Cards & Components
Publisher- and rulebook-sourced BANG! cards and components with rule links.
Card images come from DV Games’ official BANG! Card List and linked set lists. The publisher groups repeated copies of the same effect face; ranks and suits are listed beside each card. Other component images are pictures from the publisher rulebooks at 3× rendering. Each item links to its rule section.
Boards
| Face | What it does and rule |
|---|---|
Base player board | Holds the role, character, weapon and bullets in front of one player. Seven identical copies are included. Rule: Base player board |
Dodge City player board | The expansion supplies one additional player board for the extra player. Rule: Dodge City player board |
Cards
Base game
| Face | What it does and rule |
|---|---|
Barrel Printed faces: Q spades, K spades. | 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 Rule: Barrel |
Dynamite Printed face: 2 hearts. | 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 Rule: Dynamite |
Jail Printed faces: J spades, 4 hearts, 10 spades. | 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 Rule: Jail |
Mustang Printed faces: 8 hearts, 9 hearts. | 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 Rule: Mustang |
Remington Printed face: K clubs. | Weapon: reach distance 3 when you play a BANG! card. You may have only one weapon in play. Rule: Remington |
Rev. Carabine Printed face: A clubs. | Weapon: reach distance 4 when you play a BANG! card. You may have only one weapon in play. Rule: Rev. Carabine |
Schofield Printed faces: J clubs, Q clubs, K spades. | Weapon: reach distance 2 when you play a BANG! card. You may have only one weapon in play. Rule: Schofield |
Scope Printed face: A spades. | 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 Rule: Scope |
Volcanic Printed faces: 10 spades, 10 clubs. | 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 Rule: Volcanic |
Winchester Printed face: 8 spades. | Weapon: reach distance 5 when you play a BANG! card. You may have only one weapon in play. Rule: Winchester |
Bang! Printed faces: A spades, 2 diamonds, 2 clubs, Q hearts. | 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 Rule: Bang! |
Beer Printed face: 6 hearts. | 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 Rule: Beer |
Cat Balou Printed faces: K hearts, 9 diamonds. | Force “any one player” to “discard a card”, regardless of the distance Rule: Cat Balou |
Duel Printed faces: Q diamonds, J spades, 8 clubs. | 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 Rule: Duel |
Gatling Printed face: 10 hearts. | 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 Rule: Gatling |
General Store Printed faces: 9 clubs, Q spades. | 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 Rule: General Store |
Indians! Printed faces: K diamonds, A diamonds. | 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 Rule: Indians! |
Missed! Printed faces: 10 clubs, 2 spades. | 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 (see next paragraph). You can only cancel shots aimed at you. The BANG! card is discarded, even when cancelled Rule: Missed! |
Panic! Printed faces: J hearts, A hearts, 8 diamonds. | 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 Rule: Panic! |
Saloon Printed face: 5 hearts. | 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 ! Rule: Saloon |
Stagecoach Printed face: 9 spades. | Draw two cards from the top of the deck Rule: Stagecoach |
Wells Fargo Printed face: 3 hearts. | Draw three cards from the top of the deck Rule: Wells Fargo |
Bart Cassidy | Each time he loses a life point, he immediately draws a card from the deck Rule: Bart Cassidy |
Black Jack | 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) Rule: Black Jack |
Calamity Janet | 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) Rule: Calamity Janet |
El Gringo | 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 Rule: El Gringo |
Jesse Jones | 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 Rule: Jesse Jones |
Jourdonnais | 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! Rule: Jourdonnais |
Kit Carlson | 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 Rule: Kit Carlson |
Lucky Duke | 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 Rule: Lucky Duke |
Paul Regret | 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 Rule: Paul Regret |
Pedro Ramirez | 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 Rule: Pedro Ramirez |
Rose Doolan | 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 Rule: Rose Doolan |
Sid Ketchum | 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! Rule: Sid Ketchum |
Slab the Killer | Players trying to cancel his BANG! cards need to play 2 Missed! . The Barrel effect, if successfully used, only counts as one Missed! Rule: Slab the Killer |
Suzy Lafayette | As soon as she has no cards in her hand, she draws a card from the draw pile Rule: Suzy Lafayette |
Vulture Sam | 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 Rule: Vulture Sam |
Willy the Kid | He can play any number of BANG! cards during his turn Rule: Willy the Kid |
Deputy Sheriff Copies in this set: 2. | help and protect the Sheriff, and share his same goal, at all costs! If the Sheriff eliminates a Deputy , the Sheriff must discard all the cards he has in hand and in play Rule: Deputy Sheriff |
Outlaw Copies in this set: 3. | Eliminate the Sheriff. Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck Rule: Outlaw |
Renegade | his goal is to be the last character in play Rule: Renegade |
Sheriff | Must eliminate all the Outlaws and the Renegade, to protect law and order. If the Sheriff eliminates a Deputy , the Sheriff must discard all the cards he has in hand and in play Rule: Sheriff |
Dodge City
| Face | What it does and rule |
|---|---|
Barrel Printed face: A clubs. | 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 Rule: Barrel |
Binocular Printed face: 10 diamonds. | When you use a Binocular, you see every other player at distance one less; they still see you at the normal distance. Rule: Binocular |
Dynamite Printed face: 10 clubs. | 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 Rule: Dynamite |
Hideout Printed face: K diamonds. | While Hideout is in play, other players count their distance to you as one higher; you still see them at the normal distance. Rule: Hideout |
Mustang Printed face: 5 hearts. | 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 Rule: Mustang |
Remington Printed face: 6 diamonds. | Weapon: reach distance 3 when you play a BANG! card. You may have only one weapon in play. Rule: Remington |
Rev. Carabine Printed face: 5 spades. | Weapon: reach distance 4 when you play a BANG! card. You may have only one weapon in play. Rule: Rev. Carabine |
Bang! Printed faces: 8 spades, 5 clubs, 6 clubs, K clubs. | 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 Rule: Bang! |
Beer Printed faces: 6 hearts, 6 spades. | 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 Rule: Beer |
Brawl Printed face: J spades. | Discard Brawl and one other card from your hand. Each other player then discards one card, which you choose separately from that player’s hand or cards in play. Rule: Brawl |
Cat Balou Printed face: 8 clubs. | Force “any one player” to “discard a card”, regardless of the distance Rule: Cat Balou |
Dodge Printed faces: 7 diamonds, K hearts. | Play out of turn when an attack targets you. It cancels that attack like Missed!, then you draw one card. Rule: Dodge |
General Store Printed face: A spades. | 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 Rule: General Store |
Indians! Printed face: 5 diamonds. | 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 Rule: Indians! |
Missed! Printed face: 8 diamonds. | 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 (see next paragraph). You can only cancel shots aimed at you. The BANG! card is discarded, even when cancelled Rule: Missed! |
Panic! Printed face: J hearts. | 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 Rule: Panic! |
Punch Printed face: 10 spades. | Target a player at distance 1 with a BANG! attack. They may answer with a normal defense. Rule: Punch |
Rag Time Printed face: 9 hearts. | Discard Rag Time and one other card from your hand to take a random card from any one player’s hand or cards in play, regardless of distance. Rule: Rag Time |
