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When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!

In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other. Before long, bullets start to fly! Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?


The game is played by four to seven players (two to eight players with variants and expansions). Each player takes one of the following roles:

  • Sheriff (x1)
  • Deputy Sheriff (x1 or x2)
  • Outlaw (x2 or x3)
  • Renegade (x1, x2 with expansions)

Each player also receives a unique character card with special abilities and a certain amount of 'bullets' (i.e. life-points).

The object of the game is different for every role:

  • the Outlaws must kill the Sheriff;
  • the Sheriff and his Deputies must kill the Outlaws and the Renegade(s);
  • each Renegade's objective is to be the last character in play. The Renegade(s) must kill all the characters with the sheriff being the last one dead.

Game Rules[]

Set Up[]

Each player is dealt randomly a Character card and a Role card: there is always a Sheriff and a Renegade, while the other Roles depend on the number of players (for example, with 7 players there will be 1 Sheriff, 2 Deputies, 3 Outlaws and 1 Renegade). The Role cards are given face down to each player.


The game is played in turns, in clockwise order. The Sheriff begins. Each player's turn is divided into three phases.

1. Draw two cards

  • The active player draws the top two cards from the draw pile. As soon as the draw pile is empty, shuffle the discard pile to create a new playing deck.

2. Play any number of cards.

  • Now the player may play to help himself or hurt the other players, trying to eliminate them. He is not forced to play cards during this phase. Any number of cards may be played; there are only two limitations.
  • Only one BANG! card may be played per turn;(Unless one has a "Volcanic" or their special ability is to play more than one BANG! IE: Willy The Kid)
  • No player can ever have two identical cards face up in front of him.

Each player can only have one weapon at a time. If you want to play a new weapon card when you already have one, you must discard the one you already have. This is explicitly noted in page 3 of the rules.

When a card is played just follow the symbols on it. Cards can be played only during your turn (with the exception of Beer and Missed!).

Normally a card has an effect which is immediately resolved, and then the card is discarded. However, blue bordered cards, like weapons and horses, etc., have long lasting effects, and are kept in the table face up in front of you.

The effects of these cards (in play) lasts until they are discarded or removed somehow (e.g. Cat Balou or Panic) or a special event occurs (e.g. in the case of Jail or Dynamite.)

3. Discard excess cards.

Once the second phase is over (you do not want to or cannot play any more cards), then you must discard from your hand any cards exceeding your hand size limit. The hand size limit of a player (at the end of his turn) is equal to the number of bullets currently shown on the card that lies under his character card. Then it is the next player's turn, in clockwise order

Card effects[]

To shoot at another character, a player must play a card bearing a "Bang!" icon to a player within shooting range.

  • This means that if the shooter hasn't got any weapons, he can only shoot players at distance 1; if he has a weapon that can fire to distance 3, he can target any player at distance 3 or less.

If the targeted player has a "Missed" card, he can play it to avoid getting shot; otherwise he loses one bullet (life point).

When a character loses his last bullet, he is "dead."

A Beer card can be used to restore a bullet. A player cannot use Beer cards to exceed his character's number of bullets. A player can only restore his own bullets via a Beer card, and he can only play it during his turn. A Whiskey card performs the same function as Beer cards, except that it restores two bullets (may not exceed the character's number of bullets).

  • Exception: if a player loses his last bullet, he can immediately play one or more Beer cards until he remains at 1 bullet.

A player may usually play only one "Bang!" card during his turn, but other cards can be played without restriction during the turn.

  • For example, some cards allow to steal cards from an opponent's hand, force an opponent to discard a card, jail a character, change the relative range to other players, or change the range at which the player can shoot. Most of the cards are self-explaining, bearing little symbols that describe the card's effect when combined; the rest carry a symbol that suggests that the player consult the game manual (this is not true starting from the 3rd Edition, where these cards have a written text explaining their effect).

Some cards require a "draw!": this means that you have to reveal the first card of the deck and check the card suit and value shown on the lower left corner. For example, you may escape from the Jail only if you successfully "draw!" a Heart card.

