BANG! - basic deck Print
Friday, 19 November 2010 23:31 | Written by srab

103 CARDS OF THREE DIFFERENT TYPES (DIFFERENT BACK):

  • 7 role cards: 1 Sheriff, 2 Deputies, 3 Outlaws, 1 Renegade
  • 16 character cards, with bullets printed on the back
  • 80 playing cards
  • 7 summary cards, for beginners


7 ROLE CARDS: 1 SHERIFF, 2 DEPUTIES, 3 OUTLAWS, 1 RENEGADE:

Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.

Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!

Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!

Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.

16 CHARACTER CARDS, WITH BULLETS PRINTED ON THE BACK:

Bart Cassidy (4 lives) : each time he loses a life point, he immediately draws a card from
the deck.

Black Jack (4 lives) : 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).

Calamity Janet (4 lives) : 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).

El Gringo (3 lives) : 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.

Jesse Jones (4 lives) : 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 lives) : he is considered to have a Barrel card 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! card.

Kit Carlson (3 lives) : 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.

Lucky Duke (4 lives) : 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 lives) : 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).

Pedro Ramirez (4 lives) : 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.

Rose Doolan (4 lives) : 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.

Sid Ketchum (4 lives): 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 lives): players trying to cancel his BANG! cards need to play 2 Missed! cards. The Barrel effect, if successfully used, only counts as one Missed!.

Suzy Lafayette (4 lives): as soon as she has no cards in her hand, she draws a card from the draw pile.

Vulture Sam (4 lives): 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 lives): he can play any number of BANG! cards during his turn.


80 PLAYING CARDS:

BANG! - 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, and
b) if your weapon is capable of reaching that distance.

 

Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.

Beer - This card lets a player regain one life point. Beer cards can be played in two ways:

a) as usual, during your turn
b) 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.

Saloon - The symbols say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.

Wells Fargo - The symbols say: draw 3 cards from the deck.

Diligenza - The symbols say: draw 2 cards from 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 the player who played the card, 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".

Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.

Indians! - 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.

Duel - 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.

Gatling - The symbols show: "a BANG!" to "all the other players".

Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.

Appaloosa/Scope - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.

Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts it on the discard pile: it's a 4 of Hearts. The use of the Barrel is successful and cancels the BANG! If the flipped card were of a different suit, then the Barrel would have had no effect, but C could have still tried to cancel the BANG! with a Missed! card.

Dynamite - 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.

Jail - 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.

Volcanic - 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).

Schofield - You can shoot to distance 2 with this weapon.

Remington - You can shoot to distance 3 with this weapon.

Rev.Carabine - You can shoot to distance 4 with this weapon.

Winchester - You can shoot to distance 5 with this weapon.