Springfield Printed face: K spades. | Discard Springfield and one other card from your hand to play a BANG! against any one player, regardless of distance. Rule: Springfield |
Tequila Printed face: 9 clubs. | Discard Tequila and one other card from your hand so one player of your choice, including you, regains one life point. Rule: Tequila |
Whisky Printed face: Q diamonds. | Discard Whisky and one other card from your hand to regain two life points. You cannot exceed your starting life total. Rule: Whisky |
Bible Printed face: 10 hearts. | Play it out of turn as a Missed! card, then draw one card. Rule: Bible |
Buffalo Rifle Printed face: Q clubs. | Play this green card on a later turn to launch a BANG! at one other player, regardless of distance. Rule: Buffalo Rifle |
Can Can Printed face: J clubs. | Choose another player, regardless of distance, and make them discard one card from their hand or one card in play. Rule: Can Can |
Canteen Printed face: 7 hearts. | On a later turn, discard it to regain one life point. It cannot be used on the turn it is played. Rule: Canteen |
Conestoga Printed face: 9 diamonds. | Discard it on a later turn to take a random card from any one player’s hand or cards in play, regardless of distance. Rule: Conestoga |
Derringer Printed face: 7 spades. | On a later turn, discard it to attack a player at distance 1 with a BANG! and draw one card. Rule: Derringer |
Howitzer Printed face: 9 spades. | On a later turn, discard it to target every other player with a BANG! attack. Rule: Howitzer |
Iron Plate Printed faces: A diamonds, Q spades. | On a later turn, discard it out of turn as a Missed! card to cancel a BANG! attack. Rule: Iron Plate |
Knife Printed face: 8 hearts. | Play it to make a BANG! attack against a player at distance 1. Rule: Knife |
Pepperbox Printed face: A hearts. | Discard this card to have the effect of a BANG! on a player at a reachable distance Rule: Pepperbox |
Pony Express Printed face: Q diamonds. | You can discard this card to draw 3 cards from the top of the deck Rule: Pony Express |
Sombrero Printed face: 7 clubs. | On a later turn, discard it out of turn as a Missed! card to cancel an attack. Rule: Sombrero |
Ten Gallon Hat Printed face: J diamonds. | On a later turn, discard it out of turn as a Missed! card to cancel an attack. Rule: Ten Gallon Hat |
Apache Kid | He is unaffected by cards from the suit of Diamonds played by the other players. During a Duel , his ability does not work Rule: Apache Kid |
Belle Star | 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 Rule: Belle Star |
Bill Noface | 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 Rule: Bill Noface |
Chuck Wengam | 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 Rule: Chuck Wengam |
Doc Holyday | 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 Rule: Doc Holyday |
Elena Fuente | She can use any card in her hand as a Missed! Rule: Elena Fuente |
Greg Digger | 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 Rule: Greg Digger |
Herb Hunter | 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 Rule: Herb Hunter |
Josè Delgado | 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 Rule: Josè Delgado |
Molly Stark | 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! Rule: Molly Stark |
Pat Brennan | 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 Rule: Pat Brennan |
Pixie Pete | During phase 1 of his turn, he draws 3 cards instead of 2 Rule: Pixie Pete |
Sean Mallory | 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 Rule: Sean Mallory |
Tequila Joe | 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 Rule: Tequila Joe |
Vera Custer | 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 Rule: Vera Custer |
Deputy Sheriff Copies in this set: 2. | help and protect the Sheriff, and share his same goal, at all costs! If the Sheriff eliminates a Deputy , the Sheriff must discard all the cards he has in hand and in play Rule: Deputy Sheriff |
Outlaw Copies in this set: 3. | Eliminate the Sheriff. Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck Rule: Outlaw |
Renegade Copies in this set: 2. | his goal is to be the last character in play Rule: Renegade |
Sheriff | The Sheriff reveals this role, starts with 1 extra life point, and wins by eliminating all Outlaws and the Renegade. Rule: Sheriff |
Gold Rush
| Face | What it does and rule |
|---|---|
Boots | Does not apply to the last life point you lose Rule: Boots |
Bottle Copies in this set: 3. | Even though this card has the same effect, it is not considered a Panic! , a Beer , or a BANG! . The BANG! you can shoot with this card does not count towards your one BANG! per turn limit Rule: Bottle |
Calumet | This equipment has no effect during Duels Rule: Calumet |
Gold Pan | To keep track of the cards you draw using the Gold Pan , put the gold nuggets you pay on the Gold Pan card, then return them to the heap at the end of your turn Rule: Gold Pan |
Gold Rush | Turns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise. Rule: Gold Rush |
Gun Belt | Buy it for 2 nuggets. Keep it in play; your end-of-turn hand limit is eight cards. Rule: Gun Belt |
Horseshoe | All “draw!” cards are discarded afterwards Rule: Horseshoe |
Lucky Charm | Does not apply to the last life point you lose. Always take the gold nugget from the heap, not from the player who wounded you! Rule: Lucky Charm |
Partner Copies in this set: 3. | Even though this card has the same effect, it is not considered a General Store , a Duel , or a Cat Balou Rule: Partner |
Pickaxe | Buy it for 4 nuggets. During phase 1 of your turn, draw one additional card. Rule: Pickaxe |
Rhum Copies in this set: 2. | All “draw!” cards are discarded afterwards Rule: Rhum |
Rucksack | May be used out of turn, if you are losing your last life point Rule: Rucksack |
Shot Copies in this set: 3. | Pay 1 gold nugget; one player of your choice, including yourself, regains one life point. Rule: Shot |
Union Pacific | Buy it for 4 nuggets, then draw four cards from the deck. Rule: Union Pacific |
Wanted Copies in this set: 3. | The 2 cards and the gold nugget are in addition to any other effect (e.g. if you eliminate an outlaw, you get 3 + 2 = 5 cards and 1 gold nugget—if the Sheriff kills a Wanted deputy, he draws before discarding his entire hand, but keeps his nuggets) Rule: Wanted |
Don Bell | At the end of his extra turn, he does not “draw!” for an extra turn again Rule: Don Bell |
Dutch Will | He must discard one of the two cards he has just drawn (his choice) during phase 1 of his turn Rule: Dutch Will |
Jacky Murieta | He may shoot more than one extra BANG! provided he can pay the gold nuggets. He does not need to play any cards to use this ability Rule: Jacky Murieta |
Josh McCloud | This ability can be used only during his turn. If he draws a black-bordered equipment card he already has, he must discard it Rule: Josh McCloud |
Madam Yto | It doesn’t matter whether the Beer was played to regain a life point or to take a gold nugget. It doesn’t matter who played the Beer , even Madam Yto’s Beer cards count. This ability does not work if someone uses any other similar card such as Whisky or Bottle as a Beer Rule: Madam Yto |
Pretty Luzena | She may buy more than one equipment card per turn, but only one has its cost reduced by 1 gold nugget. If she uses her ability on an equipment card with cost 1, she takes it for free Rule: Pretty Luzena |
Raddie Snake | To keep track of the cards you draw using this ability, put the gold nuggets you pay on your character card, then return them to the heap at the end of your turn Rule: Raddie Snake |
Simeon Picos | Always take the gold nugget from the heap, not from the player who wounded you! Rule: Simeon Picos |
Shadow Renegade | When the Renegade is eliminated in the variant, reveal this card. At the start of each of your turns, count other face-up roles: join the team with more; a tie goes to the Outlaws. Flip to the matching Shadow Deputy or Shadow Outlaw side, and keep that side until your next turn. Rule: Shadow Renegade |
Armed & Dangerous
| Face | What it does and rule |
|---|---|
A Little Nip Printed face: 5 hearts. | Regain 1 life point. Unlike Beer, this card cannot be played out of turn; check the card’s printed Load cost before use. Rule: A Little Nip |
