Bang Rules ENG
Bang Rules ENG
CONTENTS
• 16 Characters;
• 80 Playing cards;
• 7 Summary cards;
• 7 Playing boards;
•	 30 Bullets;
                                    •	 These rules.
                                                                          1
                         PREPARATION
(Before the first game remove carefully the bullet tokens from their frames.)
Each player takes a playing board (place it in front of you to hold your role,
your character, your weapon and your bullets).
Take as many role cards as the number of players, divided as follows:
        4 players:     1 Sheriff, 1 Renegade, 2 Outlaws
        5 players:     1 Sheriff, 1 Renegade, 2 Outlaws, 1 Deputy
        6 players:     1 Sheriff, 1 Renegade, 3 Outlaws, 1 Deputy
        7 players:     1 Sheriff, 1 Renegade, 3 Outlaws, 2 Deputy
Shuffle the cards and give one, face down, to each player. The Sheriff
reveals himself by turning his card face up. All other players look at their
role but keep it secret.
Shuffle the characters and give one face up to each player.
Each player now announces the name of his character and
reads his ability. Each player takes as many bullets as
shown on his character.
The Sheriff plays the game with one additional bullet: if
his character card shows three bullets, he is considered
for all effects to have four; if he has four bullets, then the
Sheriff plays with five.
Put the remaining roles, boards and character cards back
in the box.
Shuffle the playing cards, and give each player as many cards, face down, as
the bullets he has. Put the remaining playing cards face down in the middle
of the table, as a draw pile. Leave room for the discard pile.
    Note: for your first few games, you can try a simplified
    version of the game by removing all cards with the symbol of
    a book before getting started.
Characters
Each Western character has some special abilities, which make you unique.
The bullets you have show how many life points you begin the game with,
i.e. how many times you can be hit before being eliminated from play.
Moreover, the bullets indicate how many cards the player can hold in his
hand at the end of his turn (hand size limit).
Example. Jesse Jones has 4 life points: he can be hit four times before being
eliminated from the game. Moreover, he can hold up to four cards in his hands
at the end of his turn.
If during game Jesse loses one life point and he is down at 3, he can only hold
up to three cards in his hand at the end of his turn. But fear not! Life points
can be recovered!
2
                            THE GAME
The Sheriff begins. The game is played in turns, in clockwise order. Each
player’s turn is divided into three phases:
1. Draw two cards;
2. Play any number of cards;
3. Discard excess cards.
Example. If you put a Barrel in play, you cannot play another one, since you
would end up having two copies of the same card in front of you.
There are two types of cards: brown-bordered cards (= play and discard) and
blue-bordered cards (= weapons and other objects).
                                                                           3
Distance between players
The distance between two players is the
minimum number of places between
them, counting clockwise or counter-
clockwise (see figure). The distance is
very important, because all cards with a
sight take it into account. Normally you
can reach only targets (players or cards)
within a distance of 1 (note the
of your Colt .45 on your playing board).
When a character is eliminated, he is
no longer counted when evaluating the
distance: some players will get “closer”
when someone is eliminated.
Eliminating a character
When you lose your last life point, you are eliminated and your game
is over, unless you immediately play a Beer (see below). When you are
eliminated from the game, show your role card and discard all the cards you
have in hand and in play.
a) the Sheriff is killed. If the Renegade is the only one alive, then he wins.
Otherwise, the Outlaws win;
b) all the Outlaws and the Renegade are killed. The Sheriff and his
Deputies win.
Example 1. All the Outlaws are eliminated, but the Renegade is still in play. In
this case, the game continues. The Renegade must now face the Sheriff and
his Deputies alone.
Example 2. The Sheriff is killed, but all Outlaws are eliminated, and one
Deputy and the Renegade are still in play. The game ends with the Outlaws
winning! They achieved their goal at the cost of their own lives!
                                  NEW GAME
    If you play more than one game in a row, players still “alive” at the
    end of the game may choose to keep their character (but not the cards
    in hand or in play!) for the following game; players which have been
    eliminated must draw a new character randomly.
    If you want to give each player the opportunity of playing the Sheriff,
    you may decide, before starting the game, to pass this role among
    players from game to game, randomly assigning the other roles.
4
Now that you are familiar with the rules, let’s see the cards of BANG! in detail!
                             THE CARDS
Weapons
You start the game with a Colt .45 revolver. This is not
represented by any card, but it is drawn on your playing board.
Using the Colt .45 you can only hit targets at a distance of 1,
i.e. only players sitting to your right or your left.
