center of the table creating a “High Noon” pile. The card on top of the High Noon pile is now in play, and players must follow its effects until it is covered by a new card.
“At the start of his turn” means the card takes affect before any other action.
High Noon stays in effect until the game ends.
(4 life points) : each time he loses a life point, he immediately draws a card from the deck.
(4 life points) : during the phase 1 of his turn, he must show the second card he draws: if it's Heart or Diamonds (just like a "draw!"), he draws one additional card (without revealing it).
(4 life points) : she can use BANG! cards as Missed! cards and vice versa. If she plays a Missed! card as a BANG!, she cannot play another BANG! card that turn (unless she has a Volcanic in play).
(3 life points) : each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life point). If that player has no more cards, too bad! Note that Dynamite damages are not caused by any player.
(4 life points) : during phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck.
(4 life points) : he is considered to have a Barrel card in play at all times; he can ?raw!?when he is the target of a BANG!, and on a Heart he is missed. If he has another real Barrel card in play, he can count both of them, giving him two chances to cancel the BANG! before playing a Missed! card.
(3 life points) : during the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.
(4 life points) : each time he is required to "draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterwards.
(3 life points) : he is considered to have a Mustang card in play at all times; all other players must add 1 to the distance to him. If he has another real Mustang card in play, he can count both of them, increasing all distances to him by a total of 2).
(4 life points) : during the first phase of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then, he draws the second card from the deck.
(4 life points) : she is considered to have an Appaloosa card in play at all times; she sees the other players at a distance decreased by 1. If she has another real Appaloosa card in play, she can count both of them, reducing her distance to all other players by a total of 2.
(4 life points): at any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. But remember: you cannot have more life points than your starting amount!
(4 life points): players trying to cancel his BANG! cards need to play 2 Missed! cards. The Barrel effect, if successfully used, only counts as one Missed!. This effect only applies to BANG! cards played and no other card type.
(4 life points): as soon as she has no cards in her hand, she draws a card from the draw pile.
(4 life points): whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. Note: If a Sheriff Vulture Sam eliminates a Deputy, they take all the Deputy’s cards and then discards all cards.
(4 life points): he can play any number of BANG! cards during his turn.
(3 life points): he is unaffected by cards from the suit of Diamonds played by the other players. During a Duel, his ability does not work.
(4 life points) : during her turn, no card in front of any other player has any effect. This applies both to the blue- as well as to the green-bordered cards.
(4 life points) : during phase 1 of his turn, he draws 1 card, plus 1 card for each injury (lost life point) he currently suffers. So, if he is at full life, he draws 1 card; with one life point less, he draws 2 cards; with two life points less, he draws 3 cards, and so forth.
(4 life points) : during his turn, he can choose to lose 1 life point to draw 2 cards from the deck. He may also use this ability more than once in the same turn; however, he cannot choose to lose his last life point this way.
(4 life points) : once during his turn, he can discard any two cards from his hand for the effect of a BANG! against a player within range of his weapon. This ability does not count towards his limit of one BANG! card per turn. To hit Apache Kid in this way, at least one of the two discarded cards must not be a Diamond.
(3 life points) : she can use any card in her hand as a Missed!.
(4 life points) :each time another character is eliminated, he regains 2 life points. As usual, he cannot exceed his initial number of life points in this way.
(4 life points) : each time another character is eliminated, he draws 2 extra cards from the deck. So, if he kills an Outlaw himself, he draws 5 cards.
(4 life points) : during his turn he can discard a blue-bordered card from his hand to draw 2 cards from the deck. He may use this ability twice per turn.
(4 life points) : each time she plays or voluntarily discards a Missed!, Beer, or BANG! card when it is not her turn, she draws one card from the deck. If she discards a BANG! during a Duel, she does not draw her replacement cards until the end of the Duel, when she would draw one card for each BANG! she used during the Duel. Cards that she is forced to discard due to cards like Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
(4 life points) : during phase 1 of his turn, he may choose to draw the usual two cards from the deck, or, instead draw one card (and this one card only) from in play and add it to his hand. The card can be in front of any player, and can be either a blue-bordered card or a green-bordered card.
(3 life points) : during phase 1 of his turn, he draws 3 cards instead of 2.
(3 life points) : in phase 3 of his turn, he can hold up to 10 cards in his hand. He does not have to discard any cards if he has more cards than the number of life points he has left, but less than 11.
(4 life points) : each time he plays a Beer, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
(3 life points) : at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other character still in play. Until her next turn, she has the same ability as that character
(3 life points) : He draws one card more than the number of players, keeps two for himself, then gives one to each player.
(4 life points) : Each time he puts a card into player, all other cards in play at that time with the same name are discarded.
(4 life points) : Once during his turn, he may play any card from hand as a General Store
Each card shows one or more symbols that show the effect(s) of the card.
Missed! (see BANG! and Missed!)
A BANG! (see BANG! and Missed!)