Arrow Printed face: 5 diamonds. | Choose a player: they discard a BANG! card or lose 1 life point. The upgrade can target additional different players; they cannot answer with effects such as Flintlock or Gatling. Rule: Arrow |
Bang! Printed faces: 6 hearts, 2 clubs, 2 diamonds, 3 diamonds. | 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 Rule: Bang! |
Caravan Printed face: 2 spades. | To be added |
Cat Balou Printed face: 3 hearts. | Force “any one player” to “discard a card”, regardless of the distance Rule: Cat Balou |
Duck! Printed face: 3 diamonds. | The printed instruction says to take Duck! back into your hand. To be added |
Flintlock Printed face: A spades. | Play as a shot at one player within your weapon’s reach. It is not a BANG! card: it does not count toward the one-BANG limit or trigger Dangerous Weapon effects. If canceled, you may spend 2 Loads to return Flintlock to your hand and immediately replay it. Rule: Flintlock |
Mancato! Printed face: K spades. | Play out of turn to cancel a BANG!-symbol effect targeting you, including a BANG! shot. Rule: Mancato! |
Quick Shoot Printed face: 3 spades. | Play as a shot at one player within reach. It is not a BANG! card and does not trigger Dangerous Weapon effects. Spend Loads to add shots; each additional target must be different and within reach. Rule: Quick Shoot |
Reloading Printed face: 4 diamonds. | Take 3 Load tokens from the supply and distribute them among your Dangerous cards and/or your character, respecting the four-token limit on each. Rule: Reloading |
Rust Printed face: 9 spades. | Each other player removes 1 Load from each of their Dangerous cards and their character. Put the removed Loads on your character up to its four-token limit; return any extras to the supply. Rule: Rust |
Squaw Printed face: 3 diamonds. | Discard one card in play in front of any player, regardless of distance. Rule: Squaw |
Ace up the Sleeve Printed face: A hearts. | To be added |
Bandolier Printed face: 2 hearts. | Spend the printed Load cost to play one additional BANG! card this turn. It follows normal distance rules and may trigger Dangerous Weapon effects. Rule: Bandolier |
Beer keg Printed face: 4 hearts. | Spend the printed Load cost to regain 1 life point. Unlike Beer, Beer Keg cannot be used out of turn. Rule: Beer keg |
Bell Tower Printed face: 7 clubs. | Spend the printed Load cost so your next card ignores distance effects such as Mustang. This applies to one card only; you may activate it again by paying again. Rule: Bell Tower |
Big Fifty Printed face: Q spades. | Spend the printed Load cost when playing a BANG! to cancel defensive effects such as Mustang, Barrel, Crate, and Julie Cutter’s ability. Its weapon uses its printed reach. Rule: Big Fifty |
Bomb Printed face: 7 diamonds. | Place Bomb on any player with 3 Loads. At the start of their turn, they draw: hearts or diamonds pass it to a player they choose; clubs or spades remove 2 Loads. If this empties it, they lose 2 life points. Check Bomb last after Dynamite and Jail. Effects that remove or steal it do not make it explode; Rust removing its last Load does. Rule: Bomb |
Buntline Special Printed face: J spades. | When a BANG! from this weapon is canceled, the target must discard a card of their choice from hand. Pay the printed Load cost to use its weapon effect. Rule: Buntline Special |
Crate Printed face: 3 hearts. | Spend the printed Load cost out of turn to draw against a BANG! as with Barrel. If you also have Barrel, choose which to resolve first. Rule: Crate |
Double Barrel Printed face: 6 clubs. | Spend the printed Load cost with a diamond-suit BANG!: that attack cannot be canceled, including by Barrel or Crate. Rule: Double Barrel |
Lock Pick Printed face: 2 clubs. | Spend the printed Load cost to take a card from another player’s hand, regardless of distance. It cannot take a card in play. Rule: Lock Pick |
Thunderer Printed face: 3 clubs. | Spend the printed Load cost when playing a BANG! to take that BANG! back into your hand before its target responds. This works whether the shot would hit or not. Rule: Thunderer |
Tumbleweed Printed face: 4 clubs. | Play after any draw! (including your own, and out of turn) to repeat it and ignore the previous result. Spend additional Loads to repeat again. Rule: Tumbleweed |
Whip Printed face: 5 clubs. | Spend the printed Load cost to discard any card in play in front of any player, regardless of distance; it cannot take a card from a hand. Rule: Whip |
Al Preacher | When anyone plays a blue- or orange-bordered card, you may spend 2 Loads out of turn to draw 1 card before the next card is played. Rule: Al Preacher |
Bass Greeves | Whenever you gain Loads, you may place 2 of them on one of your Dangerous cards or on your character; you cannot split them. Rule: Bass Greeves |
Bloody Mary | When another player cancels your actual BANG! card, draw 1 card. This does not trigger for attacks that are not BANG! cards. Rule: Bloody Mary |
Frankie Canton | During your turn, move 1 Load from any Dangerous card or another player’s character to your character or a Dangerous card you own, respecting the four-Load limit. Rule: Frankie Canton |
Julie Cutter | Whenever another player makes you lose at least 1 life point, draw a card; on a Heart or Diamond, that player is targeted by a BANG! regardless of distance. The return shot can be canceled. Rule: Julie Cutter |
Mexicali Kid | During your turn, spend 2 Loads to make one additional BANG! attack within your weapon’s reach without playing a card; it does not trigger a Dangerous Weapon effect. Rule: Mexicali Kid |
Ms. Abigail | Other players’ single-target brown- or orange-bordered cards of rank J, Q, K or A have no effect on you. This does not stop effects that target all players. Rule: Ms. Abigail |
Red Ringo | At the start of your turn, move up to 2 Loads from your character to one or two Dangerous cards as one move; you cannot move Loads back to yourself with this ability. Rule: Red Ringo |
The Great Train Robbery
| Face | What it does and rule |
|---|---|
Dragoon Printed face: J spades. | Weapon with reach 2. During your turn, you may play 1 additional BANG! card. Rule: Dragoon |
Map Printed face: 3 diamonds. | Before drawing cards in your Phase 1, look at the first 2 cards of the deck: you may discard one of them. This happens after all “draw!” effects for Dynamite, Jail, etc. and before any character abilities Rule: Map |
Refund Printed face: 3 spades. | When another player discards or draws another card from you (either from your hand or from play), draw a card. It does not work against Train Robbery Rule: Refund |
Strongbox Printed face: 9 hearts. | Remember that you cannot play the card you draw in the same turn. You draw 1 card even if you are in Jail Rule: Strongbox |
Cactus Printed face: 7 hearts. | At the start of your turn, draw!; on a Heart or Diamond, regain 1 life point. Rule: Cactus |
Evaded! Printed face: Q clubs. | Play out of turn to cancel a card effect targeting you. It cannot cancel effects that are not caused by a card. Rule: Evaded! |
Full Steam Printed face: 2 spades. | Move the train to the End of the Line immediately; choose to ignore or double the Locomotive effect for all players. Rule: Full Steam |
Knife Revolver Printed face: 5 diamonds. | Play as a BANG!-type shot at a reachable player; after use, it can be recovered according to its printed effect. It cannot be used during a Duel or against Indians!. Rule: Knife Revolver |
Money Bag Printed face: Q clubs. | If the top card of the discard pile is brown-bordered, play Money Bag as a copy of that card’s effect. Rule: Money Bag |
Most Wanted Printed face: K spades. | Each player draws!; on a Spade, that player loses 1 life point. Rule: Most Wanted |
Next Stop Printed faces: 2 diamonds, K clubs. | Advance the train 1 Station. Rule: Next Stop |
Switch Printed face: 6 hearts. | f you pick a new weapon, discard any previous one you may have. Remember that you cannot have in play a card with the same name as a card you already have. If you get the Ghost Car this way, the player who had it previously is immediately out of the game, if they have no life points. As Sheriff, you cannot switch Ghost Car or a Jail card. Note: The cards that form the train are not considered to be “in play” so they cannot be switched Rule: Switch |
