Ludexv2026.11.01-65114139BANG!Official rulebook ↗

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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

FaceWhat it does and rule
BANG! player board Base player boardHolds the role, character, weapon and bullets in front of one player. Seven identical copies are included.
Rule: Base player board
Dodge City player board Dodge City player boardThe expansion supplies one additional player board for the extra player.
Rule: Dodge City player board

Cards

Base game

FaceWhat it does and rule
Barrel card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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! card face 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 card face 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 card face Cat Balou Printed faces: K hearts, 9 diamonds.Force “any one player” to “discard a card”, regardless of the distance
Rule: Cat Balou
Duel card face 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 card face 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 card face 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! card face 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! card face 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! card face 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 card face 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 card face Stagecoach Printed face: 9 spades.Draw two cards from the top of the deck
Rule: Stagecoach
Wells Fargo card face Wells Fargo Printed face: 3 hearts.Draw three cards from the top of the deck
Rule: Wells Fargo
Bart Cassidy card face Bart CassidyEach time he loses a life point, he immediately draws a card from the deck
Rule: Bart Cassidy
Black Jack card face Black JackDuring 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 card face Calamity JanetShe 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 card face El GringoEach 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 card face Jesse JonesDuring 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 card face JourdonnaisHe 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 card face Kit CarlsonDuring 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 card face Lucky DukeEach 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 card face Paul RegretHe 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 card face Pedro RamirezDuring 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 card face Rose DoolanShe 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 card face Sid KetchumAt 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 card face Slab the KillerPlayers 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 card face Suzy LafayetteAs soon as she has no cards in her hand, she draws a card from the draw pile
Rule: Suzy Lafayette
Vulture Sam card face Vulture SamWhenever 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 card face Willy the KidHe can play any number of BANG! cards during his turn
Rule: Willy the Kid
Deputy Sheriff card face 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 card face 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 card face Renegadehis goal is to be the last character in play
Rule: Renegade
Sheriff card face SheriffMust 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

FaceWhat it does and rule
Barrel card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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! card face 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 card face 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 card face 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 card face Cat Balou Printed face: 8 clubs.Force “any one player” to “discard a card”, regardless of the distance
Rule: Cat Balou
Dodge card face 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 card face 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! card face 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! card face 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! card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face Bible Printed face: 10 hearts.Play it out of turn as a Missed! card, then draw one card.
Rule: Bible
Buffalo Rifle card face 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 card face 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 card face 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 card face 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 card face 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 card face Howitzer Printed face: 9 spades.On a later turn, discard it to target every other player with a BANG! attack.
Rule: Howitzer
Iron Plate card face 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 card face Knife Printed face: 8 hearts.Play it to make a BANG! attack against a player at distance 1.
Rule: Knife
Pepperbox card face 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 card face 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 card face 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 card face 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 card face Apache KidHe 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 card face Belle StarDuring 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 card face Bill NofaceDuring 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 card face Chuck WengamDuring 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 card face Doc HolydayOnce 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 card face Elena FuenteShe can use any card in her hand as a Missed!
Rule: Elena Fuente
Greg Digger card face Greg DiggerEach 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 card face Herb HunterEach 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 card face Josè DelgadoDuring 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 card face Molly StarkEach 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 card face Pat BrennanDuring 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 card face Pixie PeteDuring phase 1 of his turn, he draws 3 cards instead of 2
Rule: Pixie Pete
Sean Mallory card face Sean MalloryIn 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 card face Tequila JoeEach 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 card face Vera CusterAt 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 card face 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 card face 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 card face Renegade Copies in this set: 2.his goal is to be the last character in play
Rule: Renegade
Sheriff card face SheriffThe Sheriff reveals this role, starts with 1 extra life point, and wins by eliminating all Outlaws and the Renegade.
Rule: Sheriff