In order to hit targets farther than distance 1, you need to
play a bigger weapon: place it over the Colt .45. Weapons can
                 be recognized from their blue border with no
                  bullet holes, black-and-white illustration and the number
                  into the sight (see picture) that represents the maximum
                  reachable distance. The weapon in play substitutes the Colt
                  .45, until the card is removed somehow. Even if weapons are
                   played on the board, they can still be stolen (e.g. through
                   the play of a Panic!) or discarded (e.g. through Cat Balou).
                   The only weapon you can never lose is the ol’ Colt .45!
                   You can only have one weapon in play at a time: if you
                    want to play a new weapon when you already have one, you
                    must discard the one you already have.
Volcanic: with this card in play you may play any number
of BANG! cards during your turn. These BANG! cards can
be aimed at the same or different targets, but are limited to
a distance of 1.
                                                                              5
If you are hit by a BANG! you may                                         THE SYMBOLS ON TH
immediately play a Missed! - even though
               it is not your turn! - to               Each card shows one or more symbols that
               cancel the shot. If you do                 Count as a BANG!: remove one    hand
               not, you lose one life point               life point                      one c
                (discard a bullet). Discarded
                bullet go into a pile in the
                middle of the table. If you                  Count as a Missed!: cancel
                 have no more bullets left,                  the effect of
                 i.e. you lose your last life                                                  regar
                 point, you are out of the
                                                            Regain one life point. Only
                 game,, unless you play                     the player playing this card
                 immediately a Beer (see             benefits from this effect, unless
next paragraph). You can only cancel shots           otherwise stated.
aimed at you. The BANG! card is discarded,                                                     who
even when cancelled.                                                                           the d
                                                          Draw a card. If “any player”
                                                          is specified (see that symbol),
Beer                                                      then you can draw a random
This card lets you regain                                 card from his hand, or you can
one life point – take a bullet                       choose one in play in front of him.
from the pile. You cannot                            If no player is specified, draw the top   reach
gain more life points than                           card of the deck. In any case, cards
your starting amount!                                drawn are added to your hand.
The Beer cannot be used
to help other players.
                                                          Force to discard a card. You
The Beer can be played in
                                                          can force a specified player to      Musta
two ways:                                                 discard a random card from his       distan
•	 as usual, during your
   turn;
•	 out of turn, but only if you have just
   received a hit that is lethal (i.e. a hit that takes away your last life point),
   and not if you are simply hit.
Beer has no effect if there are only 2 players left in the game; in other
words, if you play a Beer you do not gain any life point.
Example. You have 2 life points left, and suffer 3 damages from a Dynamite.
If you play 2 Beers you will stay alive with 1 life point left (2-3+2), while you
would be eliminated playing only one Beer that would allow you to regain just
1 life point. You would still be at zero!
                 Saloon
                 Cards with symbols on two lines have two simultaneous
                 effects, one for each line.
                 Here symbols say: “Regain one life point”, and this applies
                  to “All the other players”, and on the next line: “[You] regain
                  one life point”.
                  The overall effect is that all players in play regain one
                   life point.
                   You cannot play a Saloon out of turn when you are losing
                    your last life point: the Saloon is not a Beer!
6
MBOLS ON THE CARDS                                    Stagecoach
                                                      and Wells Fargo
  symbols that show the effect(s) of the card.        Symbols state:
 e one   hand, or you can choose and discard          “Draw two
         one card in play in front of him.            cards” (three
                                                      with Wells
                                                      Fargo) from the
 ancel          It specifies that you can apply       top of the deck.
                the effect to any chosen player,
         regardless of the distance.
 Only
  card             It specifies that the effect
unless             applies to all the other
                   players – i.e. not the player
         who played the card -, regardless of
         the distance.                                             General store
layer”                                                             When you play this card,
mbol),                                                             turn as many cards from the
ndom           It specifies that the effect                        deck face up as the players
u can          applies to any one player,                          still   playing.     Starting
  him.         provided that he is within a                        with you and proceeding
he top   reachable distance.                                       clockwise,    each     player
 cards                                                             chooses one of those cards
                                                                   and puts it in his hands.
               It specifies that the effect applies
               to any one player at a distance
  You          of the number or less. Note:
yer to   Mustang and Scope can alter this
m his    distance, but weapons in play do not.
                                                Panic!
                                                The symbols state: “Draw
                                                a card” from “a player at
                distance 1”. Remember that this distance is not modified by
                weapons, but only by cards such as Mustang and/or Scope.
