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	<updated>2026-11-06T21:37:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicesummoners&amp;diff=21839</id>
		<title>Gamehelpdicesummoners</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdicesummoners&amp;diff=21839"/>
		<updated>2024-07-12T06:14:35Z</updated>

		<summary type="html">&lt;p&gt;Pompkin: /* added number of each die */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Aim ==&lt;br /&gt;
&lt;br /&gt;
Deplete your enemy&#039;s health to eliminate them and win the battle.&lt;br /&gt;
&lt;br /&gt;
== Turn Sequence ==&lt;br /&gt;
&lt;br /&gt;
Each turn is split into 2 stages: Gain and Combat.&lt;br /&gt;
&lt;br /&gt;
== Stage 1: Gain ==&lt;br /&gt;
&lt;br /&gt;
In the Gain stage gather the dice earned by your creatures. Each creature in a player&#039;s army has a gain section. This determines the dice earned. The dice are then rolled. The wildcard symbol can be used in place of any other dice symbol.&lt;br /&gt;
&lt;br /&gt;
== Stage 2: Combat ==&lt;br /&gt;
&lt;br /&gt;
In the Combat stage, players can use the actions available on their cards in any order. The player cannot use the same card action twice during the same turn. For the first turn, players may only cast and defend.&lt;br /&gt;
&lt;br /&gt;
=== Matching Symbols ===&lt;br /&gt;
&lt;br /&gt;
When using an action, the player must match all symbols needed for that action with symbols on the player&#039;s rolled dice. Those dice are then discared to activate the action. Some actions require creatures to be discarded. Any defense tokens associated with a discarded creature are removed. Once a player acquires a card, it can be used immediately if the player has the available symbols on the player&#039;s rolled dice.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
&lt;br /&gt;
Attack does damage to your opponent. If your opponent has active defense tokens, they may discard tokens equivalent to the damage. Otherwise the attack decreases your opponent&#039;s health. The defending player chooses which tokens are discarded. If your attack removes all your opponent&#039;s defense tokens, any damage left over decreases their health.&lt;br /&gt;
&lt;br /&gt;
=== Heal ===&lt;br /&gt;
&lt;br /&gt;
Heal increases the player&#039;s health. The player cannot heal over the maximum health of 30.&lt;br /&gt;
&lt;br /&gt;
=== Steal ===&lt;br /&gt;
&lt;br /&gt;
Steal does damage to your opponent like Attack and can increase your health. You gain health equal to the health lost by your opponent. Defense tokens prevent this.&lt;br /&gt;
&lt;br /&gt;
=== Defend ===&lt;br /&gt;
&lt;br /&gt;
Defend adds defense tokens to the chosen ability. These active defense tokens are used to defend against an opponent&#039;s attack. The player cannot activate a creature&#039;s defense if there are already active defense tokens on it.&lt;br /&gt;
&lt;br /&gt;
=== Spell Sets / Rituals ===&lt;br /&gt;
&lt;br /&gt;
Each player may only have a maximum of 6 spell sets and rituals. If the player learns a spell set or ritual over the maximum of 6, they can sacrifice one of their existing spell sets or rituals.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Each player may only have a maximum of 6 creatures. If the player summons a creature over the maximum of 6, they can sacrfice one of their existing creatures.&lt;br /&gt;
&lt;br /&gt;
=== Auras ===&lt;br /&gt;
&lt;br /&gt;
Each player may only have a maximum of 1 aura. The casting of a new aura replaces the player&#039;s existing aura.&lt;br /&gt;
&lt;br /&gt;
=== Curses ===&lt;br /&gt;
&lt;br /&gt;
Each player may only have a maximum of 1 curse. The casting of a new curse replaces the opponent&#039;s existing curse. When casting a curse, it is placed on your opponent&#039;s player area. Curses last 3 turns and are then discarded.&lt;br /&gt;
&lt;br /&gt;
== End Turn ==&lt;br /&gt;
&lt;br /&gt;
The player may end their turn at any moment during the Combat stage. A maximum of 2 blue dice and 2 red dice can be kept. All other dice are discarded. The kept dice are rerolled on the player&#039;s next Gain stage along with any other dice they gain. Play continues to the next player.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when one player&#039;s health goes to 0. That player is eliminated. The remaining player wins and is declared the greatest summoner in the land.&lt;br /&gt;
&lt;br /&gt;
== Dice Sides ==&lt;br /&gt;
&lt;br /&gt;
=== Blue Dice (12) ===&lt;br /&gt;
&lt;br /&gt;