Gold Rush

FaceWhat it does and rule
Boots card face BootsDoes not apply to the last life point you lose
Rule: Boots
Bottle card face 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 card face CalumetThis equipment has no effect during Duels
Rule: Calumet
Gold Pan card face Gold PanTo 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 card face Gold RushTurns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise.
Rule: Gold Rush
Gun Belt card face Gun BeltBuy it for 2 nuggets. Keep it in play; your end-of-turn hand limit is eight cards.
Rule: Gun Belt
Horseshoe card face HorseshoeAll “draw!” cards are discarded afterwards
Rule: Horseshoe
Lucky Charm card face Lucky CharmDoes 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 card face 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 card face PickaxeBuy it for 4 nuggets. During phase 1 of your turn, draw one additional card.
Rule: Pickaxe
Rhum card face Rhum Copies in this set: 2.All “draw!” cards are discarded afterwards
Rule: Rhum
Rucksack card face RucksackMay be used out of turn, if you are losing your last life point
Rule: Rucksack
Shot card face 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 card face Union PacificBuy it for 4 nuggets, then draw four cards from the deck.
Rule: Union Pacific
Wanted card face 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 card face Don BellAt the end of his extra turn, he does not “draw!” for an extra turn again
Rule: Don Bell
Dutch Will card face Dutch WillHe must discard one of the two cards he has just drawn (his choice) during phase 1 of his turn
Rule: Dutch Will
Jacky Murieta card face Jacky MurietaHe 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 card face Josh McCloudThis 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 card face Madam YtoIt 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 card face Pretty LuzenaShe 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 card face Raddie SnakeTo 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 card face Simeon PicosAlways take the gold nugget from the heap, not from the player who wounded you!
Rule: Simeon Picos
Shadow Renegade card face Shadow RenegadeWhen 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

FaceWhat it does and rule
A Little Nip card face 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 card face 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! card face 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 card face Caravan Printed face: 2 spades.To be added
Cat Balou card face Cat Balou Printed face: 3 hearts.Force “any one player” to “discard a card”, regardless of the distance
Rule: Cat Balou
Duck! card face Duck! Printed face: 3 diamonds.The printed instruction says to take Duck! back into your hand. To be added
Flintlock card face 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! card face 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 card face 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 card face 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 card face 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 card face Squaw Printed face: 3 diamonds.Discard one card in play in front of any player, regardless of distance.
Rule: Squaw
Ace up the Sleeve card face Ace up the Sleeve Printed face: A hearts.To be added
Bandolier card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face 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 card face Al PreacherWhen 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 card face Bass GreevesWhenever 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 card face Bloody MaryWhen 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 card face Frankie CantonDuring 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 card face Julie CutterWhenever 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 card face Mexicali KidDuring 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 card face Ms. AbigailOther 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 card face Red RingoAt 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

FaceWhat it does and rule
Dragoon card face Dragoon Printed face: J spades.Weapon with reach 2. During your turn, you may play 1 additional BANG! card.
Rule: Dragoon
Map card face 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 card face 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 card face 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 card face Cactus Printed face: 7 hearts.At the start of your turn, draw!; on a Heart or Diamond, regain 1 life point.
Rule: Cactus
Evaded! card face 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 card face 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 card face 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 card face 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 card face Most Wanted Printed face: K spades.Each player draws!; on a Spade, that player loses 1 life point.
Rule: Most Wanted
Next Stop card face Next Stop Printed faces: 2 diamonds, K clubs.Advance the train 1 Station.
Rule: Next Stop
Switch card face 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 card face 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 card face 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 card face Benny BrawlerYou 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 card face Evan BabbitThe 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 card face Jimmy TexasAt 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 card face ManuelitaDraw 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 card face SanchoYou 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 card face Sgt. BlazeWhen 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 card face Shade OIf 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 card face Zippy RoyYou only advance the train, you don’t get any extra Railcars directly from this ability
Rule: Zippy Roy
Baggage Car card face Baggage CarDiscard this card for a Missed!, Panic!, Cat Balou, or an extra BANG! effect.
Rule: Baggage Car
Caboose card face CabooseDiscard one of your other blue-bordered cards, including a Railcar, as a Missed!.
Rule: Caboose
Cattle Truck card face Cattle TruckDiscard this card to look at the top 3 cards of the discard pile and take 1.
Rule: Cattle Truck
Circus Wagon card face Circus WagonDiscard this Railcar to make each other player discard one card in play, in clockwise order.
Rule: Circus Wagon
Coal Hopper card face Coal HopperDiscard this card to draw 1 card and discard a Railcar in play in front of a player you choose.
Rule: Coal Hopper
Dining Car card face Dining CarAt the start of your turn, draw!; on a Heart, regain 1 life point.
Rule: Dining Car
Express Car card face Express CarTake an extra turn immediately. You cannot gain another extra turn by playing Express Car again.
Rule: Express Car
Ghost Car card face Ghost CarPlay 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 card face Lounge CarRailcars 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 card face Lumber FlatcarPlay on any player; while it is in play, that player sees other players at distance +1.
Rule: Lumber Flatcar
Mail Car card face Mail CarDiscard this card to draw 3 cards and give 1 of them to a player you choose.
Rule: Mail Car
Observation Car card face Observation CarYou see other players at distance -1; they see you at distance +1.
Rule: Observation Car
Passenger Car card face Passenger CarDiscard this card to take a card from any other player’s hand or in-play area.
Rule: Passenger Car
Prisoner Car card face Prisoner CarYou are unaffected by Indians! and Duel cards played by other players.
Rule: Prisoner Car
Private Car card face Private CarWhile 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 card face Sleeper CarDiscard a blue-bordered card to avoid a card or effect, including Indians! or Duel.
Rule: Sleeper Car
Component card face Component(The other side of this card shows the Leland locomotive.)
Rule: Component
Leland card face Leland(The other side of this card shows the Ironhorse locomotive.)
Rule: Leland

