Ludexv2026.11.01-65114139BANG!Official rulebook ↗

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High Noon

Setup and timing for the BANG! High Noon event module.

Event deck

Choose High Noon, set its special final card aside, shuffle the remaining events face down, and place the reserved card on top. Turn the stack face up so the reserved card is last. Beginning with the Sheriff’s second turn, reveal the top event before the Sheriff takes their turn. The newest event replaces the previous one; the final High Noon event remains through the end of the game.

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.

Rules

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