BANG!
4 - 7 players
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BANG! is a shootout game,
between a group of Outlaws and the Sheriff,
who is their primary target.
The Deputies incognitos help the Sheriff,
but there is also a Renegade
pursuing his own goal!
In BANG! each player plays
one of these roles, and represents
a famous Wild West inspired character.
<Components>
- 7 roles
: 1 Sheriff, 2 Deputies,
3 Outlaws, 1 Renegade
- 7 Playing boards
- 7 Summary cards
- 16 Characters
- 30 Bullets
- 80 Playing cards
<Set Up>
Each player takes a playing board
(place it in front of you to hold your role,
your character, your weapon and your bullets).
Take as many role cards as
the number of players, divided as follows :
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 Deputy
Shuffle the cards and give one,
face down, to each player.
The Sheriff reveals himself
by turning his card face up.
All other players look at
their role but keep it secret.
Shuffle the characters and
give one face up to each player.
Each player now announces the name
of his character and reads his ability.
Each player takes as many bullets
as shown on his character.
The Sheriff plays the game
with one additional bullet
: If his character card shows three bullets,
he is considered for all effects to have four.
If he has four bullets,
then the Sheriff plays with five.
Put the remaining roles,
boards and character cards back in the box.
Shuffle the playing cards,
and give each player as many cards,
face down, as the bullets he has.
Put the remaining playing cards face down
in the middle of the table, as a draw pile.
Leave room for the discard pile.
Each Western character
has some special abilities,
which make you unique.
The bullets you have show how many life
points you begin the game with,
i.e. how many times you can be hit
before being eliminated from play.
Moreover, the bullets indicate how many cards
the player can hold in his hand
at the end of his turn (hand size limit).
<Game Progress>
Each player has his own goal.
Sheriff
: must eliminate all the Outlaws
and the Renegade,
to protect law and order.
Outlaws
: they would like to kill the Sheriff,
but they have no scruples about
eliminating each other to gain rewards!
Deputies
: they help and protect the Sheriff,
and share his same goal, at all costs!
Renegade
: he wants to be the new Sheriff.
His goal is to be the last character in play.
The Sheriff begins.
The game is played in turns, in clockwise order.
Each player’s turn is divided into three phases :
1. Draw two cards
2. Play any number of cards
3. Discard excess cards
1. Draw two cards
Draw the top two cards from the draw pile.
As soon as the draw pile is empty,
shuffle the discard pile to create a new playing deck.
2. Play any number of cards
Now you may play cards to help yourself
or hurt the other players,
trying to eliminate them.
You can only play cards during your turn
(exception: Missed! and Beer).
You are not forced to play cards
during this phase.
You can play any number of cards;
there are only three limitations :
- you can play only 1 BANG!
card per turn;
(this applies only to BANG! cards,
not to cards with the symbol)
- you can have only 1 copy
of any one card in play;
(one card is a copy of another
if they have the same name)
- you can have only 1 weapon in play.
(when you play a new weapon,
discard the one you have in play)
There are two types of cards
: brown-bordered cards
(= play and discard)
and blue-bordered cards
(= weapons and other objects).
Brown-bordered cards are played
by putting them directly into the discard pile
and applying the effect described with
text or with symbols on the cards
(illustrated in the next paragraphs).
Blue-bordered cards are played face up
in front of you (exception: Jail).
Blue cards in front of you are hence
defined to be “in play”.
The effect of these cards lasts until
they are discarded or removed somehow
(e.g. through the play of a Cat Balou),
or a special event occurs (e.g. in the case of Dynamite).
There is no limit on the cards
you can have in front of you provided
that they do not share the same name.
3. Discard excess cards
Once the second phase is over
(you do not want to or
cannot play any more cards),
then you must discard from your hand
any cards exceeding your hand-size limit.
Remember that your hand size limit,
at the end of your turn,
is equal to the number of bullets
(i.e. life points) you currently have.
Then it is the next player’s turn, in clockwise order.
Distance between players
The distance between two players
is the minimum number of places between them,
counting clockwise or counter clockwise.
The distance is very important,
because all cards with a sight take it into account.
Normally you can reach only targets
(players or cards) within a distance of 1
(note the 1 of your Colt .45 on your playing board).
When a character is eliminated,
he is no longer counted when evaluating the distance :
some players will get “closer”
when someone is eliminated.