Expansion Pack modules

FaceWhat it does and rule
A Fistful of Cards card face A Fistful of CardsAt 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 card face Abandoned MineDuring 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 card face AmbushThe distance between each pair of players is 1; character abilities that alter distance still apply.
Rule: Ambush
Blood Brothers card face Blood BrothersAt the start of your turn, you may lose 1 life point to give 1 life point to another player.
Rule: Blood Brothers
Dead Man card face Dead ManThe first player eliminated returns at the start of their next turn with 2 life points and draws 2 cards.
Rule: Dead Man
Hard Liquor card face Hard LiquorOn your turn, you may skip Phase 1 to regain 1 life point.
Rule: Hard Liquor
Lasso card face LassoDuring this round, blue- and green-bordered cards in play have no effect.
Rule: Lasso
Law of the West card face Law of the WestDuring Phase 1, reveal your second drawn card; you must play it during that turn if legally possible.
Rule: Law of the West
Peyote card face PeyoteInstead 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 card face RanchAfter Phase 1, discard any number of hand cards and draw the same number once.
Rule: Ranch
Ricochet card face RicochetDiscard 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 card face Russian RouletteStarting 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 card face SniperDiscard 2 BANG! cards to shoot any player for 2 life points; the target needs 2 Missed! cards to cancel it.
Rule: Sniper
The Judge card face The JudgeDuring this round, players cannot play or activate blue- or green-bordered cards in front of themselves.
Rule: The Judge
Vendetta card face VendettaAt the end of your turn, draw!; on a Heart, immediately take a full extra turn.
Rule: Vendetta
Blessing card face BlessingAll cards in play count as Hearts for the entire round.
Rule: Blessing
Curse card face CurseAll cards in play count as Spades for the entire round.
Rule: Curse
Ghost Town card face Ghost TownDuring 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 card face Gold RushTurns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise.
Rule: Gold Rush
Hangover card face HangoverCharacters have no special abilities for the entire round.
Rule: Hangover
High Noon card face High NoonAt 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 card face ShootoutEach player may play one additional BANG! card from hand during their turn.
Rule: Shootout
The Daltons card face The DaltonsWhen this event enters play, each player with a card in play must choose and discard one.
Rule: The Daltons
The Doctor card face The DoctorWhen this event enters play, each player tied for fewest life points regains 1.
Rule: The Doctor
The Reverend card face The ReverendPlayers cannot play Beer during this round.
Rule: The Reverend
The Sermon card face The SermonPlayers cannot play BANG! cards during their turns this round.
Rule: The Sermon
Thirst card face ThirstPlayers draw one fewer card than normal during Phase 1 this round.
Rule: Thirst
Train Arrival card face Train ArrivalPlayers draw one additional card during Phase 1 this round.
Rule: Train Arrival
Bone Orchard card face Bone OrchardPlayers 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 card face Darling ValentinePlayers then also draw the usual 2 cards from the deck
Rule: Darling Valentine
Dorothy Rage card face Dorothy RageIf 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 card face GagPlayers cannot speak; a player who speaks immediately loses 1 life point.
Rule: Gag
Helena Zontero card face Helena ZonteroWhen 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 card face Lady Rose of TexasBring your cards, your mat, etc. with you!
Rule: Lady Rose of Texas
