Ludexv2026.11.01-65114139BANG!Official rulebook ↗

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Teach the Game

A short script for teaching the hidden roles, turn and win conditions.

How you win

“You are hidden-role gunfighters: the Sheriff and Deputies want law to survive, the Outlaws want the Sheriff gone, and the Renegade wants to be the last one standing.” The Sheriff team wins when all Outlaws and the Renegade are eliminated. The Outlaws win if the Sheriff dies unless the Renegade is the only survivor; then the Renegade wins.

The boards

There is no shared board. Each player has a board with a Colt .45 and a place for their character, weapon and bullets. The shared table holds the draw deck, discard pile and, if used, expansion decks or markets.

BANG! table layout with numbered setup pointers.

  1. Player boards — one per player, for role, character, weapon and bullets.
  2. Roles — dealt secretly except the Sheriff, who reveals.
  3. Characters and bullets — face-up powers; bullets track life and hand size.
  4. Draw deck — the shared playing-card deck.
  5. Discard pile — face-up cards that leave play.
  6. Starting hands — deal as many as each player’s starting bullets.

A turn

The Sheriff begins; play goes clockwise. On a turn draw two cards, play any number of legal cards, then discard down to your current bullets. Usually you may play one BANG! card per turn, one weapon in play, and one copy of each named card. Missed! can cancel a shot at you; Beer can restore a life point. See Playing BANG!.

How the game ends

The game ends as soon as one role objective is met. Eliminated players reveal their roles and discard their cards. If the Sheriff eliminates a Deputy, the Sheriff loses all cards in hand and in play. Whoever eliminates an Outlaw draws three cards.

Ways to score

BANG! has no point scoring. The role victory conditions decide the winner.

RoleWhat counts as victory
Sheriff and DeputiesAll Outlaws and the Renegade are eliminated.
OutlawsThe Sheriff is eliminated and the Renegade is not alone.
RenegadeThe Renegade is the only survivor when the Sheriff dies.

What each resource is for

ResourceWhy it mattersHow it is used
BulletsTrack health and end-of-turn hand limit.Lose one for each uncancelled hit; Beer can restore one, up to starting amount.
CardsAttacks, defense, range, healing and disruption.Draw two at turn start; keep no more than your bullets at turn end.
DistanceLimits who can be targeted.Count living players between seats; weapon range and modifiers determine reach.
RolesSet hidden team and victory goal.Sheriff reveals; others use actions and table talk to infer sides.

Teaching tips

Rules

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