Eliminating a character
When you lose your last life point,
you are eliminated and your game is over,
unless you immediately play a Beer.
When you are eliminated from the game,
show your role card and discard all the cards
you have in hand and in play.
Penalties and Rewards
- If the Sheriff eliminates a Deputy,
the Sheriff must discard all the cards
he has in hand and in play.
- Any player eliminating an Outlaw
(even if the eliminating player is himself an Outlaw!)
must draw a reward of 3 cards from the deck.
<How to Finish the Game>
The game ends when one of
the following conditions is met :
a) the Sheriff is killed.
If the Renegade is the only one alive,
then he wins.
Otherwise, the Outlaws win.
b) all the Outlaws and the Renegade are killed.
The Sheriff and his Deputies win.
<The Cards>
Weapons
You start the game with a Colt .45 revolver.
This is not represented by any card,
but it is drawn on your playing board.
Using the Colt .45 you can only
hit targets at a distance of 1,
i.e. only players sitting to your right or your left.
In order to hit targets farther than distance 1,
you need to play a bigger weapon :
place it over the Colt .45. Weapons
can be recognized from their blue border
with no bullet holes, black-and-white illustration
and the number into the sight
that represents the maximum reachable distance.
The weapon in play substitutes the Colt .45,
until the card is removed somehow.
Even if weapons are played on the board,
they can still be stolen (e.g. through the play of a Panic!)
or discarded (e.g. through Cat Balou).
The only weapon you can
never lose is the ol’ Colt .45!
You can only have one weapon in play at a time
: if you want to play a new weapon
when you already have one,
you must discard the one you already have.
Important : weapons do not change
the distance between players.
They represent your maximum
reachable distance when shooting.
Volcanic : with this card in play you may play
any number of BANG! cards during your turn.
These BANG! cards can be aimed
at the same or different targets,
but are limited to a distance of 1.
BANG! and Missed!
BANG! cards are the main method
to reduce other players’ life points.
If you want to play a BANG! card
to hit one of the players, determine :
a) what the distance to that player is.
b) if your weapon is capable of reaching that distance.
If you are hit by a BANG!
you may immediately play a Missed!
- even though it is not your turn! -
to cancel the shot.
If you do not, you lose one life point (discard a bullet).
Discarded bullet go into a pile
in the middle of the table.
If you have no more bullets left,
i.e. you lose your last life point,
you are out of the game,
unless you play immediately a Beer.
You can only cancel shots aimed at you.
The BANG! card is discarded, even when cancelled.
Beer
This card lets you regain one life point
– take a bullet from the pile.
You cannot gain more life points
than your starting amount!
The Beer cannot be used to help other players.
The Beer can be played in two ways :
- as usual, during your turn
- out of turn, but only if you
have just received a hit that is lethal
(i.e. a hit that takes away your last life point),
and not if you are simply hit.
Beer has no effect if there are
only 2 players left in the game.
In other words, if you play a Beer
you do not gain any life point.
Saloon
Cards with symbols on two lines
have two simultaneous effects,
one for each line.
Here symbols say :
“Regain one life point”, and this applies to
“All the other players”, and on the next line :
“[You] regain one life point”.
The overall effect is that all players
in play regain one life point.
You cannot play a Saloon out of turn
when you are losing your last life point :
the Saloon is not a Beer!
Stagecoach and Wells Fargo
Symbols state : “Draw two cards”
(three with Wells Fargo)
from the top of the deck.
General store
When you play this card,
turn as many cards from the deck
face up as the players still playing.
Starting with you and proceeding clockwise,
each player chooses one of those cards
and puts it in his hands.
Panic!
The symbols state: “Draw a card”
from “a player at distance 1”.
Remember that this distance
is not modified by weapons,
but only by cards such as Mustang and/or Scope.
Cat Balou
Force “any one player” to “discard a card”,
regardless of the distance.
Gatling
The Gatling shoots “a BANG!”
to “all the other players”,
regardless of the distance.
Even though the Gatling shoots a BANG!
to all the other players,
it is not considered a BANG! card.
During your turn you can play any number
of Gatling, but only one BANG! card.
Indians!
Each player, excluding the one
who played this card, may discard a BANG! card,
or lose one life point.
Neither Missed!
nor Barrel have effect in this case.
Duel
With this card you can challenge
any other player (staring him in the eyes!),
regardless of the distance.