Miss Susanna card face Miss SusannaThis effect does not apply to players skipping their turn because of the Jail
Rule: Miss Susanna
Sacagaway card face SacagawayAll players keep their hand cards face up during their turns.
Rule: Sacagaway
Showdown card face ShowdownBig 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 card face Wild West ShowIt 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 card face Big SpencerStarts with 9 life points and 5 cards, but cannot play Missed! cards.
Rule: Big Spencer
Flint Westwood card face Flint WestwoodThe 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 card face Gary LooterAt the end of each other player’s turn, draw the cards they discard for exceeding their hand limit.
Rule: Gary Looter
Greygory Deck card face Greygory DeckThe 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 card face John PainThe 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 card face Lee Van KliffThe 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 card face Teren KillIf the “draw!” is unsuccessful, you can’t play a Beer to save you
Rule: Teren Kill
Youl Grinner card face Youl GrinnerBefore your Phase 1 draw, each player with more hand cards than you gives you one card of their choice.
Rule: Youl Grinner
Bounty card face Bounty Printed face: 9 clubs.Stays in play until removed somehow ( Panic! , etc.)
Rule: Bounty
Ghost card face 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 card face Lemat Printed face: 4 diamonds.The card you use counts as a BANG! , so you may only play 1 per turn
Rule: Lemat
Rattlesnake card face Rattlesnake Printed face: 7 hearts.Stays in play even after dealing damage. The check order is: Dynamite > Jail > Rattlesnake
Rule: Rattlesnake
Shotgun card face Shotgun Printed face: K spades.Weapon: when your BANG! hits, the target discards one card of their choice from hand.
Rule: Shotgun
Aim card face Aim Printed face: 6 clubs.The target still only needs 1 Missed! to avoid being hit
Rule: Aim
Backfire card face 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 card face Bandidos Printed face: Q diamonds.Each other player discards 2 cards from hand or loses 1 life point.
Rule: Bandidos
Escape card face Escape Printed face: 3 hearts.Also works against cards that affect multiple players ( Gatling , Indians , etc.)
Rule: Escape
Fanning card face 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 card face Last Call Printed face: 8 diamonds.May be played with only 2 players left, but never out of turn
Rule: Last Call
Poker card face 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! card face Saved! Printed face: 5 hearts.You may prevent damage you dealt yourself
Rule: Saved!
Tomahawk card face Tomahawk Printed face: A diamonds.The maximum reachable distance is 2, but it can be used at distance 1
Rule: Tomahawk
Tornado card face Tornado Printed face: A clubs.If you have no cards in hand to discard, you still draw 2 cards
Rule: Tornado
Black Flower card face Black FlowerYou can use a Clubs card as a BANG! in addition to your normal one BANG! per turn
Rule: Black Flower
Colorado Bill card face Colorado BillCards like Missed! or Barrel or Jurdonnais’ ability cannot be used
Rule: Colorado Bill
Der Spot - Burst Ringer card face Der Spot - Burst RingerThis BANG! card is not counted against the limit of one BANG! card per turn
Rule: Der Spot - Burst Ringer
Evelyn Shebang card face Evelyn ShebangYou 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 card face Henry BlockThe 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 card face Lemonade JimWhen another player plays Beer, you may discard a hand card to regain 1 life point.
Rule: Lemonade Jim
Mick Defender card face Mick DefenderThis 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 card face Tuco FranziskanerDuring Phase 1, draw 2 extra cards if you have no cards in play.
Rule: Tuco Franziskaner