                                      Cat Balou
                                      Force “any one player” to “discard a card”, regardless of
                                      the distance.
                Gatling
                The Gatling shoots “a BANG!” to “all the other players”,
                regardless of the distance. Even though the Gatling shoots
                a BANG! to all the other players, it is not considered a
                BANG! card. During your turn you can play any number of
                Gatling, but only one BANG! card.
                                                                                             7
Indians!
Each player, excluding the one who played this card, may
discard a BANG! card, or lose one life point. Neither Missed!
nor Barrel have effect in this case.
               Duel
               With this card you can challenge any other
               player (staring him in the eyes!), regardless of
               the distance. The challenged player may discard a BANG!
               card (even though it is not his turn!). If he does, you may
               discard a BANG! card, and so on: the first player failing to
                discard a BANG! card loses one life point, and the duel is
                over. You cannot play Missed! or use the Barrel during a
                duel. The Duel is not a BANG! card. BANG! cards discarded
                during a Duel are not accounted towards the “one BANG!
                card” limitation.
Mustang
When you have a Mustang horse in play the distance between
other players and you is increased by 1. However, you still
see the other players at the normal distance.
Example. In the figure of the distance, if Ann (A) has a Mustang
in play, Ben (B) and Flo (F) would see her at a distance of 2,
Carl (C) and Emma (E) at a distance of 3, and Dan (D) at a
distance of 4, while Ann would continue seeing all the other
players at the normal distance.
                Scope
                When you have a Scope in play, you see all the other players
                at a distance decreased by 1. However, other players still
                see you at the normal distance. Distances less than 1 are
                 considered to be 1.
                 Example. In the figure of the distance, if Ann (A) has a Scope
                 in play, she would see Ben (B) and Flo (F) at a distance of
                 1, Carl (C) and Emma (E) at a distance of 1, Dan (D) at a
                  distance of 2, while Ann would be seen by other players at
                  a normal distance.
Draw!
Some cards (Barrel, Jail, Dynamite) show little poker suits and values, then
an equal sign and then their effects. The player using such a card must
“draw!”, i.e. he has to flip over the top card of the deck,
discard it, and look at the poker symbol in the lower left
corner. If this flipped card shows a symbol (and value!) that
matches, then the “draw!” was successful, and the effect of
8
the card is resolved (the “draw!” card is always discarded without effect).
Otherwise, nothing happens: bad luck! If a specific card value or range is
specified on the card, then the “draw!” card must show a value within that
range (including the pictured symbols), and the suit shown.
The value sequence is: 2-3-4-5-6-7-8-9-10-J-Q-K-A.
Barrel
The Barrel allows you to “draw!” when you are the target of a BANG!:
                  - if you draw a Heart card, you are Missed! (just like if you
                      played a Missed! card);
                  - otherwise nothing happens.
                  Example. You are the target of another player’s BANG! You
                  have a Barrel in play: this card lets you “draw!” to cancel a
                  BANG! and it is successful on a Heart. So, you flip the top card
                  of the deck and put it on the discard pile: it’s a 4 of Hearts.
                  The use of the Barrel is successful and
                  cancels the BANG! If the flipped card
                  were of a different suit, then the Barrel
                  would have had no effect, but you could
have still tried to cancel the BANG! with a Missed!.
                Jail
                Play this card in front of any player regardless of the distance:
                you put him in jail! If you are in jail, you must “draw!” before
                the beginning of your turn:
                 - if you draw a Heart card, you escape from jail: discard the
                      Jail, and continue your turn as normal;
                 - otherwise discard the Jail and skip your turn.
                  If you are in Jail you remain a possible target for BANG!
                  cards and can still play response cards (e.g. Missed! and
                  Beer) out of your turn, if necessary.
                   Jail cannot be played on the Sheriff.
Dynamite
Play this card in front of you: the Dynamite will stay there for a whole turn.
When you start your next turn (you have the Dynamite already in play),
before the first phase you must “draw!”:
- if you draw a card showing Spades and a number between 2 and 9, the
    Dynamite explodes! Discard it and lose 3 life points;
- otherwise, pass the Dynamite to the player on your left
    (who will “draw!” on his turn, etc.).
Players keep passing the Dynamite around until it explodes,
with the effect explained above, or it is drawn or discarded by a
Panic! or a Cat Balou. If you have both the Dynamite and a Jail
in play, check the Dynamite first. If you are damaged (or even
eliminated!) by a Dynamite, this damage is not considered to
be caused by any player.