Penalties and Rewards[]

If the Sheriff eliminates a Deputy, the Sheriff must discard all the cards he has in hand and in play.

Any player eliminating an Outlaw (even if the eliminating player is himself an Outlaw!) must draw a reward of 3 cards from the deck.

Determining the winner[]

Once the Sheriff is killed, the game is over. If the only player left is a Renegade and is alive at this point, the Renegade wins. However, if two or more players are still alive or the only remaining player is an Outlaw, all the Outlaws win, dead or alive.

On the other hand, if all Outlaws and Renegades are dead before the Sheriff dies, the Sheriff and all the Deputies win, dead or alive.


Role cards[]

  • Sheriff (1x) : must eliminate all the Outlaws and the Renegade, to protect law and order.
  • Outlaws (3x) : they would like to kill the Sheriff, but they have no scruples about eliminating each other to gain rewards!
  • Deputies (2x) : they help and protect the Sheriff, and share his same goal, at all costs!
  • Renegade (1x) : he wants to be the new Sheriff; his goal is to be the last character in play.

Character cards[]

  • Bart Cassidy - Each time he loses a life point, he immediately draws a card from the deck. (4 life points
  • Black Jack - During phase 1 of his turn, he must show the second card he draws: if it's a Heart or Diamond, he draws one additional card that turn (without revealing it). (4 life points)
  • Calamity Janet - She can use "Bang!" cards as "Missed!" cards and vice versa. If she plays a Missed! card as a "Bang!", she cannot play another "Bang!" card that turn (unless she has a Volcanic in play). (4 life points)
  • El Gringo - Each time he loses a life point due to a card played by another player, he draws a random card from the hands of that player (one card for each life). If the player has no more cards, too bad!, he does not draw. (3 life points)
  • Jesse Jones - During phase 1 of his turn, he may choose to draw the first card from the deck, or randomly from the hand of any other player. Then he draws the second card from the deck. (4 life points)
  • Jourdonnais - He is considered to have Barrel in play at all times; he can "draw! when he is the target of a BANG!, and on a Heart he is missed. If he has another real Barrel card in play he can count both of them, giving him two chances to cancel the BANG! before playing a Missed! (4 life points)
  • Kit Carlson - During the phase 1 of his turn, he looks at the top three cards of the deck: he chooses 2 to draw, and puts the other one back on the top of the deck, face down.( 4 life points)
  • Lucky Duke - Each time he is required to "Draw!", he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterward. (4 life points)
  • Paul Regret - He is considered to have a Mustang in play at all times; all other players must add 1 to the distance to him. If he has another real Mustang in play, he can count both of them, increasing all distance to him by a total of 2. (3 life points)
  • Pedro Ramirez - During phase 1 of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then he draws the second card from the deck. (4 life points)
  • Rose Doolan - She is considered to have an Appaloosa in play at all times; she sees the other players at a distance decreased by 1. If she has another real Appaloosa in play, she can count both of them, reducing her distance to all other players by a total of 2. (4 life points)
  • Sid Ketchum - At any time, he may discard 2 cards from his hand to regain one life point. If he is willing and able, he can use this ability more than once at a time. (4 life points)
  • Slab the Killer - Players trying to cancel his BANG! cards need to play 2 Missed!. The Barrel effect, if successfully used, only counts as one Missed! (4 life points)
  • Suzy Lafayette - As soon as she has no cards in her hand, she draws a card from the draw pile. (4 life points)
  • Vulture Sam - Whenever a character is eliminated from the game, Sam takes all the cards that player had in his hand and in play, and adds them to his hand. (4 life points)
  • Willy the Kid - He can play any number of "Bang!" cards. (4 life points)

Playing cards[]