Regard one life point. Only the player playing this card benefits from this effect, unless otherwise stated.
Draw a cards. If "any player" is specified (see that symbol), then you can draw a random card from his hand, or you can choose one "in play" in front of him. If no player is specified, draw the top card of the deck. In any case, cards drawn are added to your hand.
Force a discard a card. You can force a specified player to discard a random card from his hand, or you can choose and discard one card "in play" in front of him.
It specifies that you can apply the effect to any chosen player, regardless of the distance.
It indicates that the effect applies to all the other players � i.e. not the player who played the card -, regardless of the distance.
This effect applies to any one player, provided that he is within a reachable distance.
This means that the effect applies to any one player at a distance of 1. Mustang and Appaloosa can alter this distance, but weapons in play do not.
The player with this card in play sees all other players at a distance decreased by 1 (see Appaloosa).
The player with this card in play is seen by all other players at a distance increased by 1 (see Mustang).
Each time you are the target of a BANG!, "draw!": on Heart, that shot is automatically missed. Works against any cards showing a BANG! symbol.
The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
Note: it isn't possible to play card Missed! thru Duel, Duel is not card BANG!
When you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
Cancel a BANG!, then draw a card.
Regain 1 life point.
Discard a card from player of your choice, or a card from the hand at random, from any one player of your choice.
Cancels a BANG!
Draw a card from play of your choice, or a card from the hand at random, from any one player of your choice.
A BANG! at distance 1, then draw a card.
A BANG! to any one player of your choice.
A BANG! to all other players.
A BANG! at a target at reachable distance.
Cancels a BANG!
Draw 3 cards from the deck.
A distance 1 BANG!.
A BANG! to a player at distance 1.
(Hideout) All other players see you at a distance increased by 1.
(Discard a card) Discard a random card from hand, or a card from play, from each player in play.
(Discard a card) Draw a card in play, or a random card from hand, from any one player of your choice.
Cancel a BANG!, then draw a card.
(Binoculars) You see all other players at a distance decreased by 1.
Cancels a BANG!
(Discard a card) A BANG! to all players.
(Discard a card) Any one player of your choice regains 1 life point.
(Discard a card) Regain 2 life points.
At the beginning of your turn, you are the target of as many BANG!s as the number of cards in your hand.
In phase 1 of your turn, you must draw from the discard pile if possible. If you can, then for the whole turn you play cards face down on the draw deck.
The distance between any two players is 1. This is modified as normal by cards in play.
At the beginning of your turn, you may lose one life (not your last one!) to give one life to any player you choose.
On your turn, if you were the first player eliminated, you come back into play with 2 life and 2 cards until killed again.
You may skip phase 1 to regain 1 life point.
Cards in play in front of all players have no effect for the entire round.
During phase 1 of your player's turn, you must show the 2nd card drawn. If possible, that card must be played that turn.
Instead of drawing in phase 1, you must guess if the suit color of the top card on the deck is red or black. You then draw and show it: if you guessed right, you keep it. Repeat until you guess wrong, then proceed to phase 2.
At the end of phase 2 of your turn, you may discard any number od cards from your hand and then draw an equal number from the deck (only once!).
You may discard a BANG! card against a card in play in front of any player: each card is discarded if its owner does not play a Missed! card. You may do this as long as you have BANG! cards.
When Russian Roulette enters play, starting from the Sheriff each player discards a Missed!, until one player does not: that player loses 2 life points and the Roulette stops.
During your turn, you may discard 2 BANG! cards together and target a player: this counts as a BANG! but it may only be cancelled by 2 Missed! cards.
For the whole round, you cannot play cards in front of yourself or any other player.
At the end of your turn, you "draw!": on a Heart, you play another turn ( but you do not "draw!" again).
The suit of all cards is Hearts(♥) for the whole round.
The suit of all cards is Spades(♠) for the whole round.
When The Daltons enters play, each player who has any (blue) cards in front of him, chooses one of them and discards it.
When The Doctor enters play, the player(s) still in game with the fewest current life points regain(s) 1 life point.
During their turns, eliminated players return to the game as ghost. They draw 3 cards instead of 2, and cannot die. At the end of thier turn, they are eliminated again.
The game proceeds counter-clockwise for one whole round, always starting with the Sheriff. All card effects proceed clockwise.
After drawing his cards in phase 1, the player whose turn it is names a suit(♠,♣,♥,♦): he can only play cards of that suit during his turn.
All characters lose their special abilities for the whole round.
Each player loses 1 life point at the start of his turn.
At the beginning of their turn, each player looks at the character he is using to keep track of his life points. He may switch to the new identity for the rest of the game, starting with 2 life points.
Players cannot play any Beer cards for the whole round.
Each player cannot use BANG! cards during his turn.
Each player can play a second BANG! card during his turn.
Each player only draws his first card, not the second one, during phase 1 of his turn.
Each player draws one extra card at the end of phase 1 of his turn.