Train Robbery Printed faces: 4 diamonds, J clubs. | Choose any one target player. That player must choose the effect for each card they have in front of them, and may choose differently for each card. If they choose to be the target of a BANG!, they can avoid it like a normal BANG! (e.g., by playing a Missed! Card). Each BANG! counts separately Rule: Train Robbery |
Water Tower Printed face: 8 hearts. | You cannot advance the train before taking the Railcar. The Railcar does not count towards your normal limit of 1 Railcar per turn Rule: Water Tower |
Benny Brawler | You must pay for each Railcar you get with this ability. However, you may still advance the train for free only once during your turn Rule: Benny Brawler |
Evan Babbit | The card you discard must be of the same suit as the BANG! card targeting you. The player you choose as the new target of the original BANG! card must be at distance 1 from you. You cannot choose the player who played the BANG! card as the target. If there are only 2 players left in the game, you cannot use this ability. The BANG! is still considered to come from the player who played it, NOT from Evan Babbit Rule: Evan Babbit |
Jimmy Texas | At the end of your turn (after discarding any excess cards), draw 1 card. You cannot play this card in the same turn that you draw it. This ability works even if you are in Jail Rule: Jimmy Texas |
Manuelita | Draw 2 cards immediately when the Locomotive is moved to the End of the Line, before resolving the End of the Line effect Rule: Manuelita |
Sancho | You can advance the train before taking the Railcar. This Railcar does count towards your normal limit of one Railcar per turn Rule: Sancho |
Sgt. Blaze | When targeting multiple players with a card or an effect, you may exempt 1 player. If you use this ability with a General Store, reveal 1 card less than the number of players: the exempt player does not draw. This ability works even with the End of the Line effects if they happen during your turn Rule: Sgt. Blaze |
Shade O | If the train reaches the End of the Line, discard and draw the card before resolving any End of the Line effect Rule: Shade O |
Zippy Roy | You only advance the train, you don’t get any extra Railcars directly from this ability Rule: Zippy Roy |
Baggage Car | Discard this card for a Missed!, Panic!, Cat Balou, or an extra BANG! effect. Rule: Baggage Car |
Caboose | Discard one of your other blue-bordered cards, including a Railcar, as a Missed!. Rule: Caboose |
Cattle Truck | Discard this card to look at the top 3 cards of the discard pile and take 1. Rule: Cattle Truck |
Circus Wagon | Discard this Railcar to make each other player discard one card in play, in clockwise order. Rule: Circus Wagon |
Coal Hopper | Discard this card to draw 1 card and discard a Railcar in play in front of a player you choose. Rule: Coal Hopper |
Dining Car | At the start of your turn, draw!; on a Heart, regain 1 life point. Rule: Dining Car |
Express Car | Take an extra turn immediately. You cannot gain another extra turn by playing Express Car again. Rule: Express Car |
Ghost Car | Play on any player except the Sheriff. If that player is eliminated, they return as a ghost with 0 life and no hand; they leave play if Ghost Car is removed. Rule: Ghost Car |
Lounge Car | Railcars you draw do not count against your one-Railcar-per-turn limit. If the Sheriff draws Ghost Car, they must give it to another player. Rule: Lounge Car |
Lumber Flatcar | Play on any player; while it is in play, that player sees other players at distance +1. Rule: Lumber Flatcar |
Mail Car | Discard this card to draw 3 cards and give 1 of them to a player you choose. Rule: Mail Car |
Observation Car | You see other players at distance -1; they see you at distance +1. Rule: Observation Car |
Passenger Car | Discard this card to take a card from any other player’s hand or in-play area. Rule: Passenger Car |
Prisoner Car | You are unaffected by Indians! and Duel cards played by other players. Rule: Prisoner Car |
Private Car | While your hand is empty, BANG! cards cannot target you. Area effects such as Gatling and Knife Revolver still affect you. Rule: Private Car |
Sleeper Car | Discard a blue-bordered card to avoid a card or effect, including Indians! or Duel. Rule: Sleeper Car |
Component | (The other side of this card shows the Leland locomotive.) Rule: Component |
Leland | (The other side of this card shows the Ironhorse locomotive.) Rule: Leland |
Expansion Pack modules
| Face | What it does and rule |
|---|---|
A Fistful of Cards | At the start of a player’s turn, they are targeted by as many BANG! attacks as cards in their hand; each is canceled normally. Rule: A Fistful of Cards |
Abandoned Mine | During Phase 1, draw from the discard pile when possible. Cards you discard at end of turn go face down on top of the draw deck. Rule: Abandoned Mine |
Ambush | The distance between each pair of players is 1; character abilities that alter distance still apply. Rule: Ambush |
Blood Brothers | At the start of your turn, you may lose 1 life point to give 1 life point to another player. Rule: Blood Brothers |
Dead Man | The first player eliminated returns at the start of their next turn with 2 life points and draws 2 cards. Rule: Dead Man |
Hard Liquor | On your turn, you may skip Phase 1 to regain 1 life point. Rule: Hard Liquor |
Lasso | During this round, blue- and green-bordered cards in play have no effect. Rule: Lasso |
Law of the West | During Phase 1, reveal your second drawn card; you must play it during that turn if legally possible. Rule: Law of the West |
Peyote | Instead of drawing normally in Phase 1, guess red or black before revealing the top card; keep correct guesses and continue until you guess wrong. Rule: Peyote |
Ranch | After Phase 1, discard any number of hand cards and draw the same number once. Rule: Ranch |
Ricochet | Discard a card to target a card in play in front of any player; draw!, and discard the target card on a Spade. Rule: Ricochet |
Russian Roulette | Starting with you and proceeding clockwise, each player discards a Missed! or equivalent or loses 1 life point; stop when a player loses life. Rule: Russian Roulette |
Sniper | Discard 2 BANG! cards to shoot any player for 2 life points; the target needs 2 Missed! cards to cancel it. Rule: Sniper |
The Judge | During this round, players cannot play or activate blue- or green-bordered cards in front of themselves. Rule: The Judge |
Vendetta | At the end of your turn, draw!; on a Heart, immediately take a full extra turn. Rule: Vendetta |
Blessing | All cards in play count as Hearts for the entire round. Rule: Blessing |
Curse | All cards in play count as Spades for the entire round. Rule: Curse |
Ghost Town | During their turn, eliminated players return as ghosts, draw 3 cards and play without life points; at turn end they discard their hand and leave play. Rule: Ghost Town |
Gold Rush | Turns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise. Rule: Gold Rush |
Hangover | Characters have no special abilities for the entire round. Rule: Hangover |
High Noon | At the start of each turn, that player loses 1 life point. This event remains in effect for the rest of the game. Rule: High Noon |
Shootout | Each player may play one additional BANG! card from hand during their turn. Rule: Shootout |
The Daltons | When this event enters play, each player with a card in play must choose and discard one. Rule: The Daltons |
The Doctor | When this event enters play, each player tied for fewest life points regains 1. Rule: The Doctor |
The Reverend | Players cannot play Beer during this round. Rule: The Reverend |
The Sermon | Players cannot play BANG! cards during their turns this round. Rule: The Sermon |
Thirst | Players draw one fewer card than normal during Phase 1 this round. Rule: Thirst |
Train Arrival | Players draw one additional card during Phase 1 this round. Rule: Train Arrival |
Bone Orchard | Players return to play permanently. Hence, they stay in play even after the Bone orchard terminates its effect, if they are still in play Rule: Bone Orchard |
Darling Valentine | Players then also draw the usual 2 cards from the deck Rule: Darling Valentine |
Dorothy Rage | If the forced player does not have the called card, he must show his hand. If he has it, he must play it as if it was his turn (also for counting the distances), but you choose any target(s) if the card requires so Rule: Dorothy Rage |
