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* 7 role cards: 1 Sheriff, 2 Deputies, 3 Outlaws, 1 Renegade
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Sheriff
(1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
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Outlaws
(3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each
other to gain rewards!
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Deputies
(2x) : they help and protect the Sheriff, and share his same goal, at all costs!
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Renegade
(1x) : he wants to be the new Sheriff; his goal is to be the last character in play.
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* 16 character cards
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Bart Cassidy (4 life points) : each time he loses a life point, he immediately draws a card from the deck.
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Black Jack
(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).
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Calamity Janet
(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).
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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! Note that Dynamite damages are not caused by any player.
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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.
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Jourdonnais
(4 life points) : 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.
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Kit Carlson
(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.
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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.
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Paul Regret
(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).
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Pedro Ramirez
(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.
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Rose Doolan
(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.
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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!
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Slab the Killer
(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!.
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Suzy Lafayette
(4 life points): as soon as she has no cards in her hand, she draws a card from the draw pile.
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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.
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Willy The Kid
(4 life points): he can play any number of BANG! cards during his turn.
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* 80 playing cards
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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.
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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.
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Beer
- This card lets a player regain one life point.
Beer cards 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.
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Saloon
- 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.
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Wells Fargo
- The symbols say: draw 3 cards from the deck.
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Diligenza
- The symbols say: draw 2 cards from the deck.
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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.
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Panic!
- The symbols state: "draw a card" from "a player at distance 1"
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Cat Balou
- The symbol say: "discard 1 card" to "1 player", from hand or table.
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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.
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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.
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Gatling
- The symbols show: "a BANG!" to "all the other players".
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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.
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Appalossa
- 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.
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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.
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Dynamit
- 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.
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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.
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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).
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Schofield
- You can shoot to distance 2 with this weapon.
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Remington
- You can shoot to distance 3 with this weapon.
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Carabina
- You can shoot to distance 4 with this weapon.
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Winchester
- You can shoot to distance 5 with this weapon.
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DODGE CITY - rules
* 8 "role" cards;
* 15 character cards;
* 40 playing cards;
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* 15 character cards
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Apache Kid (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.
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Belle Star (4 life points): during her turn, no card in front on any other player has any effect. This applies both to the blue-as well as to the green-bordered cards.
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Bill Noface (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.
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Chuck Wengam (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.
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Doc Holyday (4 life points): once during his turn, he can discard any twoo cards from his hand for the effect of a BANG! card against a player within range of his weapon. This ability 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.
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Elena Fuente (3 life points): she can use any card in her hand as a Missed! card.
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Greg Digger (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.
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Herb Hunter (4 life points): each time another character is eliminated, he draws 2 extra cards from the deck.
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José Delgado (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 more than once per turn
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Molly Stark (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! card 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! card she used during the Duel. Cards that she is forced to discard due to cards Cat Balou, Brawl, or Can-Can are not considered voluntarily discarded!
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Pat Brennan (4 life points): during phase 1 of his turn, he may choose to draw the usual 2 cards from the deck, or, instead draw 1 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.
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Pixie Pete (3 life points): during phase 1 of his turn, he draws 4 cards instead of 2.
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Sean Mallory (3 life points): in phase 3 of his turn, he does not have to discard any cards if he has more cards than the number of life points he has left. He can hold any number of cards in his hand.
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Tequila Joe (4 life points): each time he plays a Beer card, he regains 2 life points instead of 1. He only regains 1 life point from similar cards like Saloon, Tequila, or Canteen.
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Vera Custer (3 life points): at the beginning of her turn, before drawing any cards (in phase 1), she chooses any other characters still in play. Until her next turn, she has the same ability as that character.
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* 40 playing cards
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Dodge
- Dodge card: she cancels the BANG! cards and then draws a card from the deck.
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Punch
- This cards has same effect as BANG! card, but on distance 1. This cards isnt count as BANG!
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Springfield
- Player which is on turn, discard card Springfield together with another card on the deck. Than he choose one player, which is target of attack with BANG! effect.
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Brawl
- The current player plays a Brawl card, discarding another card from her hand, of her choice, in addition to the Brawl card. After doing so, the Brawl effect is to force all the other players to discard a card, either from his hand of from play, chosen by the player who played the Brawl card (she can choose differently for each player).