3 Mercury, 2 Salt, 1 Wildcard&lt;br /&gt;
&lt;br /&gt;
[[File:Blue_dice.png|||| Blue Dice - 3 Mercury, 2 Salt, 1 Wildcard ]]&lt;br /&gt;
&lt;br /&gt;
=== Red Dice (8) ===&lt;br /&gt;
&lt;br /&gt;
2 Salt, 2 Sulphur, 2 Wildcard&lt;br /&gt;
&lt;br /&gt;
[[File:Red_dice.png|||| Red Dice - 2 Salt, 2 Sulphur, 2 Wildcard ]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_dicesummoners | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Pompkin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiddleages&amp;diff=21464</id>
		<title>Gamehelpmiddleages</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiddleages&amp;diff=21464"/>
		<updated>2024-06-06T15:38:12Z</updated>

		<summary type="html">&lt;p&gt;Pompkin: number of tiles for Estates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Obtain a variety of different Estates over the course of 16 rounds in order to be the richest Estate holder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, place your Lord on an empty Plot tile on the top row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Before anyone takes their turn, discard the unselected plot tiles from the current row&lt;br /&gt;
&lt;br /&gt;
Turn order is based on your Lords position in current row, leftmost going earliest&lt;br /&gt;
&lt;br /&gt;
Move your Lord to an empty plot on the next row (the lowest row wraps round to the 1st row) and take the plot your Lord came from and place it on your Estate of the same type&lt;br /&gt;
&lt;br /&gt;
After placing the tile in the associated Estate gain the Effect then the Income of that Estate&lt;br /&gt;
&lt;br /&gt;
When everyone has taken a turn, refill the now empty row with new tiles (If you run out of draw tiles, depending on player count, either simply reshuffle the discards OR add new tiles in from the Orange Deck)&lt;br /&gt;
&lt;br /&gt;
On the 4th, 8th, 12th, and 16th rounds you will also trigger the active Event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Estates===&lt;br /&gt;
&lt;br /&gt;
Field (14) - Gain a coin for each Farmer THEN gain 2 coins for each Field&lt;br /&gt;
&lt;br /&gt;
Mill (13) - Each player with fewer Mills than you gives you 2 coins THEN gain 2 coins for each Mill&lt;br /&gt;
&lt;br /&gt;
Village (12) - Move a tile from your Cemetery to its Estate without activating it THEN gain 2 coins for each Village and each Rampart&lt;br /&gt;
&lt;br /&gt;
Rampart (11) - Place your Scout on a tile in a row your Lord is not present to reserve it and prevent others from claiming it THEN gain 2 coins for each Field and each Rampart (Note: You do not have to pick the reserved tile, but when your Lord reaches your Scout&#039;s row, if you do not pick the reserved tile then your Scout is returned to you)&lt;br /&gt;
&lt;br /&gt;
Market (10) - Gain a coin for each Chest THEN gain 2 coins for each Mill and each Market&lt;br /&gt;
&lt;br /&gt;
Barracks (9) - Any other player whose Rampart quantity is lower than your Barrack quantity place their leftmost and topmost tile in their Cemetery and give you 2 coins THEN gain 2 coins for each Village and each Barracks&lt;br /&gt;
&lt;br /&gt;
Church (8) - Place an Extra Coin token onto any Estate with a free space for one which permanently boosts its effect going forward THEN gain 3 coins for each Church&lt;br /&gt;
&lt;br /&gt;
Palace (7) - Place a Plot token onto any Estate with a free space for it and that does not already reward that plot type which now permanently rewards the new plot type also going forward THEN gain 3 coins for each Palace&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 16th Round after its associated Event&lt;br /&gt;
&lt;br /&gt;
Lose 10 coins per Estate you have 0 Tiles in&lt;br /&gt;
&lt;br /&gt;
After which, the player with the most remaining coins, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the most Palaces wins!&lt;br /&gt;
&lt;br /&gt;
If still tied, the most of the next Estate going from right to left until the tie is broken wins!&lt;/div&gt;</summary>
		<author><name>Pompkin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8188</id>
		<title>Gamehelpbang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8188"/>
		<updated>2021-05-05T16:46:58Z</updated>

		<summary type="html">&lt;p&gt;Pompkin: /* Blue Cards: Continuous Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Each player has his own goal.&lt;br /&gt;
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.&lt;br /&gt;
* Outlaws: Kill the Sheriff.&lt;br /&gt;
* Renegade: Kill all opponents with the Sheriff being last.&lt;br /&gt;