The challenged player may discard a BANG! card
(even though it is not his turn!).
If he does, you may discard a BANG! card, and so on
: the first player failing to discard a BANG! card
loses one life point, and the duel is over.
You cannot play Missed!
or use the Barrel during a duel.
The Duel is not a BANG! card.
BANG! cards discarded during a Duel
are not accounted towards
the “one BANG! card” limitation.
Mustang
When you have a Mustang horse
in play the distance between other players
and you is increased by 1.
However, you still see the other players
at the normal distance.
Scope
When you have a Scope in play,
you see all the other players
at a distance decreased by 1.
However, other players still
see you at the normal distance.
Distances less than 1 are considered to be 1.
Draw!
Some cards (Barrel, Jail, Dynamite) show
little poker suits and values,
then an equal sign and then their effects.
The player using such a card must “draw!”,
i.e. he has to flip over the top card of the deck,
discard it, and look at the poker symbol
in the lower left corner.
If this flipped card shows
a symbol (and value!) that matches,
then the “draw!” was successful,
and the effect of the card is resolved
(the “draw!” card is always discarded without effect).
Otherwise, nothing happens: bad luck!
If a specific card value or range
is specified on the card,
then the “draw!” card must show a value
within that range (including the pictured symbols),
and the suit shown.
The value sequence is
: 2-3-4-5-6-7-8-9-10-J-Q-K-A.
Barrel
The Barrel allows you to “draw!”
when you are the target of a BANG! :
- if you draw a Heart card, you are Missed!
(just like if you played a Missed! card)
- otherwise nothing happens.
Jail
Play this card in front of any player
regardless of the distance
: you put him in jail! If you are in jail,
you must “draw!” before
the beginning of your turn :
- If you draw a Heart card,
you escape from jail
: discard the Jail, and continue your turn as normal.
- Otherwise discard the Jail and skip your turn.
If you are in Jail you remain
a possible target for BANG! cards
and can still play response cards
(e.g. Missed! and Beer) out of your turn, if necessary.
Jail cannot be played on the Sheriff.
Dynamite
Play this card in front of you
: the Dynamite will stay there for a whole turn.
When you start your next turn
(you have the Dynamite already in play),
before the first phase you must “draw!” :
- If you draw a card showing Spades
and a number between 2 and 9,
the Dynamite explodes!
Discard it and lose 3 life points.
- Otherwise, pass the Dynamite
to the player on your left
(who will “draw!” on his turn, etc.).
Players keep passing the Dynamite
around until it explodes,
with the effect explained above,
or it is drawn or discarded
by a Panic! or a Cat Balou.
If you have both the Dynamite and a Jail in play,
check the Dynamite first.
If you are damaged (or even eliminated!)
by a Dynamite, this damage is not considered
to be caused by any player.
<The Characters>
Bart Cassidy (4 life points)
: each time he loses a life point,
he immediately draws a card from the deck.
Black Jack (4 life points)
: during 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).
Calamity Janet (4 life points)
: she can use BANG! cards as Missed! cards
and vice versa.
If she plays a Missed! as a BANG!,
she cannot play another BANG! card
that turn (unless she has a Volcanic in play).
El Gringo (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!, he does not draw.
Note that Dynamite damages
are not caused by any player.
Jesse Jones (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.
Jourdonnais (4 life points)
: he is considered to have a Barrel
in play at all times.
He can “draw!” 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!
Kit Carlson (4 life points)
: during 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.
Lucky Duke (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.
Paul Regret (3 life points)
: he is considered to have a Mustang
in play at all times.
All other players must add 1
to the distance to him.
If he has another real Mustang in play,
he can count both of them,
increasing all distances to him by a total of 2.
Pedro Ramirez (4 life points)
: during phase 1 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.
Rose Doolan (4 life points)
: she is considered to have a Scope
in play at all times.
She sees the other players at
a distance decreased by 1.
If she has another real Scope in play,
she can count both of them,
reducing her distance to
all other players by a total of 2.
Sid Ketchum (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!
Slab the Killer (4 life points)
: players trying to cancel his BANG! cards
need to play 2 Missed!
The Barrel effect, if successfully used,
only counts as one Missed!
Suzy Lafayette (4 life points)
: as soon as she has no cards in her hand,
she draws a card from the draw pile.
Vulture Sam (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.
Willy the Kid (4 life points)
: he can play any number
of BANG! cards during his turn.
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