Gag | Players cannot speak; a player who speaks immediately loses 1 life point. Rule: Gag |
Helena Zontero | When she enters play, shuffle all active role cards except the Sheriff’s and deal them face down again to the other players. Rule: Helena Zontero |
Lady Rose of Texas | Bring your cards, your mat, etc. with you! Rule: Lady Rose of Texas |
Miss Susanna | This effect does not apply to players skipping their turn because of the Jail Rule: Miss Susanna |
Sacagaway | All players keep their hand cards face up during their turns. Rule: Sacagaway |
Showdown | Big Spencer may use BANG! as they were Missed! and Lee Van Kliff may discard any card to use his ability Rule: Showdown |
Wild West Show | It is just like each player has the same goal of the Renegade. However, the actual roles stay the same: therefore the Sheriff may not go to Jail , and eliminating an Outlaw brings the usual 3 cards reward. If the Sheriff is eliminated, the game continues. Victory is individual Rule: Wild West Show |
Big Spencer | Starts with 9 life points and 5 cards, but cannot play Missed! cards. Rule: Big Spencer |
Flint Westwood | The card from your hand is of your choice, not at random.If the target player has only one card, you get only one card Rule: Flint Westwood |
Gary Looter | At the end of each other player’s turn, draw the cards they discard for exceeding their hand limit. Rule: Gary Looter |
Greygory Deck | The only valid characters are those from the basic game. At the beginning of your next turn, you decide whether to keep the characters or to change them. If you choose to change them, you must change both of them. This ability also applies at the beginning of the game Rule: Greygory Deck |
John Pain | The card drawn this way may not be used immediately; you must wait until the previous effect ends. For example, if it’s a Beer and you lose at the same time your last life point, you may not use it Rule: John Pain |
Lee Van Kliff | The brown-bordered card may be also another BANG! You may repeat each effect one time only. If you repeat the effect of a Stagecoach or Wells Fargo , the WWS card only changes the fi rst time. Repeating the effect counts as one card played, if Miss Susanna is in play Rule: Lee Van Kliff |
Teren Kill | If the “draw!” is unsuccessful, you can’t play a Beer to save you Rule: Teren Kill |
Youl Grinner | Before your Phase 1 draw, each player with more hand cards than you gives you one card of their choice. Rule: Youl Grinner |
Bounty Printed face: 9 clubs. | Stays in play until removed somehow ( Panic! , etc.) Rule: Bounty |
Ghost Printed face: 10 spades. | A ghost is considered “in play” for all purposes, but has no life points: At the end of your turn, you must discard all your hand cards. If Ghost is removed, the ghost exits play again Rule: Ghost |
Lemat Printed face: 4 diamonds. | The card you use counts as a BANG! , so you may only play 1 per turn Rule: Lemat |
Rattlesnake Printed face: 7 hearts. | Stays in play even after dealing damage. The check order is: Dynamite > Jail > Rattlesnake Rule: Rattlesnake |
Shotgun Printed face: K spades. | Weapon: when your BANG! hits, the target discards one card of their choice from hand. Rule: Shotgun |
Aim Printed face: 6 clubs. | The target still only needs 1 Missed! to avoid being hit Rule: Aim |
Backfire Printed face: Q clubs. | Play out of turn when targeted by a BANG!: cancel it as Missed! and target the attacker with a BANG! effect. Rule: Backfire |
Bandidos Printed face: Q diamonds. | Each other player discards 2 cards from hand or loses 1 life point. Rule: Bandidos |
Escape Printed face: 3 hearts. | Also works against cards that affect multiple players ( Gatling , Indians , etc.) Rule: Escape |
Fanning Printed face: 2 spades. | Counts as your normal one BANG! per turn. The secondary BANG! is mandatory and it is fired even if the first one is canceled Rule: Fanning |
Last Call Printed face: 8 diamonds. | May be played with only 2 players left, but never out of turn Rule: Last Call |
Poker Printed face: J hearts. | Each other player discards 1 hand card; if none is a Heart, take up to 2 of those cards into your hand. Rule: Poker |
Saved! Printed face: 5 hearts. | You may prevent damage you dealt yourself Rule: Saved! |
Tomahawk Printed face: A diamonds. | The maximum reachable distance is 2, but it can be used at distance 1 Rule: Tomahawk |
Tornado Printed face: A clubs. | If you have no cards in hand to discard, you still draw 2 cards Rule: Tornado |
Black Flower | You can use a Clubs card as a BANG! in addition to your normal one BANG! per turn Rule: Black Flower |
Colorado Bill | Cards like Missed! or Barrel or Jurdonnais’ ability cannot be used Rule: Colorado Bill |
Der Spot - Burst Ringer | This BANG! card is not counted against the limit of one BANG! card per turn Rule: Der Spot - Burst Ringer |
Evelyn Shebang | You must choose to draw 0, 1, or 2 cards before drawing (you cannot draw one card, look at it and then choose to “shoot” the next) Rule: Evelyn Shebang |
Henry Block | The card is drawn (or discarded) only after the automatic BANG! is resolved. This ability works against Jesse Jones’ or Pat Brennan’s, but not against automatic abilities like El Gringo’s Rule: Henry Block |
Lemonade Jim | When another player plays Beer, you may discard a hand card to regain 1 life point. Rule: Lemonade Jim |
Mick Defender | This ability also works against cards that affect multiple players ( Gatling , Indians , etc.). The Missed! card only prevents the card effects on you, not on the others Rule: Mick Defender |
Tuco Franziskaner | During Phase 1, draw 2 extra cards if you have no cards in play. Rule: Tuco Franziskaner |
Legends
| Face | What it does and rule |
|---|---|
Bart Cassidy (LEGEND) | Each time you lose a life point, draw 2 cards. Rule: Bart Cassidy (LEGEND) |
Black Jack (LEGEND) | For the sum of values, royalty (J, Q, K) are worth 10 and aces 11. If you score 21, you can reveal 1 more card before drawing all of them Rule: Black Jack (LEGEND) |
Calamity Janet (LEGEND) | You may use BANG! as Missed! and vice versa; whenever you use Missed! as BANG!, draw 1 card. Rule: Calamity Janet (LEGEND) |
El Gringo (LEGEND) | Your ability triggers even when a Feat is claimed and forces you to lose a life point. In this case, only draw the card from the player who hit you Rule: El Gringo (LEGEND) |
Jesse Jones (LEGEND) | In Phase 1, if you take your first card from another player’s hand, take a second card from that same hand. Rule: Jesse Jones (LEGEND) |
Jourdonnais (LEGEND) | You may use your ability even against Indians!, Gatling, Cat Balou, Panic!, etc Rule: Jourdonnais (LEGEND) |
Kit Carlson (LEGEND) | Look at the top 4 cards; take 2 and return the other 2 to the top in any order. Rule: Kit Carlson (LEGEND) |
Lucky Duke (LEGEND) | Your ability does not work with other character abilities (for example: Jourdonnais), but works any time a player wants to or should “Draw!” because of a card. If this happens during your turn, draw the card used to resolve the “Draw!” only after resolving any effect caused by the “Draw!” Rule: Lucky Duke (LEGEND) |
Paul Regret (LEGEND) | Legendary Rose Doolan ignores distance, so she sees you at distance 1 Rule: Paul Regret (LEGEND) |
Pedro Ramirez (LEGEND) | In Phase 1, if you take your first card from the discard pile, regain 1 life point. Rule: Pedro Ramirez (LEGEND) |
Rose Doolan (LEGEND) | Your ability works even with other cards (Mustang, Scope, etc.) and other character abilities (for example: Paul Regret) Rule: Rose Doolan (LEGEND) |
Sid Ketchum (LEGEND) | You don’t need a BANG! card to shoot the free BANG! It doesn’t matter how you regained the life point (using your ability, a Beer, or anything else) Rule: Sid Ketchum (LEGEND) |
Slab the Killer (LEGEND) | If you try to force a player to lose their last life point (either with a BANG! or by claiming a Feat), that player can play a Beer to remain in the game (as usual, except when only 2 players are left) Rule: Slab the Killer (LEGEND) |
Suzy Lafayette (LEGEND) | Whenever your hand becomes empty, draw 2 cards. Rule: Suzy Lafayette (LEGEND) |
Vulture Sam (LEGEND) | You stay in play without Fame tokens, so you cannot become a Legend again. If you are the Sheriff, you do not get the extra life point given by your role Rule: Vulture Sam (LEGEND) |