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Rag Time
- Player which is on turn, discard card Springfield together with another card on the deck. Than he chooses one player, and take him one card from hand or table, and keep it.
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Tequila
- The current player plays a Tequila, and discards another card too. He chooses any one player to regain one life point ( he can even choose himself).
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Hideout
- the distance between other players and one who has a Hideout 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 Hideout 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.
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Silver
- a player who has a prized Silver 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 Silver 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.
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Sombrero
- The current player play a Sombrero card in front of him. Starting with the next player's turn, he can discard it for the Missed! effect.
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Iron plate
- The current player play a Iron plate card in front of him. Starting with the next player's turn, he can discard it for the Missed! effect.
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Gallon Hat
- The current player play a Gallon Hat card in front of him. Starting with the next player's turn, he can discard it for the Missed! effect.
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Bible
- The current player play a Bible card in front of him. Starting with the next player's turn, he can discard it for the Missed! effect.
And then he "draw!" one card from the deck.
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Canteen
- The current player play a Canteen card in front of him. Starting with the next player's turn, he can discard it for the Beer effect.
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Knife
- The current player play a Knife card in front of him. Starting with the next player's turn, he can discard it for BANG! effect.
This card is not count as BANG!.
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Derringer
-The current player plays a Derringer card in front of her. During one of her following turns, provided she still has the card in front of her, she can choose to discard it to a BANG! on a player at a distance of 1, and also draw a card from the deck.
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Howitzer
- The current player play a Howitzer card in front of him. Starting with the next player's turn, he can discard it for BANG! effect to all players..
This card is not count as BANG!.
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PepperBox
- The current player play a PepperBox card in front of him. Starting with the next player's turn, he can discard it for BANG! effect to 1 player at visible distance.
This card is not count as BANG!.
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Buffalo Rifle
- The current player play a Buffalo Rifle card in front of him. Starting with the next player's turn, he can discard it for BANG! effect to 1 player at every distance.
This card is not count as BANG!.
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Can Can
- The current player play a Can Can card in front of him. Starting with the next player's turn, he can discard this card and take to 1 player 1 card, at every distance.
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Conestoga
- The current player play a Conestoga in front of him. Starting with the next player's turn, he can discard this card , to take 1 card from 1 player, from hand or from table.
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Pony Express
- The current player play a Pony Express in front of him. Starting with the next player's turn, he can discard this card and "draw!" 3 cards from deck.
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HIGH NOON - rules
* 13 expansion cards;
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* 13 expansion cards
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Blessing
- The suit of all cards is Hearts for the whole round.
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Curse
- The suit of all cards is Spades for whole round.
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Ghost town
- 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.
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Gold rush
- The game proceeds counter-clockwise for one whole round, always starting with the Sheriff. All card effects proceed clockwise.
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Handcuffs
- 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.
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Hangover
- All characters lose their special abilities for whole round.
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High Noon
- Each player loses 1 life point at the start of his turn.
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New Identity
- 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.
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Shootout
- Each player can play a second BANG! card during his turn.
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The Daltons
- When The Daltons enters play, each player who has any(blue) cards in front of him, chooses one of them and discards it.
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The Doctor
- When The Doctor enters play, the player(s) still in game with the fewest current life points regain(s) 1 life point.
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The Reverend
- Players cannot play any Beer cards for the whole round.
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The Sermon
- Each player cannot use BANG! cards during his turn.
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Train Arrival
- Each player draws one extra card at the end of phase 1 of his turn.
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Thirst
- Each player only draws his first card, not the second one, during phase 1 of his turn.
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A FISTFUL OF CARDS - rules
* 15 expansion cards;
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* 13 expansion cards
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A Fistful of Cards
- At the beginnings of your turn , you are the target of as many BANG! as the number of cards in your hand.
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Abadoned Mine
- In phase 1 of your turn, you must draw from the discard pile id possible. If you can, then for the whole turn you play cards face down on the draw deck.
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Ambush
- The distance between any two players is 1. This is modiefied as normal by cards in play.
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Blood Brothers
- At the beginning of your turn, you may lose one life (not your last one!) to give one life to any player you choose.
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Dead Man
- On your turn, if you were the first player eliminated, you come back into play with 2 life and 2 cards until killed again.
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Hard Liquor
- You may skip phase 1 to regain 1 life point.
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Lasso
- Cards in play in front of all players have no effect for the entire round.