Everyone knows the Sheriff but all other characters are hidden.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw two cards from the draw pile.&lt;br /&gt;
* Play any number of cards, but only 1 Bang!&lt;br /&gt;
* Discard cards to your hand size limit (your life points).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can have only 1 copy of any card in play, unless the copy is from your character.&lt;br /&gt;
* You can only have 1 weapon. If you haven&#039;t played any weapons, you have Colt.45 (distance 1).&lt;br /&gt;
* Brown border cards have immediate effect while blue cards have effects last until they are removed.&lt;br /&gt;
* The distance between players is the minimum number of places between them.&lt;br /&gt;
* The Sheriff starts with 1 extra life point.&lt;br /&gt;
* When you lose your last life point, you die unless you play a Beer.&lt;br /&gt;
* When you die, discard all your cards and show your role card to others.&lt;br /&gt;
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.&lt;br /&gt;
* Anyone killing an Outlaw draws 3 cards.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.&lt;br /&gt;
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* Bart Cassidy (4): Each time he loses a life point, he draws a card.&lt;br /&gt;
* Black Jack (4): Show his second card: if it is red he draws an additional card.&lt;br /&gt;
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.&lt;br /&gt;
* El Gringo (3) When losses life point draw random card from player of card that caused life loss&lt;br /&gt;
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.&lt;br /&gt;
* Jourdonnals (4): He has a Barrel in play at all times.&lt;br /&gt;
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.&lt;br /&gt;
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.&lt;br /&gt;
* Paul Regret (3): He has a Mustang in play at all times.&lt;br /&gt;
* Pedro Ramirez (4): He may draw his first card from the discard pile.&lt;br /&gt;
* Rose Doolan (4): She has a Scope in play at all times.&lt;br /&gt;
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.&lt;br /&gt;
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!&lt;br /&gt;
* Suzy Lafayette: (4): She draws a card when she has no cards.&lt;br /&gt;
* Vulture Sam (4): He takes all the cards of that player when a player dies.&lt;br /&gt;
* Willy the Kid (4): He can play any number of Bang! during his turn.&lt;br /&gt;
&lt;br /&gt;
==Card List==&lt;br /&gt;
===Brown Cards: Immediate Effect=== (63)&lt;br /&gt;
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed! (25)&lt;br /&gt;
* Missed!: Cancel a Bang! (12)&lt;br /&gt;
* Beer: Regain 1 life point. Can be played when reciving a lethal hit. (6)&lt;br /&gt;
* Saloon: All players regain 1 life point. Cannot be played out of turn. (1)&lt;br /&gt;
* Stagecoach &amp;amp; Wells Fargo: Draw 2 or 3 cards. (2) and (1)&lt;br /&gt;
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you. (2)&lt;br /&gt;
* Panic!: Draw a card from a player with distance 1. (4)&lt;br /&gt;
* Cat Balou: Force a player to discard a card. (4)&lt;br /&gt;
* Gatling: All other players lose 1 life point. (1)&lt;br /&gt;
* Indians: All other players discard a Bang! or lose 1 life point. (2)&lt;br /&gt;
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing lose 1 life point. (3)&lt;br /&gt;
&lt;br /&gt;
===Blue Cards: Continuous Effect=== (17)&lt;br /&gt;
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang! (8)&lt;br /&gt;
* Mustang: All other players see you with a distance increased by 1. (2)&lt;br /&gt;
* Scope: You see all other players with a distance decreased by 1, but at least 1. (1)&lt;br /&gt;
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed! (2)&lt;br /&gt;
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped. (3)&lt;br /&gt;
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it. (1)&lt;/div&gt;</summary>
		<author><name>Pompkin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8187</id>
		<title>Gamehelpbang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8187"/>
		<updated>2021-05-05T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;Pompkin: /* Brown Cards: Immediate Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Each player has his own goal.&lt;br /&gt;
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.&lt;br /&gt;
* Outlaws: Kill the Sheriff.&lt;br /&gt;
* Renegade: Kill all opponents with the Sheriff being last.&lt;br /&gt;