Willy the Kid (LEGEND) | You don’t need a BANG! card to shoot the free BANG! You may choose to shoot the free BANG! or claim a Feat, never both Rule: Willy the Kid (LEGEND) |
3:15 to Yooma | Do or make another player do a “Draw!” (even at the start of your turn) Rule: 3:15 to Yooma |
A Quick Death | Hit another player at full life using a BANG! card Rule: A Quick Death |
A Thousand Ways to Die | Show from your hand a Missed! card and another card of the same suit Rule: A Thousand Ways to Die |
Borderlands | Discard your entire hand (even if you have 0 cards) Rule: Borderlands |
Bottleneck | Discard a Beer card Rule: Bottleneck |
Fifty Guns | Take or discard a weapon Rule: Fifty Guns |
For a Few Cards More | Discard at least 1 excess card at the end of your turn Rule: For a Few Cards More |
Good Company | Discard a card, then play a card with the same name (or vice versa) Rule: Good Company |
Old West Gang | Hit 2 or more players in the same turn Rule: Old West Gang |
Scrugs Ballad | Lose a Duel Rule: Scrugs Ballad |
The Chuck-a-Luck | Discard a BANG! card Rule: The Chuck-a-Luck |
The Last Hero | Discard a blue card in play Rule: The Last Hero |
The Man with No Name | Lose 1 life point (not your last one) Rule: The Man with No Name |
The Oregon Trail | During your draw phase, do not draw the first card you are allowed to draw Rule: The Oregon Trail |
Wilhelm Scream | Play a BANG! card at distance 2 or more Rule: Wilhelm Scream |
Wounded Pride | Another player causes one of your BANG! cards to miss Rule: Wounded Pride |
High Noon and A Fistful of Cards
| Face | What it does and rule |
|---|---|
A Fistful of Cards | At the start of a player’s turn, they are targeted by as many BANG! attacks as cards in their hand; each is canceled normally. Rule: A Fistful of Cards |
Abandoned Mine | During Phase 1, draw from the discard pile when possible. Cards you discard at end of turn go face down on top of the draw deck. Rule: Abandoned Mine |
Ambush | The distance between each pair of players is 1; character abilities that alter distance still apply. Rule: Ambush |
Blood Brothers | At the start of your turn, you may lose 1 life point to give 1 life point to another player. Rule: Blood Brothers |
Dead Man | The first player eliminated returns at the start of their next turn with 2 life points and draws 2 cards. Rule: Dead Man |
Hard Liquor | On your turn, you may skip Phase 1 to regain 1 life point. Rule: Hard Liquor |
Lasso | During this round, blue- and green-bordered cards in play have no effect. Rule: Lasso |
Law of the West | During Phase 1, reveal your second drawn card; you must play it during that turn if legally possible. Rule: Law of the West |
Peyote | Instead of drawing normally in Phase 1, guess red or black before revealing the top card; keep correct guesses and continue until you guess wrong. Rule: Peyote |
Ranch | After Phase 1, discard any number of hand cards and draw the same number once. Rule: Ranch |
Ricochet | Discard a card to target a card in play in front of any player; draw!, and discard the target card on a Spade. Rule: Ricochet |
Russian Roulette | Starting with you and proceeding clockwise, each player discards a Missed! or equivalent or loses 1 life point; stop when a player loses life. Rule: Russian Roulette |
Sniper | Discard 2 BANG! cards to shoot any player for 2 life points; the target needs 2 Missed! cards to cancel it. Rule: Sniper |
The Judge | During this round, players cannot play or activate blue- or green-bordered cards in front of themselves. Rule: The Judge |
Vendetta | At the end of your turn, draw!; on a Heart, immediately take a full extra turn. Rule: Vendetta |
Blessing | All cards in play count as Hearts for the entire round. Rule: Blessing |
Curse | All cards in play count as Spades for the entire round. Rule: Curse |
Ghost Town | During their turn, eliminated players return as ghosts, draw 3 cards and play without life points; at turn end they discard their hand and leave play. Rule: Ghost Town |
Gold Rush | Turns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise. Rule: Gold Rush |
Hangover | Characters have no special abilities for the entire round. Rule: Hangover |
High Noon | At the start of each turn, that player loses 1 life point. This event remains in effect for the rest of the game. Rule: High Noon |
Shootout | Each player may play one additional BANG! card from hand during their turn. Rule: Shootout |
The Daltons | When this event enters play, each player with a card in play must choose and discard one. Rule: The Daltons |
The Doctor | When this event enters play, each player tied for fewest life points regains 1. Rule: The Doctor |
The Reverend | Players cannot play Beer during this round. Rule: The Reverend |
The Sermon | Players cannot play BANG! cards during their turns this round. Rule: The Sermon |
Thirst | Players draw one fewer card than normal during Phase 1 this round. Rule: Thirst |
Train Arrival | Players draw one additional card during Phase 1 this round. Rule: Train Arrival |
Wild West Show
| Face | What it does and rule |
|---|---|
Bone Orchard | Players return to play permanently. Hence, they stay in play even after the Bone orchard terminates its effect, if they are still in play Rule: Bone Orchard |
Darling Valentine | Players then also draw the usual 2 cards from the deck Rule: Darling Valentine |
Dorothy Rage | If the forced player does not have the called card, he must show his hand. If he has it, he must play it as if it was his turn (also for counting the distances), but you choose any target(s) if the card requires so Rule: Dorothy Rage |
Gag | Players cannot speak; a player who speaks immediately loses 1 life point. Rule: Gag |
Helena Zontero | When she enters play, shuffle all active role cards except the Sheriff’s and deal them face down again to the other players. Rule: Helena Zontero |
Lady Rose of Texas | Bring your cards, your mat, etc. with you! Rule: Lady Rose of Texas |
Miss Susanna | This effect does not apply to players skipping their turn because of the Jail Rule: Miss Susanna |
Sacagaway | All players keep their hand cards face up during their turns. Rule: Sacagaway |
Showdown | Big Spencer may use BANG! as they were Missed! and Lee Van Kliff may discard any card to use his ability Rule: Showdown |
Wild West Show | It is just like each player has the same goal of the Renegade. However, the actual roles stay the same: therefore the Sheriff may not go to Jail , and eliminating an Outlaw brings the usual 3 cards reward. If the Sheriff is eliminated, the game continues. Victory is individual Rule: Wild West Show |
Big Spencer | Starts with 9 life points and 5 cards, but cannot play Missed! cards. Rule: Big Spencer |
Flint Westwood | The card from your hand is of your choice, not at random.If the target player has only one card, you get only one card Rule: Flint Westwood |
Gary Looter | At the end of each other player’s turn, draw the cards they discard for exceeding their hand limit. Rule: Gary Looter |
Greygory Deck | The only valid characters are those from the basic game. At the beginning of your next turn, you decide whether to keep the characters or to change them. If you choose to change them, you must change both of them. This ability also applies at the beginning of the game Rule: Greygory Deck |
John Pain | The card drawn this way may not be used immediately; you must wait until the previous effect ends. For example, if it’s a Beer and you lose at the same time your last life point, you may not use it Rule: John Pain |
Lee Van Kliff | The brown-bordered card may be also another BANG! You may repeat each effect one time only. If you repeat the effect of a Stagecoach or Wells Fargo , the WWS card only changes the fi rst time. Repeating the effect counts as one card played, if Miss Susanna is in play Rule: Lee Van Kliff |
Teren Kill | If the “draw!” is unsuccessful, you can’t play a Beer to save you Rule: Teren Kill |
Youl Grinner | Before your Phase 1 draw, each player with more hand cards than you gives you one card of their choice. Rule: Youl Grinner |
The Valley of Shadows
| Face | What it does and rule |
|---|---|
Bounty Printed face: 9 clubs. | Stays in play until removed somehow ( Panic! , etc.) Rule: Bounty |
