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.