Everyone knows the Sheriff but all other characters are hidden.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw two cards from the draw pile.&lt;br /&gt;
* Play any number of cards, but only 1 Bang!&lt;br /&gt;
* Discard cards to your hand size limit (your life points).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can have only 1 copy of any card in play, unless the copy is from your character.&lt;br /&gt;
* You can only have 1 weapon. If you haven&#039;t played any weapons, you have Colt.45 (distance 1).&lt;br /&gt;
* Brown border cards have immediate effect while blue cards have effects last until they are removed.&lt;br /&gt;
* The distance between players is the minimum number of places between them.&lt;br /&gt;
* The Sheriff starts with 1 extra life point.&lt;br /&gt;
* When you lose your last life point, you die unless you play a Beer.&lt;br /&gt;
* When you die, discard all your cards and show your role card to others.&lt;br /&gt;
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.&lt;br /&gt;
* Anyone killing an Outlaw draws 3 cards.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.&lt;br /&gt;
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* Bart Cassidy (4): Each time he loses a life point, he draws a card.&lt;br /&gt;
* Black Jack (4): Show his second card: if it is red he draws an additional card.&lt;br /&gt;
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.&lt;br /&gt;
* El Gringo (3) When losses life point draw random card from player of card that caused life loss&lt;br /&gt;
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.&lt;br /&gt;
* Jourdonnals (4): He has a Barrel in play at all times.&lt;br /&gt;
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.&lt;br /&gt;
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.&lt;br /&gt;
* Paul Regret (3): He has a Mustang in play at all times.&lt;br /&gt;
* Pedro Ramirez (4): He may draw his first card from the discard pile.&lt;br /&gt;
* Rose Doolan (4): She has a Scope in play at all times.&lt;br /&gt;
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.&lt;br /&gt;
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!&lt;br /&gt;
* Suzy Lafayette: (4): She draws a card when she has no cards.&lt;br /&gt;
* Vulture Sam (4): He takes all the cards of that player when a player dies.&lt;br /&gt;
* Willy the Kid (4): He can play any number of Bang! during his turn.&lt;br /&gt;
&lt;br /&gt;
==Card List==&lt;br /&gt;
===Brown Cards: Immediate Effect=== (63)&lt;br /&gt;
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed! (25)&lt;br /&gt;
* Missed!: Cancel a Bang! (12)&lt;br /&gt;
* Beer: Regain 1 life point. Can be played when reciving a lethal hit. (6)&lt;br /&gt;
* Saloon: All players regain 1 life point. Cannot be played out of turn. (1)&lt;br /&gt;
* Stagecoach &amp;amp; Wells Fargo: Draw 2 or 3 cards. (2) and (1)&lt;br /&gt;
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you. (2)&lt;br /&gt;
* Panic!: Draw a card from a player with distance 1. (4)&lt;br /&gt;
* Cat Balou: Force a player to discard a card. (4)&lt;br /&gt;
* Gatling: All other players lose 1 life point. (1)&lt;br /&gt;
* Indians: All other players discard a Bang! or lose 1 life point. (2)&lt;br /&gt;
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing lose 1 life point. (3)&lt;br /&gt;
&lt;br /&gt;
===Blue Cards: Continuous Effect===&lt;br /&gt;
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang!&lt;br /&gt;
* Mustang: All other players see you with a distance increased by 1.&lt;br /&gt;
* Scope: You see all other players with a distance decreased by 1, but at least 1.&lt;br /&gt;
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed!&lt;br /&gt;
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped.&lt;br /&gt;
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it.&lt;/div&gt;</summary>
		<author><name>Pompkin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8186</id>
		<title>Gamehelpbang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbang&amp;diff=8186"/>
		<updated>2021-05-05T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Pompkin: /* Brown Cards: Immediate Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Each player has his own goal.&lt;br /&gt;
* Sheriff and Deputies: Kill all the Outlaws and the Renegade.&lt;br /&gt;
* Outlaws: Kill the Sheriff.&lt;br /&gt;
* Renegade: Kill all opponents with the Sheriff being last.&lt;br /&gt;
Everyone knows the Sheriff but all other characters are hidden.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw two cards from the draw pile.&lt;br /&gt;