  • BANG! - BANG! cards are the main method to reduce other players' life points. If you want to play a BANG! card to hit one of the players, determine:
    • a) what the distance to that player is, and
    • b) if your weapon is capable of reaching that distance.
  • Missed! - A player hit by a BANG! card may immediately play a Missed! card - even though it is not his turn! - to cancel the shot. If he does not, he loses a life point.
  • Beer - This card lets a player regain one life point. Beer cards can be played in two ways:
    • 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.
  • Saloon - say: "Regain one life point", and this applies to "all the other players", and on the next line: "[the player playing this card] regains one life point" The overall effect is that all players in play regain a life point.
  • Wells Fargo - The symbols say: draw 3 cards from the deck.
  • Diligenza - The symbols say: draw 2 cards from the deck.
  • General store - when you play this card, turn as many cards from the deck face up as the players still playing. Starting with the player who played the card, and proceeding clockwise, each player chooses one of those cards and puts it in his hands.
  • Panic! - The symbols state: "draw a card" from "a player at distance 1"
  • Cat Balou - The symbol say: "discard 1 card" to "1 player", from hand or table.
  • Indians! - Each player, excluding the one who played this card, may discard a BANG! card, or lose a life point. Neither Missed! nor Barrel has effect in this case.
  • Duel - The player playing this card challenges any other player (at any distance), staring him in the eyes. The challenged player may discard a BANG! card (even though it is not his turn!). If he does, the player who played the Duel card may discard a BANG! card, and so on: the first player failing to play a BANG! card loses one life point, and the duel is over. Note: you cannot use the Barrel or play Missed! cards during a duel, and the Duel is not considered a BANG! card.
  • Gatling - The symbols show: "a BANG!" to "all the other players".
  • Mustang - The distance between other players and one who has a Mustang card in play is increased by 1. However, he still sees the other players at the normal distance. In the figure, if A has a Mustang horse in play, players B and F would see him at a distance of 2, C and E at a distance of 3, and D at a distance of 4, while A would continue seeing all the other players at the normal distance.
  • Appalossa - A player who has a prized Appaloosa in play sees all the other players at a distance decreased by 1. However, other players still see him at the normal distance. Distances less than 1 are considered to be 1. In the figure, if A has an Appaloosa in play, he would see B and F at a distance of 1, C and E at a distance of 1, D at a distance of 2, while A would be seen by other players at a normal distance.
  • Barrel - C is the target of A's BANG!. C has a Barrel card in play: this card lets him "draw!" to cancel a BANG! card. So, C flips the top card of the deck and puts 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 C could have still tried to cancel the BANG! with a Missed! card.
  • Dynamite - The player who plays this card puts the Dynamite in front of him, face up: the Dynamite will stay there for a whole turn. When the player starts his next turn (he has Dynamite already in play), before the first phase ("draw two cards" he must "draw!": if he draws a card showing Spades and a number between 2 and 9, the Dynamite explodes (discard it)! The player immediately loses 3 life points. Otherwise, the Dynamite is passed to the player on his left, who will "draw!" on his turn. Players keep passing the Dynamite around until it explodes (with the effect explained above) or it is removed from play by a Panic! or a Cat Balou card. If a player has both the Dynamite and a Jail card, check the Dynamite first. If a character is eliminated by a Dynamite card, his elimination is not considered to be caused by any player.
  • Jail - This card is played in front of any player, who is now in Jail. A player in Jail must "draw!" before the beginning of his turn: if he draws a Heart card, then he escapes from Jail, discards the Jail card, and continues his turn as normal. Otherwise he discards the Jail and skips phase 1 and 2 of his turn, simply discarding exceeding cards. However, he remains a possible target for BANG! cards and can still play Missed! and Beer out of his turn. Jail cannot be played on the Sheriff.
  • Volcanic - A player having this card in play may play any number of BANG! cards during his turn. This BANG! cards can be aimed at the same or different targets, but are limited to a distance of 1 (as shown by the number in the sight).
  • Schofield - You can shoot to distance 2 with this weapon.
  • Remington - You can shoot to distance 3 with this weapon.
  • Carabina - You can shoot to distance 4 with this weapon.
  • Winchester - You can shoot to distance 5 with this weapon.

Expansion Packs[]

Compilation Packs[]

External Links[]

Mayfair Games - BANG!