Ludexv2026.11.01-65114139BANG!Official rulebook ↗

Visitors

Loading…

Expansion Pack

How the BANG! Expansion Pack combines High Noon, A Fistful of Cards, Wild West Show and The Valley of Shadows.

Modules

The Expansion Pack is a boxed collection, not one rules module: it contains High Noon, A Fistful of Cards, Wild West Show, and The Valley of Shadows. You need the base game. Add the modules you choose before setup; their pages explain setup and play changes. The publisher’s pack rules permit using High Noon and A Fistful of Cards together, with a shared 12-card event stack plus a randomly selected final card.

The Bullet edition extras

The Bullet is a collected edition, not a separate gameplay expansion. Its rulebook includes the core game, High Noon, Dodge City and A Fistful of Cards, plus three special characters (Uncle Will, Johnny Kisch and Claus “The Saint”), two additional High Noon cards (New Identity and Handcuffs), two blank custom cards and a Sheriff’s badge. It also includes the same core rules rather than adding another turn system. Treat its included cards as optional promos and use their printed card text.

Stick of Dynamite variant

The Dynamite Box compendium also publishes an optional Stick of Dynamite variant. After setup, the Sheriff holds the Stick. If a player was dealt the Dynamite card, replace it and shuffle that card back into the deck. Whenever you hit another player with a BANG! card, take the Stick. When the Dynamite card is drawn or revealed by a “draw!” check, show it and put it in front of the Stick holder; replace it with a new card, which does not count as the original draw/check. The Dynamite then follows its normal rules. If it leaves play, shuffle it back into the deck; if it is taken from play, place it in front of the current Stick holder rather than into a hand.

Card and character effects

Publisher card faces and character text are listed below; each component entry links directly to its effect. Effects are concise paraphrases of the printed face and expansion rules.

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.

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.

Ambush

The distance between each pair of players is 1; character abilities that alter distance still apply.

Blood Brothers

At the start of your turn, you may lose 1 life point to give 1 life point to another player.

Dead Man

The first player eliminated returns at the start of their next turn with 2 life points and draws 2 cards.

Hard Liquor

On your turn, you may skip Phase 1 to regain 1 life point.

Lasso

During this round, blue- and green-bordered cards in play have no effect.

Law of the West

During Phase 1, reveal your second drawn card; you must play it during that turn if legally possible.

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.

Ranch

After Phase 1, discard any number of hand cards and draw the same number once.

Ricochet

Discard a card to target a card in play in front of any player; draw!, and discard the target card on a Spade.

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.

Sniper

Discard 2 BANG! cards to shoot any player for 2 life points; the target needs 2 Missed! cards to cancel it.

The Judge

During this round, players cannot play or activate blue- or green-bordered cards in front of themselves.

Vendetta

At the end of your turn, draw!; on a Heart, immediately take a full extra turn.

Blessing

All cards in play count as Hearts for the entire round.

Curse

All cards in play count as Spades for the entire round.

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.

Gold Rush

Turns proceed counter-clockwise, starting with the Sheriff. Card draws and Dynamite still proceed clockwise.

Hangover

Characters have no special abilities for the entire round.

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.

Shootout

Each player may play one additional BANG! card from hand during their turn.

The Daltons

When this event enters play, each player with a card in play must choose and discard one.

The Doctor

When this event enters play, each player tied for fewest life points regains 1.

The Reverend

Players cannot play Beer during this round.

The Sermon

Players cannot play BANG! cards during their turns this round.

Thirst

Players draw one fewer card than normal during Phase 1 this round.

Train Arrival

Players draw one additional card during Phase 1 this round.

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

Darling Valentine

Players then also draw the usual 2 cards from the deck

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

Gag

Players cannot speak; a player who speaks immediately loses 1 life point.

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.

Lady Rose of Texas

Bring your cards, your mat, etc. with you!

Miss Susanna

This effect does not apply to players skipping their turn because of the Jail

Sacagaway

All players keep their hand cards face up during their turns.

Showdown

Big Spencer may use BANG! as they were Missed! and Lee Van Kliff may discard any card to use his ability

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

Big Spencer

Starts with 9 life points and 5 cards, but cannot play Missed! cards.

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

Gary Looter

At the end of each other player’s turn, draw the cards they discard for exceeding their hand limit.

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

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

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

Teren Kill

If the “draw!” is unsuccessful, you can’t play a Beer to save you

Youl Grinner

Before your Phase 1 draw, each player with more hand cards than you gives you one card of their choice.

Bounty

Stays in play until removed somehow ( Panic! , etc.)

Ghost

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

Lemat

The card you use counts as a BANG! , so you may only play 1 per turn

Rattlesnake

Stays in play even after dealing damage. The check order is: Dynamite > Jail > Rattlesnake

Shotgun

Weapon: when your BANG! hits, the target discards one card of their choice from hand.

Aim

The target still only needs 1 Missed! to avoid being hit

Backfire

Play out of turn when targeted by a BANG!: cancel it as Missed! and target the attacker with a BANG! effect.

Bandidos

Each other player discards 2 cards from hand or loses 1 life point.

Escape

Also works against cards that affect multiple players ( Gatling , Indians , etc.)

Fanning

Counts as your normal one BANG! per turn. The secondary BANG! is mandatory and it is fired even if the first one is canceled

Last Call

May be played with only 2 players left, but never out of turn

Poker

Each other player discards 1 hand card; if none is a Heart, take up to 2 of those cards into your hand.

Saved!

You may prevent damage you dealt yourself

Tomahawk

The maximum reachable distance is 2, but it can be used at distance 1

Tornado

If you have no cards in hand to discard, you still draw 2 cards

Black Flower

You can use a Clubs card as a BANG! in addition to your normal one BANG! per turn

Colorado Bill

Cards like Missed! or Barrel or Jurdonnais’ ability cannot be used

Der Spot - Burst Ringer

This BANG! card is not counted against the limit of one BANG! card per turn

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)

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

Lemonade Jim

When another player plays Beer, you may discard a hand card to regain 1 life point.

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

Tuco Franziskaner

During Phase 1, draw 2 extra cards if you have no cards in play.

Annie Versary

Use any hand card as BANG! or Missed!.

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.

Emiliano

Whenever another player plays a blue-bordered card, draw 1 card.

Johnny Kisch

When you play a card into play, discard all other cards in play with the same name.

Uncle Will

Once during your turn, play any hand card as General Store.

Blank card

Customizable playing card supplied for house-rule text; it has no fixed official effect.

Blank character card

Customizable character card supplied for a player-written ability; it has no fixed official effect.

Handcuffs

At the start of your turn, declare a suit; during Phase 2, you may play only cards of that suit.

New Identity

At the start of your turn, you may replace your character with your other character card at its full starting life total.

Stick of Dynamite

In the optional variant, the token marks who must receive the Dynamite card when it is drawn.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close