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Law of the West
- During phase 1 of your player's turn, you must show the 2nd card drawn. If possible, that card must be played that turn.
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Peyote
- 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.
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Ranch
- 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!).
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Ricochet
- You may discard a BANG! card against a card in play in front of any playerreach card is discarded if its owner does not play a Missed! card. You may do this as long as you have BANG! cards.
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Russian Roulette
- When RUssian Roulette enters play, starting from the Sheriff each player discards a Missed! card, until one player does not: that player loses 2 life points and the Roulette stops.
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Sniper
- 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.
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The Judge
- For the whole round, you cannot play cards in front of yourself or any other player.
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Vendetta
- At the end of your turn, you "draw!": on a Heart, you play another turn ( but you do not "draw!" again).
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unofficial 3 expansion cards for "AFOC" by amos.b@blueyonder.co.uk
* 3 expansion cards;
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* 3 expansion cards
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Gypsy rose Lee
- Each player can look at one other players hand.
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Handcuffs
- Sheriff, play this card on one player. They can't play any cards from their hand his turn.
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Poker Hand
- Each player can play up to two cards from their hand. Draw three cards to finish the hand. best hand(s) regains all life points.
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BOOTHILL - 4 cards by bonz
* 4 character cards;
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* 4 character cards
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Cpt. Barrett
- At beginning of the Sheriff's turn, he "draw!" 2 card from the deck.Is unaffected by any BANG! cards!.
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Dynamite Dyck
- He is unaffected by the Dynamite. During his turn, he can draw Dynamit from the discard deck.
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Matthew Hazard
- Instead of "draw!", he can discard from his hand and use it as as the result of the "draw!".
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Will Penny
- Each time he is about to lose a card from the hand or in play in front of him, he can choose which card to lose.
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Boothill CHARACTERS
by PALADIN91
* 9 character cards;
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Big Nose Kate
- She can play "Beer" cards as "BANG!" and vice versa.
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Buffalo Bill
- His shooting range is plus one to his current weapon, min. is 2 because he always has Colt 45.
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Butch Cassidy
- He can play cards with symbol "add one more card(like whisky...)" solo..
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Dynamite Dick
- Is unaffected by "Dynamite" and during his turn, he can draw the "Dynamite" from the discard deck.
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Gen. Caster
- He can play green-bordered card immediately. It means in same round when he discard that card.
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John Harding
- If he use gun(blue-bordered card), player who is wounded by his "BANG!" lose two life points instead one, but one "Missed" is enought to miss.
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Pat Garrett
- Each time somebody takes his card from the table, he can draws two new cards from the deck.
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Sitting Bull
- He draws one more card, in case he plays card with symbol "Draw a card(s) from the deck" and "General Store".
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Wyatt Earp
- Immediately after phase one, he can exchange his cards with any other player(all for all).
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4 new characters by zaxer
* 4 character cards;
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* 4 character cards designed by srab
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3 bulls Emmet
- Can use two BANG!s to inflict three damage at the range of one. Usable once per turn. IT is count as BANG!.
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Miss Kitty
- When she forces other players to discard, like Can Can or Cat Balou, she places those cards into her hand.
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Sergeant Lance
- Has default reach of 2 when using BANG! cards.
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Shotgun Sam
- Can shot two players sitting next to each other with one BANG! as long as both players are in range. Usable once per turn.
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OTHER cards
* Claus the Saint by Davinci games;
* Uncle Will by Mayfair games
* 3 playing cards;
If somebody have a character card, playing card or etc., which isnt here -> contact me
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2 character cards
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Claus the Saint
- In phase 1 of his turn he "draw!" 10 cards, then he gives to each player 1 card and the rest is his.
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Uncle Will
- Once per his turn, he may use any card as General Store.
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3 playing cards
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The Ugly
- Choose an available characters card. While the Ugly is in front of you, you get the ability of the chosen character too.
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The Good
- He cannot be jailed. He can give one his card to another chosen player( only one card per turn).
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The Bad
- Can put the Dynamite in front of anyone. If the Dynammite is passed you dron right, then passed it on your left. Put the Dynamite in your hand now.
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FUNNY CARDS
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Red Marble Dragon
- It takes 1 damage every 2 MING!s.** davinci
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Ming
- **davinci
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Korean bootleg edition
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