Legends

FaceWhat it does and rule
Bart Cassidy (LEGEND) card face Bart Cassidy (LEGEND)Each time you lose a life point, draw 2 cards.
Rule: Bart Cassidy (LEGEND)
Black Jack (LEGEND) card face 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) card face 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) card face 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) card face 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) card face Jourdonnais (LEGEND)You may use your ability even against Indians!, Gatling, Cat Balou, Panic!, etc
Rule: Jourdonnais (LEGEND)
Kit Carlson (LEGEND) card face 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) card face 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) card face Paul Regret (LEGEND)Legendary Rose Doolan ignores distance, so she sees you at distance 1
Rule: Paul Regret (LEGEND)
Pedro Ramirez (LEGEND) card face 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) card face 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) card face 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) card face 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) card face Suzy Lafayette (LEGEND)Whenever your hand becomes empty, draw 2 cards.
Rule: Suzy Lafayette (LEGEND)
Vulture Sam (LEGEND) card face 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) card face 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 to Yooma card face 3:15 to YoomaDo or make another player do a “Draw!” (even at the start of your turn)
Rule: 3:15 to Yooma
A Quick Death card face A Quick DeathHit another player at full life using a BANG! card
Rule: A Quick Death
A Thousand Ways to Die card face A Thousand Ways to DieShow from your hand a Missed! card and another card of the same suit
Rule: A Thousand Ways to Die
Borderlands card face BorderlandsDiscard your entire hand (even if you have 0 cards)
Rule: Borderlands
Bottleneck card face BottleneckDiscard a Beer card
Rule: Bottleneck
Fifty Guns card face Fifty GunsTake or discard a weapon
Rule: Fifty Guns
For a Few Cards More card face For a Few Cards MoreDiscard at least 1 excess card at the end of your turn
Rule: For a Few Cards More
Good Company card face Good CompanyDiscard a card, then play a card with the same name (or vice versa)
Rule: Good Company
Old West Gang card face Old West GangHit 2 or more players in the same turn
Rule: Old West Gang
Scrugs Ballad card face Scrugs BalladLose a Duel
Rule: Scrugs Ballad
The Chuck-a-Luck card face The Chuck-a-LuckDiscard a BANG! card
Rule: The Chuck-a-Luck
The Last Hero card face The Last HeroDiscard a blue card in play
Rule: The Last Hero
The Man with No Name card face The Man with No NameLose 1 life point (not your last one)
Rule: The Man with No Name
The Oregon Trail card face The Oregon TrailDuring your draw phase, do not draw the first card you are allowed to draw
Rule: The Oregon Trail
Wilhelm Scream card face Wilhelm ScreamPlay a BANG! card at distance 2 or more
Rule: Wilhelm Scream
Wounded Pride card face Wounded PrideAnother player causes one of your BANG! cards to miss
Rule: Wounded Pride

High Noon and A Fistful of Cards

FaceWhat it does and rule
A Fistful of Cards card face A Fistful of CardsAt 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 card face Abandoned MineDuring 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 card face AmbushThe distance between each pair of players is 1; character abilities that alter distance still apply.
Rule: Ambush
Blood Brothers card face Blood BrothersAt the start of your turn, you may lose 1 life point to give 1 life point to another player.
Rule: Blood Brothers
Dead Man card face Dead ManThe first player eliminated returns at the start of their next turn with 2 life points and draws 2 cards.
Rule: Dead Man
Hard Liquor card face Hard LiquorOn your turn, you may skip Phase 1 to regain 1 life point.
Rule: Hard Liquor
Lasso card face LassoDuring this round, blue- and green-bordered cards in play have no effect.
Rule: Lasso
Law of the West card face Law of the WestDuring Phase 1, reveal your second drawn card; you must play it during that turn if legally possible.
Rule: Law of the West
Peyote card face PeyoteInstead 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 card face RanchAfter Phase 1, discard any number of hand cards and draw the same number once.
Rule: Ranch
Ricochet card face RicochetDiscard 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 card face Russian RouletteStarting 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 card face SniperDiscard 2 BANG! cards to shoot any player for 2 life points; the target needs 2 Missed! cards to cancel it.
Rule: Sniper
The Judge card face The JudgeDuring this round, players cannot play or activate blue- or green-bordered cards in front of themselves.
Rule: The Judge
Vendetta card face VendettaAt the end of your turn, draw!; on a Heart, immediately take a full extra turn.
Rule: Vendetta
Blessing card face BlessingAll cards in play count as Hearts for the entire round.
Rule: Blessing
Curse card face CurseAll cards in play count as Spades for the entire round.
Rule: Curse
Ghost Town card face Ghost TownDuring 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 card face Gold RushTurns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise.
Rule: Gold Rush
Hangover card face HangoverCharacters have no special abilities for the entire round.
Rule: Hangover
High Noon card face High NoonAt 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 card face ShootoutEach player may play one additional BANG! card from hand during their turn.
Rule: Shootout
The Daltons card face The DaltonsWhen this event enters play, each player with a card in play must choose and discard one.
Rule: The Daltons
The Doctor card face The DoctorWhen this event enters play, each player tied for fewest life points regains 1.
Rule: The Doctor
The Reverend card face The ReverendPlayers cannot play Beer during this round.
Rule: The Reverend
The Sermon card face The SermonPlayers cannot play BANG! cards during their turns this round.
Rule: The Sermon
Thirst card face ThirstPlayers draw one fewer card than normal during Phase 1 this round.
Rule: Thirst
Train Arrival card face Train ArrivalPlayers draw one additional card during Phase 1 this round.
Rule: Train Arrival

