The Great Train Robbery
The railcar train, station costs and End of the Line effects.
Train setup
This expansion has 16 new playing cards, 16 Railcars, eight characters, 13 Station tiles, one double-sided Locomotive and one customizable Station tile. Shuffle the new playing cards into the base deck. Shuffle Railcars and Stations separately. Reveal one Station per player in a left-to-right line. Place the Locomotive at the first Station and three Railcars behind it, or all available Railcars if fewer than three are ready. Railcars are paired with the Station immediately before them.
Train movement
At the beginning of each Sheriff’s turn, move the Locomotive one Station to the right, pulling the train with it. Once per turn, before taking a Railcar, you may advance the train one Station for free; if you do, you must pay one paired Station’s cost and take that Railcar. Pay by discarding the required cards from your hand and/or play area. When a cost depicts a named card, that exact card is required. You may take no more than one Railcar per turn this way.
When a Railcar leaves the train, slide the remaining Railcars toward the Locomotive and refill the far end. Railcars behave like blue cards: they can be removed by effects that target blue cards, but if one would enter your hand, put it in play immediately. Discarded Railcars go face up to the bottom of the Railcar deck. The Locomotive itself cannot be taken.
End of the Line
When the Locomotive moves beyond the last Station, first finish the current player’s opportunity to pay and take a Railcar. Then resolve the Locomotive effect, starting with the active player and proceeding clockwise. Ironhorse makes each player a target of a BANG! effect; Leland resolves a General Store. Reshuffle the Stations into a new line, rebuild the train, and flip the Locomotive to its other side. If there are no Railcars at that moment, the Locomotive still works; add Railcars to the train when they later become available.
Expansion cards and character powers
The expansion adds twelve brown and four blue cards to the 16 basic cards. Their card text defines additional effects. Several characters alter train movement, taking Railcars or End of the Line timing; read each power before play. For instance, Sancho may advance before taking a Railcar, while the Railcar still counts toward the once-per-turn limit.
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.
Dragoon
Weapon with reach 2. During your turn, you may play 1 additional BANG! card.
Map
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
Refund
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
Strongbox
Remember that you cannot play the card you draw in the same turn. You draw 1 card even if you are in Jail
Cactus
At the start of your turn, draw!; on a Heart or Diamond, regain 1 life point.
Evaded!
Play out of turn to cancel a card effect targeting you. It cannot cancel effects that are not caused by a card.
Full Steam
Move the train to the End of the Line immediately; choose to ignore or double the Locomotive effect for all players.
Knife Revolver
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!.
Money Bag
If the top card of the discard pile is brown-bordered, play Money Bag as a copy of that card’s effect.
Most Wanted
Each player draws!; on a Spade, that player loses 1 life point.
Next Stop
Advance the train 1 Station.
Switch
If 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
Train Robbery
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
Water Tower
You cannot advance the train before taking the Railcar. The Railcar does not count towards your normal limit of 1 Railcar per turn
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
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
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
Manuelita
Draw 2 cards immediately when the Locomotive is moved to the End of the Line, before resolving the End of the Line effect
Sancho
You can advance the train before taking the Railcar. This Railcar does count towards your normal limit of one Railcar per turn
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
Shade O
If the train reaches the End of the Line, discard and draw the card before resolving any End of the Line effect
Zippy Roy
You only advance the train, you don’t get any extra Railcars directly from this ability
Baggage Car
Discard this card for a Missed!, Panic!, Cat Balou, or an extra BANG! effect.
Caboose
Discard one of your other blue-bordered cards, including a Railcar, as a Missed!.
Cattle Truck
Discard this card to look at the top 3 cards of the discard pile and take 1.
Circus Wagon
Discard this Railcar to make each other player discard one card in play, in clockwise order.
Coal Hopper
Discard this card to draw 1 card and discard a Railcar in play in front of a player you choose.
Dining Car
At the start of your turn, draw!; on a Heart, regain 1 life point.
Express Car
Take an extra turn immediately. You cannot gain another extra turn by playing Express Car again.
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.
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.
Lumber Flatcar
Play on any player; while it is in play, that player sees other players at distance +1.
Mail Car
Discard this card to draw 3 cards and give 1 of them to a player you choose.
Observation Car
You see other players at distance -1; they see you at distance +1.
Passenger Car
Discard this card to take a card from any other player’s hand or in-play area.
Prisoner Car
You are unaffected by Indians! and Duel cards played by other players.
Private Car
While your hand is empty, BANG! cards cannot target you. Area effects such as Gatling and Knife Revolver still affect you.
Sleeper Car
Discard a blue-bordered card to avoid a card or effect, including Indians! or Duel.
Component
(The other side of this card shows the Leland locomotive.)
Leland
(The other side of this card shows the Ironhorse locomotive.)
Boom Town
Discard a BANG! card.
Catico
Discard a Cat Balou or Panic! card.
Creepy Creek
Discard a Spades card.
Crown’s Hole
Discard a Beer card.
Deathwood
Discard a blue-bordered card.
Dodgeville
Discard a Missed! card.
Fort Wroth
Discard a card with value 10, J, Q, K or A.
Frisco
Discard a Clubs card.
Miner’s Oath
Discard a Diamonds card.
San Tafe
Discard a Hearts card.
Tombrock
Lose 1 life, but never your last.
Virginia Town
Discard any two cards.
Yooma
Discard a card with value 2 through 9.
extra station
Customizable station tile; agree on its cost before play.
Locomotive card
Shared double-sided marker: the current side sets the locomotive effect as the train advances.