Ghost Printed face: 10 spades. | A ghost is considered “in play” for all purposes, but has no life points: At the end of your turn, you must discard all your hand cards. If Ghost is removed, the ghost exits play again Rule: Ghost |
Lemat Printed face: 4 diamonds. | The card you use counts as a BANG! , so you may only play 1 per turn Rule: Lemat |
Rattlesnake Printed face: 7 hearts. | Stays in play even after dealing damage. The check order is: Dynamite > Jail > Rattlesnake Rule: Rattlesnake |
Shotgun Printed face: K spades. | Weapon: when your BANG! hits, the target discards one card of their choice from hand. Rule: Shotgun |
Aim Printed face: 6 clubs. | The target still only needs 1 Missed! to avoid being hit Rule: Aim |
Backfire Printed face: Q clubs. | Play out of turn when targeted by a BANG!: cancel it as Missed! and target the attacker with a BANG! effect. Rule: Backfire |
Bandidos Printed face: Q diamonds. | Each other player discards 2 cards from hand or loses 1 life point. Rule: Bandidos |
Escape Printed face: 3 hearts. | Also works against cards that affect multiple players ( Gatling , Indians , etc.) Rule: Escape |
Fanning Printed face: 2 spades. | Counts as your normal one BANG! per turn. The secondary BANG! is mandatory and it is fired even if the first one is canceled Rule: Fanning |
Last Call Printed face: 8 diamonds. | May be played with only 2 players left, but never out of turn Rule: Last Call |
Poker Printed face: J hearts. | Each other player discards 1 hand card; if none is a Heart, take up to 2 of those cards into your hand. Rule: Poker |
Saved! Printed face: 5 hearts. | You may prevent damage you dealt yourself Rule: Saved! |
Tomahawk Printed face: A diamonds. | The maximum reachable distance is 2, but it can be used at distance 1 Rule: Tomahawk |
Tornado Printed face: A clubs. | If you have no cards in hand to discard, you still draw 2 cards Rule: Tornado |
Black Flower | You can use a Clubs card as a BANG! in addition to your normal one BANG! per turn Rule: Black Flower |
Colorado Bill | Cards like Missed! or Barrel or Jurdonnais’ ability cannot be used Rule: Colorado Bill |
Der Spot - Burst Ringer | This BANG! card is not counted against the limit of one BANG! card per turn Rule: Der Spot - Burst Ringer |
Evelyn Shebang | You must choose to draw 0, 1, or 2 cards before drawing (you cannot draw one card, look at it and then choose to “shoot” the next) Rule: Evelyn Shebang |
Henry Block | The card is drawn (or discarded) only after the automatic BANG! is resolved. This ability works against Jesse Jones’ or Pat Brennan’s, but not against automatic abilities like El Gringo’s Rule: Henry Block |
Lemonade Jim | When another player plays Beer, you may discard a hand card to regain 1 life point. Rule: Lemonade Jim |
Mick Defender | This ability also works against cards that affect multiple players ( Gatling , Indians , etc.). The Missed! card only prevents the card effects on you, not on the others Rule: Mick Defender |
Tuco Franziskaner | During Phase 1, draw 2 extra cards if you have no cards in play. Rule: Tuco Franziskaner |
Most Wanted promos
| Face | What it does and rule |
|---|---|
Annie Versary | Use any hand card as BANG! or Missed!. Rule: Annie Versary |
Claus “The Saint” | In Phase 1, draw cards equal to the number of players plus 1; keep 2 and give one to every other player. Rule: Claus “The Saint” |
Emiliano | Whenever another player plays a blue-bordered card, draw 1 card. Rule: Emiliano |
Johnny Kisch | When you play a card into play, discard all other cards in play with the same name. Rule: Johnny Kisch |
Uncle Will | Once during your turn, play any hand card as General Store. Rule: Uncle Will |
Blank card | Customizable playing card supplied for house-rule text; it has no fixed official effect. Rule: Blank card |
Blank character card | Customizable character card supplied for a player-written ability; it has no fixed official effect. Rule: Blank character card |
Handcuffs | At the start of your turn, declare a suit; during Phase 2, you may play only cards of that suit. Rule: Handcuffs |
New Identity | At the start of your turn, you may replace your character with your other character card at its full starting life total. Rule: New Identity |
Promos and editions
Most Wanted promos are listed in the expansion-pack set inventory above.
Summary cards
| Face | What it does and rule |
|---|---|
Base summary card | Reminds each player of the basic actions and symbols. Seven copies share this face. Rule: Base summary card |
Dodge City summary card | One extra reminder card supplied with Dodge City. Rule: Dodge City summary card |
Tiles
| Face | What it does and rule |
|---|---|
Boom Town | Discard a BANG! card. Rule: Boom Town |
Catico | Discard a Cat Balou or Panic! card. Rule: Catico |
Creepy Creek | Discard a Spades card. Rule: Creepy Creek |
Crown’s Hole | Discard a Beer card. Rule: Crown’s Hole |
Deathwood | Discard a blue-bordered card. Rule: Deathwood |
Dodgeville | Discard a Missed! card. Rule: Dodgeville |
Fort Wroth | Discard a card with value 10, J, Q, K or A. Rule: Fort Wroth |
Frisco | Discard a Clubs card. Rule: Frisco |
Miner’s Oath | Discard a Diamonds card. Rule: Miner’s Oath |
San Tafe | Discard a Hearts card. Rule: San Tafe |
Tombrock | Lose 1 life, but never your last. Rule: Tombrock |
Virginia Town | Discard any two cards. Rule: Virginia Town |
Yooma | Discard a card with value 2 through 9. Rule: Yooma |
extra station | Customizable station tile; agree on its cost before play. Rule: extra station |
Tokens & pieces
| Face | What it does and rule |
|---|---|
Wooden bullets | Track remaining life points. Your current bullets also set your hand limit at turn end. Rule: Wooden bullets |
Load tokens | Pay to activate Dangerous cards and upgrades; return spent tokens to the supply. Rule: Load tokens |
Gold nuggets | Currency for buying equipment and paying abilities in Gold Rush. Rule: Gold nuggets |
Locomotive card | Shared double-sided marker: the current side sets the locomotive effect as the train advances. Rule: Locomotive card |
Fame-token set (35 tokens, seven shapes) | Choose five tokens of one color. Use them to mark Fame on your character and Feat cards; the seven shapes/colors distinguish player sets. Rule: Fame tokens |
Money-bag Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Bull-skull Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Cactus Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Boot Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Cowboy-hat Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Horse Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Jug Fame token | One of the seven player-set shapes. A token marks Fame; spend it when claiming a Feat and place Fame on a character as the rules specify. Rule: Fame tokens |
Stick of Dynamite | In the optional variant, the token marks who must receive the Dynamite card when it is drawn. Rule: Stick of Dynamite |
Icons
Official card faces above show the effect symbols in context.
Base player board
Dodge City player board
Barrel Printed faces: Q spades, K spades.
Dynamite Printed face: 2 hearts.
Jail Printed faces: J spades, 4 hearts, 10 spades.
Mustang Printed faces: 8 hearts, 9 hearts.
Remington Printed face: K clubs.
Rev. Carabine Printed face: A clubs.
Schofield Printed faces: J clubs, Q clubs, K spades.
Scope Printed face: A spades.
Volcanic Printed faces: 10 spades, 10 clubs.
Winchester Printed face: 8 spades.
Bang! Printed faces: A spades, 2 diamonds, 2 clubs, Q hearts.
Beer Printed face: 6 hearts.
Cat Balou Printed faces: K hearts, 9 diamonds.
Duel Printed faces: Q diamonds, J spades, 8 clubs.
Gatling Printed face: 10 hearts.
General Store Printed faces: 9 clubs, Q spades.
Indians! Printed faces: K diamonds, A diamonds.
Missed! Printed faces: 10 clubs, 2 spades.
Panic! Printed faces: J hearts, A hearts, 8 diamonds.
Saloon Printed face: 5 hearts.
Stagecoach Printed face: 9 spades.
Wells Fargo Printed face: 3 hearts.
Bart Cassidy
Black Jack
Calamity Janet
El Gringo
Jesse Jones
Jourdonnais
Kit Carlson
Lucky Duke
Paul Regret
Pedro Ramirez
Rose Doolan
Sid Ketchum
Slab the Killer
Suzy Lafayette
Vulture Sam
Willy the Kid
Deputy Sheriff Copies in this set: 2.
Outlaw Copies in this set: 3.
Renegade
Sheriff
Barrel Printed face: A clubs.
Binocular Printed face: 10 diamonds.
Dynamite Printed face: 10 clubs.