Wild West Show

FaceWhat it does and rule
Bone Orchard card face Bone OrchardPlayers 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 card face Darling ValentinePlayers then also draw the usual 2 cards from the deck
Rule: Darling Valentine
Dorothy Rage card face Dorothy RageIf 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 card face GagPlayers cannot speak; a player who speaks immediately loses 1 life point.
Rule: Gag
Helena Zontero card face Helena ZonteroWhen 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 card face Lady Rose of TexasBring your cards, your mat, etc. with you!
Rule: Lady Rose of Texas
Miss Susanna card face Miss SusannaThis effect does not apply to players skipping their turn because of the Jail
Rule: Miss Susanna
Sacagaway card face SacagawayAll players keep their hand cards face up during their turns.
Rule: Sacagaway
Showdown card face ShowdownBig 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 card face Wild West ShowIt 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 card face Big SpencerStarts with 9 life points and 5 cards, but cannot play Missed! cards.
Rule: Big Spencer
Flint Westwood card face Flint WestwoodThe 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 card face Gary LooterAt the end of each other player’s turn, draw the cards they discard for exceeding their hand limit.
Rule: Gary Looter
Greygory Deck card face Greygory DeckThe 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 card face John PainThe 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 card face Lee Van KliffThe 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 card face Teren KillIf the “draw!” is unsuccessful, you can’t play a Beer to save you
Rule: Teren Kill
Youl Grinner card face Youl GrinnerBefore 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

FaceWhat it does and rule
Bounty card face Bounty Printed face: 9 clubs.Stays in play until removed somehow ( Panic! , etc.)
Rule: Bounty
Ghost card face 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 card face Lemat Printed face: 4 diamonds.The card you use counts as a BANG! , so you may only play 1 per turn
Rule: Lemat
Rattlesnake card face Rattlesnake Printed face: 7 hearts.Stays in play even after dealing damage. The check order is: Dynamite > Jail > Rattlesnake
Rule: Rattlesnake
Shotgun card face Shotgun Printed face: K spades.Weapon: when your BANG! hits, the target discards one card of their choice from hand.
Rule: Shotgun
Aim card face Aim Printed face: 6 clubs.The target still only needs 1 Missed! to avoid being hit
Rule: Aim
Backfire card face 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 card face Bandidos Printed face: Q diamonds.Each other player discards 2 cards from hand or loses 1 life point.
Rule: Bandidos
Escape card face Escape Printed face: 3 hearts.Also works against cards that affect multiple players ( Gatling , Indians , etc.)
Rule: Escape
Fanning card face 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 card face Last Call Printed face: 8 diamonds.May be played with only 2 players left, but never out of turn
Rule: Last Call
Poker card face 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! card face Saved! Printed face: 5 hearts.You may prevent damage you dealt yourself
Rule: Saved!
Tomahawk card face Tomahawk Printed face: A diamonds.The maximum reachable distance is 2, but it can be used at distance 1
Rule: Tomahawk
Tornado card face Tornado Printed face: A clubs.If you have no cards in hand to discard, you still draw 2 cards
Rule: Tornado
Black Flower card face Black FlowerYou can use a Clubs card as a BANG! in addition to your normal one BANG! per turn
Rule: Black Flower
Colorado Bill card face Colorado BillCards like Missed! or Barrel or Jurdonnais’ ability cannot be used
Rule: Colorado Bill
Der Spot - Burst Ringer card face Der Spot - Burst RingerThis BANG! card is not counted against the limit of one BANG! card per turn
Rule: Der Spot - Burst Ringer
Evelyn Shebang card face Evelyn ShebangYou 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 card face Henry BlockThe 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 card face Lemonade JimWhen another player plays Beer, you may discard a hand card to regain 1 life point.
Rule: Lemonade Jim
Mick Defender card face Mick DefenderThis 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 card face Tuco FranziskanerDuring Phase 1, draw 2 extra cards if you have no cards in play.
Rule: Tuco Franziskaner