* Play any number of cards, but only 1 Bang!&lt;br /&gt;
* Discard cards to your hand size limit (your life points).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can have only 1 copy of any card in play, unless the copy is from your character.&lt;br /&gt;
* You can only have 1 weapon. If you haven&#039;t played any weapons, you have Colt.45 (distance 1).&lt;br /&gt;
* Brown border cards have immediate effect while blue cards have effects last until they are removed.&lt;br /&gt;
* The distance between players is the minimum number of places between them.&lt;br /&gt;
* The Sheriff starts with 1 extra life point.&lt;br /&gt;
* When you lose your last life point, you die unless you play a Beer.&lt;br /&gt;
* When you die, discard all your cards and show your role card to others.&lt;br /&gt;
* If the Sheriff kills a Deputy, he discards all cards he has in hand and in play.&lt;br /&gt;
* Anyone killing an Outlaw draws 3 cards.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If the Sheriff is killed, Outlaws win unless the Renegade is the last one standing, which he wins.&lt;br /&gt;
* If all the Outlaws and the Renegade are killed, the Sheriff and his Deputies win.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* Bart Cassidy (4): Each time he loses a life point, he draws a card.&lt;br /&gt;
* Black Jack (4): Show his second card: if it is red he draws an additional card.&lt;br /&gt;
* Calamity Janet (4): She can use Bang! as Missed! and vice versa.&lt;br /&gt;
* El Gringo (3) When losses life point draw random card from player of card that caused life loss&lt;br /&gt;
* Jesse Jones (4): He may draw his first card from any other player instead of from the deck.&lt;br /&gt;
* Jourdonnals (4): He has a Barrel in play at all times.&lt;br /&gt;
* Kit Carlson (4): He looks at the top 3 cards in the deck when he draws: draw 2 and put the other on top of the deck.&lt;br /&gt;
* Lucky Duke (4): He chooses the result of a draw! from 2 cards.&lt;br /&gt;
* Paul Regret (3): He has a Mustang in play at all times.&lt;br /&gt;
* Pedro Ramirez (4): He may draw his first card from the discard pile.&lt;br /&gt;
* Rose Doolan (4): She has a Scope in play at all times.&lt;br /&gt;
* Sid Ketchum (4): He may discard 2 cards to regain 1 life point at any time.&lt;br /&gt;
* Slab the Killer (4): 2 Missed! must be played to cancel his Bang!&lt;br /&gt;
* Suzy Lafayette: (4): She draws a card when she has no cards.&lt;br /&gt;
* Vulture Sam (4): He takes all the cards of that player when a player dies.&lt;br /&gt;
* Willy the Kid (4): He can play any number of Bang! during his turn.&lt;br /&gt;
&lt;br /&gt;
==Card List==&lt;br /&gt;
===Brown Cards: Immediate Effect===&lt;br /&gt;
* Bang!: Target a player that you can reach. He loses 1 life point unless he can play a Missed! (25)&lt;br /&gt;
* Missed!: Cancel a Bang! (12)&lt;br /&gt;
* Beer: Regain 1 life point. Can be played when reciving a lethal hit. (6)&lt;br /&gt;
* Saloon: All players regain 1 life point. Cannot be played out of turn. (1)&lt;br /&gt;
* Stagecoach &amp;amp; Wells Fargo: Draw 2 or 3 cards. (2) and (1)&lt;br /&gt;
* General Store: Draw cards equal to number of alive players. Everyone chose a card starting from you. (2)&lt;br /&gt;
* Panic!: Draw a card from a player with distance 1. (4)&lt;br /&gt;
* Cat Balou: Force a player to discard a card. (4)&lt;br /&gt;
* Gatling: All other players lose 1 life point. (1)&lt;br /&gt;
* Indians: All other players discard a Bang! or lose 1 life point. (2)&lt;br /&gt;
* Duel: Challenge a player. The challenged and the challenger take turns to discard a Bang! and the first player failing lose 1 life point. (3)&lt;br /&gt;
&lt;br /&gt;
===Blue Cards: Continuous Effect===&lt;br /&gt;
* Weapons: They change the maximum distance that you can hit, except the Volcanic which allows you to play any number of Bang!&lt;br /&gt;
* Mustang: All other players see you with a distance increased by 1.&lt;br /&gt;
* Scope: You see all other players with a distance decreased by 1, but at least 1.&lt;br /&gt;
* Barrel: When you are targeted with a Bang!, draw! If it is a heart, you are Missed!&lt;br /&gt;
* Jail: Play this card on another player. That player draw! and escapes if it is a heart, otherwise his turn is skipped.&lt;br /&gt;
* Dynamite: When this card is in front of you, draw! and it explodes when it is a spades 2-9 (you lose 3 life points), otherwise pass it.&lt;/div&gt;</summary>
		<author><name>Pompkin</name></author>
	</entry>
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