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BANG! the Card Game

1.541 border: .1


Table Of Contents

  1. Game Rules
    1. Preparation
      1. Characters
    2. The Game
      1. Draw Two Cards
      2. Play any Number of Cards
      3. Discard Excess Cards
    3. Game Over
    4. Card Types
      1. Brown-Bordered Cards
      2. Blue-Bordered Cards
    5. Other Details
      1. Distance Between Players
      2. Eliminating a Character
      3. Penalties and Rewards
  2. Expansions
    1. Dodge City
    2. High Noon
    3. Armed and Dangerous
  3. Implementation
    1. Front-End
    2. Back-End

Game Rules

1. Preparation

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 Deputies

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 their character.

The Sherrif plays the game with one additional bullet.

Shuffle the playing cards, and give each player as many cards, face down, as the bullets he has. Put the remaining playing cards facedown in the middle of the table, as a draw pile. Leave room for the discard pile.

Characters

Each Western character has some special abilities, which make you unique. The bullets you have shown 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 mullets indicate how many cards the player can hold in his hand at the end of his turn (hand size limit).

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 Cards;
2. Play any number of cards;
3. Discard excess cards.

A. Draw two cards.

Draw 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.

B. Play any number of cards.

Now you may play cards to hep yourself or hurt the other players, trying to eliminate them. You can only play cards during your turn (exception: Missed! and Beer, see below). You are not forced to play cards during this phase. You can play any number of cards; there are only three limitations:

You can play only 1 BANG! card per turn;
You can only have 1 copy of any one card in play;
You can only have 1 weapon in play.

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.

C. 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 you hand any cards exceeding your hand-size limit. Remember that your hand size limit, at the end of your turn, is equal to the number of bullets (i.e. life points) you currently have. Then it is the next players turn, in clockwise order.

3. Game Over

The game ends when one of the following conditions are met:

a) The Sheriff is killed. If the Renegade is the only one alive, he wins. Otherwise, the Outlaws win;

b) All the Outlaws and the Renegade are killed. The Sheriff and his Deputies win.

Card Types

There are two types of cards: brown-bordered cards (play and discard) and blue-bordered cards (weapons and other objects).

Brown-Bordered Cards

Play these cards by putting them directly into the discard pile and applying the effect described with text or with symbols on the cards.

Blue-Bordered Cards

Play these cards by playing them face up in front of you (exception Jail). Blue cards in front of you are hence defined to be "in play". The effect of these cards last until they are discarded or removed somehow (e.g. through the play of a Cat Balou),, or a special event occurs (e.g. in the case of Dynamite). There is no limit on the cards you can have in front of you provided they do not share the same name.

Other Details

Distance Between Players

The distance between two players is the minimum number of places between them, counting clockwise or counter-clockwise. The distance is very imporant, because all cards with a sight take it into account. Normally you can reach only targets with a distance of 1. When a player 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. When you are eliminated from the game, show your role card and discard all the cards you have in hand and in play.

Penalties and Rewards

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

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

Expansions

Dodge City

A populous, chaotic, vibrant and... dangerous town! Its saloons are legendary, as are the characters stopping by. Attracted by the sudden richness of the city, bad guys walk the streets and shootouts appear on each day's menu. Protecting Law and Order is a task only for the bravest of Sheriffs. Are you up to the challenge, or will you be visiting the world's most famous Boot Hill?

7 New Brown Cards

2 New Blue Cards

15 New Character Cards

13 New Green Cards
Green-Bordered Cards

Some of the new cards have a green border. These cards are played in front of you, face up, like the blue-bordered cards. To use an effect, you must take the card from in front of you and discard it. However, you cannot use the green bordered cards on the same turn in which you have played them. Only cards with a missed symbol can be played out of turn. Green bordered cards in front of players are also defined to be "in play" and can be removed through the play of a Cat Balou, Panic!, Can Can, etc. just like blue-bordered cards.

Note that if you take a green card with cards like Panic! or Rag Time, you cannot use it on the same turn: in fact, you must take the card into your hand, then you have to play it in front of you, and wait until the next turn to use it.

High Noon

In the Wild West, the shootouts between the Outlaws and the Sheriff are becoming particularly tough. Players must be ready to welcome the Daltons, keep cool during the gold rush and be really careful when walking in the ghost town!

Every round has a new and dangerous twist!

15 New High Noon Scenario Cards
Armed and Dangerous

Armed and dangerous: that's how new Gunslingers come into town, itchin' for a fight. Not to mention that load of new goods just delivered. It holds many suprises: deadly weapons, powerful gear, and lethal ammo... the Dangerous cards! But their use is limited, and if you're not quick enough to take advantage of them, your enemies will be!

9 New Brown Cards

8 New Characters

13 New Dangerous Cards: 9 Objects and 4 Weapons

32 Load Tokens

Implementation

Front-End

Back-End

About

Work in progress. JackBox style phone / tv game.

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