Most Wanted promos

FaceWhat it does and rule
Annie Versary card face Annie VersaryUse any hand card as BANG! or Missed!.
Rule: Annie Versary
Claus "The Saint" card face 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 card face EmilianoWhenever another player plays a blue-bordered card, draw 1 card.
Rule: Emiliano
Johnny Kisch card face Johnny KischWhen you play a card into play, discard all other cards in play with the same name.
Rule: Johnny Kisch
Uncle Will card face Uncle WillOnce during your turn, play any hand card as General Store.
Rule: Uncle Will
Blank card card face Blank cardCustomizable playing card supplied for house-rule text; it has no fixed official effect.
Rule: Blank card
Blank character card card face Blank character cardCustomizable character card supplied for a player-written ability; it has no fixed official effect.
Rule: Blank character card
Handcuffs card face HandcuffsAt the start of your turn, declare a suit; during Phase 2, you may play only cards of that suit.
Rule: Handcuffs
New Identity card face New IdentityAt 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

FaceWhat it does and rule
BANG! summary card Base summary cardReminds each player of the basic actions and symbols. Seven copies share this face.
Rule: Base summary card
Dodge City summary card Dodge City summary cardOne extra reminder card supplied with Dodge City.
Rule: Dodge City summary card

Tiles

FaceWhat it does and rule
Boom Town station tile Boom TownDiscard a BANG! card.
Rule: Boom Town
Catico station tile CaticoDiscard a Cat Balou or Panic! card.
Rule: Catico
Creepy Creek station tile Creepy CreekDiscard a Spades card.
Rule: Creepy Creek
Crown's Hole station tile Crown’s HoleDiscard a Beer card.
Rule: Crown’s Hole
Deathwood station tile DeathwoodDiscard a blue-bordered card.
Rule: Deathwood
Dodgeville station tile DodgevilleDiscard a Missed! card.
Rule: Dodgeville
Fort Wroth station tile Fort WrothDiscard a card with value 10, J, Q, K or A.
Rule: Fort Wroth
Frisco station tile FriscoDiscard a Clubs card.
Rule: Frisco
Miner's Oath station tile Miner’s OathDiscard a Diamonds card.
Rule: Miner’s Oath
San Tafe station tile San TafeDiscard a Hearts card.
Rule: San Tafe
Tombrock station tile TombrockLose 1 life, but never your last.
Rule: Tombrock
Virginia Town station tile Virginia TownDiscard any two cards.
Rule: Virginia Town
Yooma station tile YoomaDiscard a card with value 2 through 9.
Rule: Yooma
extra station station tile extra stationCustomizable station tile; agree on its cost before play.
Rule: extra station

Tokens & pieces

FaceWhat it does and rule
Wooden bullet tokens Wooden bulletsTrack remaining life points. Your current bullets also set your hand limit at turn end.
Rule: Wooden bullets
Load tokens Load tokensPay to activate Dangerous cards and upgrades; return spent tokens to the supply.
Rule: Load tokens
Gold nuggets Gold nuggetsCurrency for buying equipment and paying abilities in Gold Rush.
Rule: Gold nuggets
Locomotive card Locomotive cardShared double-sided marker: the current side sets the locomotive effect as the train advances.
Rule: Locomotive card
Complete set of seven Fame-token shapes 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 Money-bag Fame tokenOne 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 Bull-skull Fame tokenOne 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 Cactus Fame tokenOne 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 Boot Fame tokenOne 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 Cowboy-hat Fame tokenOne 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 Horse Fame tokenOne 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 Jug Fame tokenOne 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 token Stick of DynamiteIn 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.

Rules

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