                                                                               9
                     THE CHARACTERS
          Bart Cassidy (4 life                        Kit Carlson (4 life points):
          points): each time he loses                 during phase 1 of his
          a life point, he immediately                turn, he looks at the top
          draws a card from the                       three cards of the deck:
          deck.                                       he chooses 2 to draw, and
Black Jack (4 life points):               puts the other one back on the top of
during phase 1 of his turn,               the deck, face down.
he must show the second                   Lucky Duke (4 life points):
card he draws: if it’s Heart              each time he is required
or Diamonds (just like a                  to “draw!”, he flips the
“draw!”), he draws one additional         top two cards from the
card (without revealing it).              deck, and chooses the
          Calamity Janet (4 life          result he prefers. Discard both cards
          points): she can use            afterwards.
          BANG! cards as Missed!                      Paul Regret (3 life points):
          cards and vice versa. If                    he is considered to have
          she plays a Missed! as                      a Mustang in play at all
a BANG!, she cannot play another                      times; all other players
BANG! card that turn (unless she                      must add 1 to the distance
has a Volcanic in play).                  to him. If he has another real
El Gringo (3 life points):                Mustang in play, he can count both
each time he loses a                      of them, increasing all distances to
life point due to a card                  him by a total of 2.
played by another player,                 Pedro Ramirez (4 life
he draws a random card                    points): during phase 1 of
from the hands of that player (one        his turn, he may choose
card for each life point). If that        to draw the first card from
player has no more cards, too             the top of the discard pile
bad!, he does not draw. Note that         or from the deck. Then, he draws the
Dynamite damages are not caused           second card from the deck.
by any player.                                       Rose Doolan (4 life
           Jesse Jones (4 life points):              points): she is considered
           during phase 1 of his                     to have a Scope in play
           turn, he may choose to                    at all times; she sees
           draw the first card from                  the other players at a
           the deck, or randomly          distance decreased by 1. If she has
from the hand of any other player.        another real Scope in play, she can
Then he draws the second card from        count both of them, reducing her
the deck.                                 distance to all other players by a
Jourdonnais (4 life points):              total of 2.
he is considered to have a                Sid Ketchum (4 life
Barrel in play at all times;              points): at any time, he
he can “draw!” when he is                 may discard 2 cards from
the target of a BANG!, and                his hand to regain one life
on a Heart he is missed. If he has        point. If he is willing and
another real Barrel card in play, he      able, he can use this ability more
can count both of them, giving him        than once at a time. But remember:
two chances to cancel the BANG!           you cannot have more life points
before playing a Missed!.                 than your starting amount!
10
           Slab the Killer (4 life          Vulture Sam (4 life points):
           points): players trying to       whenever a character is
           cancel his BANG! cards           eliminated from the game,
           need to play 2 Missed!. The      Sam takes all the cards
           Barrel effect, if successfully   that player had in his
used, only counts as one Missed!.           hand and in play, and adds them to
Suzy Lafayette (4 life                      his hand.
points): as soon as she                               Willy the Kid (4 life
has no cards in her hand,                             points): he can play any
she draws a card from the                             number of BANG! cards
draw pile.                                            during his turn.
                            REMEMBER:
    •	   Any card with a Missed! symbol           can be used to cancel the
         effect of a card with a BANG! symbol
    •	   you can only play one BANG! card per turn, but you can play any
         number of other cards which show the symbol
• you cannot have two cards with the same name in front of you
    •	   you can only have one weapon in play, but at least you always
         have a Colt .45
• Beer has no effect when there are only 2 players left in the game
    •	   when you are losing your last life point, you can only play a Beer,
         and not a Saloon.
                                 Curiosity
    In order to keep track of your life points, you can use
    another character card, from the ones left over. Turn it
    face down and cover / uncover the bullets by sliding your
    character card on it, just like in the picture. This makes
    easier to bring BANG! with you and play it anywhere!
                                                                               11
Note: throughout these rules “he”, “his”, etc. are used to indicate both genders.
Thanks to all the play-testers, to their gaming groups and to all the players, for all the precious
suggestions. The author would personally thank all the members of the Chess Club “Luigi Valentini” in
Civitavecchia, for their constant support and enthusiasm.
Follow us on:
Game idea, development, design, artwork, packaging, the BANG! name and logo, and the dV GIOCHI name and logo are
all Copyright, and Trademarks or Registered Trademarks of daVinci Editrice S.r.l. All Rights Reserved.
12