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In the Wild West, the shootouts between the Outlaws and the Sheriff are becoming particularly tough. Players must be ready to welcome the Daltons, keep cool during the gold rush and be really careful when walking in the ghost town!


  • 13 special cards + 2 bonus cards.


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.



The suit of all cards is Hearts(♥) for the whole round.

The suit of all cards is Spades(♠) for the whole round.

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.

Gold Rush
The game proceeds counter-clockwise for one whole round, always starting with the Sheriff. All card effects proceed clockwise.

All characters lose their special abilities for the whole round.

High Noon
Each player loses 1 life point at the start of his turn.

Each player can play a second BANG! card during his turn.

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.

The Doctor
When The Doctor enters play, the player(s) still in game with the fewest current life points regain(s) 1 life point.

The Reverend
Players cannot play any Beer cards for the whole round.

The Sermon
Each player cannot use BANG! cards during his turn.

Each player only draws his first card, not the second one, during phase 1 of his turn.

Train Arrival
Each player draws one extra card at the end of phase 1 of his turn.


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.

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.


BANG! - High Noon
by Emiliano Sciarra
© 2004 daVinci Editrice S.r.l., Via T.Tittoni 3, I-06131 Perugia, Italy. All rights reserved. - genealogie, tvorba webů - logo