Hideout Printed face: K diamonds.
Mustang Printed face: 5 hearts.
Remington Printed face: 6 diamonds.
Rev. Carabine Printed face: 5 spades.
Bang! Printed faces: 8 spades, 5 clubs, 6 clubs, K clubs.
Beer Printed faces: 6 hearts, 6 spades.
Brawl Printed face: J spades.
Cat Balou Printed face: 8 clubs.
Dodge Printed faces: 7 diamonds, K hearts.
General Store Printed face: A spades.
Indians! Printed face: 5 diamonds.
Missed! Printed face: 8 diamonds.
Panic! Printed face: J hearts.
Punch Printed face: 10 spades.
Rag Time Printed face: 9 hearts.
Springfield Printed face: K spades.
Tequila Printed face: 9 clubs.
Whisky Printed face: Q diamonds.
Bible Printed face: 10 hearts.
Buffalo Rifle Printed face: Q clubs.
Can Can Printed face: J clubs.
Canteen Printed face: 7 hearts.
Conestoga Printed face: 9 diamonds.
Derringer Printed face: 7 spades.
Howitzer Printed face: 9 spades.
Iron Plate Printed faces: A diamonds, Q spades.
Knife Printed face: 8 hearts.
Pepperbox Printed face: A hearts.
Pony Express Printed face: Q diamonds.
Sombrero Printed face: 7 clubs.
Ten Gallon Hat Printed face: J diamonds.
Apache Kid
Belle Star
Bill Noface
Chuck Wengam
Doc Holyday
Elena Fuente
Greg Digger
Herb Hunter
Josè Delgado
Molly Stark
Pat Brennan
Pixie Pete
Sean Mallory
Tequila Joe
Vera Custer
Deputy Sheriff Copies in this set: 2.
Outlaw Copies in this set: 3.
Renegade Copies in this set: 2.
Sheriff
Boots
Bottle Copies in this set: 3.
Calumet
Gold Pan
Gold Rush
Gun Belt
Horseshoe
Lucky Charm
Partner Copies in this set: 3.
Pickaxe
Rhum Copies in this set: 2.
Rucksack
Shot Copies in this set: 3.
Union Pacific
Wanted Copies in this set: 3.
Don Bell
Dutch Will
Jacky Murieta
Josh McCloud
Madam Yto
Pretty Luzena
Raddie Snake
Simeon Picos
Shadow Renegade
A Little Nip Printed face: 5 hearts.
Arrow Printed face: 5 diamonds.
Bang! Printed faces: 6 hearts, 2 clubs, 2 diamonds, 3 diamonds.
Caravan Printed face: 2 spades.
Cat Balou Printed face: 3 hearts.
Duck! Printed face: 3 diamonds.
Flintlock Printed face: A spades.
Mancato! Printed face: K spades.
Quick Shoot Printed face: 3 spades.
Reloading Printed face: 4 diamonds.
Rust Printed face: 9 spades.
Squaw Printed face: 3 diamonds.
Ace up the Sleeve Printed face: A hearts.
Bandolier Printed face: 2 hearts.
Beer keg Printed face: 4 hearts.
Bell Tower Printed face: 7 clubs.
Big Fifty Printed face: Q spades.
Bomb Printed face: 7 diamonds.
Buntline Special Printed face: J spades.
Crate Printed face: 3 hearts.
Double Barrel Printed face: 6 clubs.
Lock Pick Printed face: 2 clubs.
Thunderer Printed face: 3 clubs.
Tumbleweed Printed face: 4 clubs.
Whip Printed face: 5 clubs.
Al Preacher
Bass Greeves
Bloody Mary
Frankie Canton
Julie Cutter
Mexicali Kid
Ms. Abigail
Red Ringo
Dragoon Printed face: J spades.
Map Printed face: 3 diamonds.
Refund Printed face: 3 spades.
Strongbox Printed face: 9 hearts.
Cactus Printed face: 7 hearts.
Evaded! Printed face: Q clubs.
Full Steam Printed face: 2 spades.
Knife Revolver Printed face: 5 diamonds.
Money Bag Printed face: Q clubs.
Most Wanted Printed face: K spades.
Next Stop Printed faces: 2 diamonds, K clubs.
Switch Printed face: 6 hearts.
Train Robbery Printed faces: 4 diamonds, J clubs.
Water Tower Printed face: 8 hearts.
Benny Brawler
Evan Babbit
Jimmy Texas
Manuelita
Sancho
Sgt. Blaze
Shade O
Zippy Roy
Baggage Car
Caboose
Cattle Truck
Circus Wagon
Coal Hopper
Dining Car
Express Car
Ghost Car
Lounge Car
Lumber Flatcar
Mail Car
Observation Car
Passenger Car
Prisoner Car
Private Car
Sleeper Car
Component
Leland
A Fistful of Cards
Abandoned Mine
Ambush
Blood Brothers
Dead Man
Hard Liquor
Lasso
Law of the West
Peyote
Ranch
Ricochet
Russian Roulette
Sniper
The Judge
Vendetta
Blessing
Curse
Ghost Town
Gold Rush
Hangover
High Noon
Shootout
The Daltons
The Doctor
The Reverend
The Sermon
Thirst
Train Arrival
Bone Orchard
Darling Valentine
Dorothy Rage
Gag
Helena Zontero
Lady Rose of Texas
Miss Susanna
Sacagaway
Showdown
Wild West Show
Big Spencer
Flint Westwood
Gary Looter
Greygory Deck
John Pain
Lee Van Kliff
Teren Kill
Youl Grinner
Bounty Printed face: 9 clubs.
Ghost Printed face: 10 spades.
Lemat Printed face: 4 diamonds.
Rattlesnake Printed face: 7 hearts.
Shotgun Printed face: K spades.
Aim Printed face: 6 clubs.
Backfire Printed face: Q clubs.
Bandidos Printed face: Q diamonds.
Escape Printed face: 3 hearts.
Fanning Printed face: 2 spades.
Last Call Printed face: 8 diamonds.
Poker Printed face: J hearts.
Saved! Printed face: 5 hearts.
Tomahawk Printed face: A diamonds.
Tornado Printed face: A clubs.
Black Flower
Colorado Bill
Der Spot - Burst Ringer
Evelyn Shebang
Henry Block
Lemonade Jim
Mick Defender
Tuco Franziskaner
Bart Cassidy (LEGEND)
Black Jack (LEGEND)
Calamity Janet (LEGEND)
El Gringo (LEGEND)
Jesse Jones (LEGEND)
Jourdonnais (LEGEND)
Kit Carlson (LEGEND)
Lucky Duke (LEGEND)
Paul Regret (LEGEND)
Pedro Ramirez (LEGEND)
Rose Doolan (LEGEND)
Sid Ketchum (LEGEND)
Slab the Killer (LEGEND)
Suzy Lafayette (LEGEND)
Vulture Sam (LEGEND)
Willy the Kid (LEGEND)
3:15 to Yooma
A Quick Death
A Thousand Ways to Die
Borderlands
Bottleneck
Fifty Guns
For a Few Cards More
Good Company
Old West Gang
Scrugs Ballad
The Chuck-a-Luck
The Last Hero
The Man with No Name
The Oregon Trail
Wilhelm Scream
Wounded Pride
Annie Versary
Claus “The Saint”
Emiliano
Johnny Kisch
Uncle Will
Blank card
Blank character card
Handcuffs
New Identity
Base summary card
Dodge City summary card
Boom Town
Catico
Creepy Creek
Crown’s Hole
Deathwood
Dodgeville
Fort Wroth
Frisco
Miner’s Oath
San Tafe
Tombrock
Virginia Town
Yooma
extra station
Wooden bullets
Load tokens
Gold nuggets
Locomotive card
Fame-token set (35 tokens, seven shapes)
Money-bag Fame token
Bull-skull Fame token
Cactus Fame token
Boot Fame token
Cowboy-hat Fame token
Horse Fame token
Jug Fame token
Stick of Dynamite