BANG! Dice Explosion
BANG! Dice Explosion Rulebook
Table of Contents
Table of Contents
- Components
- Object of the Game
- Preparation
- The Game
- The Dice
- Running Out of Life Points—A Player Is Eliminated
- End of the Game
- Special Rules for 3 Players
- The Characters
- Old Saloon Expansion
- Undead or Alive Expansion
- Undead or Alive Components
- Undead or Alive Preparation
- Undead or Alive, Module 1 – Look Me in the Eyes
- Undead or Alive, Module 2 – Two Bullets Are Enough
- Undead or Alive, Module 3 – A New Posse in Town
- Undead or Alive, Module 4 – Undead or Alive? (Only with 4 or more players)
- Undead or Alive, Module 5 – Wild West Legacy
Components
- 5 Dice
- 8 Roles: 1 Sheriff, 2 Deputies, 3 Outlaws, 2 Renegade
- 16 Characters (each with a unique ability and life points)
- 6 Summary cards (explaining the dice results)
- 9 Arrow tokens
- Life point "bullet" tokens (25 bullets × value 1, 15 × value 3)
- These rules
Object of the Game
Each player has his own goal, depending on his role card:
- Sheriff: must eliminate all Outlaws and the Renegade(s);
- Outlaws: must eliminate the Sheriff;
- Deputies: must help and protect the Sheriff;
- Renegade: must be the last character in play.
Preparation
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Take as many roles as the number of players, divided as follows:
- 3 players: see special rules, ahead;
- 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;
- 8 players: 1 Sheriff, 2 Renegades, 3 Outlaws, 2 Deputies.
Shuffle the roles and deal one, face down, to each player.
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The Sheriff reveals himself by turning his card face up. All other players look at their role but must keep it secret.
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Shuffle the characters and give one face up to each player. Each player now announces the name of his character and reads his ability aloud. Each character has some special abilities, which make him unique.
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Each player takes a number of bullets as shown on his character card. The Sheriff plays the game with two additional bullets. The bullets you have are your life points—i.e., how many times you can be hit before being eliminated from play. Keep any remaining bullets in a pile in the middle of the table.
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Keep the handy. You can use them when you have a doubt about the dice results.
The Game
The game is played in turns, in clockwise order. On your turn, you will:
- Roll all five dice
- You may then choose to keep the dice or re-roll some or all of them up to two times. If you roll a third time, you may also re-roll any dice you didn't choose to re-roll on your second roll. You must accept the third roll.
- When you are satisfied with your dice roll (or you're out of re-rolls), resolve the dice results.
- Your turn is over and play passes to the player on your left.
Important: Any Dynamite rolled cannot be re-rolled (see below).
Note: Any Arrows rolled must be resolved immediately after being rolled (see below).
Bullets and Arrows
Unless an ability says otherwise, when you gain a life point (bullet) or arrow, take it from the central pile and keep it in front of you. If you lose a life point or arrow, return it to the pile.
You can exchange a three-bullet token for three one-bullet tokens from the supply at any time (or vice-versa).
The Dice
The dice show six different symbols. The symbols showing on the dice each have a different effect. You must apply all the dice results in the following order. You cannot pass on a rolled die: you must use them all!
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Indian arrow: You must resolve this die immediately when rolled, not at the end of your turn. Take one arrow token (one per arrow rolled) and keep it in front of you. You may roll this die again if you have re-rolls left. If you take the last arrow, the Indians attack and each player loses one life point for each arrow in front of him. After the attack, all players discard their arrows, and you resume your turn.
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Dynamite: This die cannot be re-rolled! If you roll three or more Dynamites, you cannot reroll anymore dice this turn, and you lose one life point. All your other dice results are then resolved as normal unless you are eliminated by the Dynamite!
3A. Bull's Eye "1": Choose the player next to you on your left or right. That player loses one life point.
3B. Bull's Eye "2": Choose the player exactly two places to your left or right. That player loses one life point. If there are only two or three players left in the game, treat this as Bull's Eye "1".
Important. Bull's Eye "1" and Bull's Eye "2" results are first assigned, then all resolved at the same time. (You can assign more results to a player than the number of life points he has.) When counting places, do not include players who were eliminated on a previous turn.
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Beer: Choose any player: he gains one life point. You may choose yourself. You can never have more life points than the number you had at the beginning of the game. If you choose a player with his maximum life points, this result is wasted.
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Gatling: If you roll three or more Gatlings you activate the Gatling Gun, and each of the other players loses one life point. Also, you discard all of your arrows.
Example. The Sheriff has 6 life points and 1 arrow. He rolls [Gatling], [Indian arrow], [Indian arrow], [Bull's Eye "1"], [Dynamite]. First, he must take 2 arrows. But, there is only 1 arrow left in the pile, so he takes it and the Indians attack. Each player loses 1 life point for each arrow: the Sheriff loses 2. Now, everybody discards all of their arrows and then the Sheriff takes his second arrow (so there are 8 arrows left). He now has only 4 life points and 1 arrow. [Dynamite] can't be re-rolled, and the Sheriff decides to keep [Bull's Eye "1"] and re-roll [Gatling], [Indian arrow], [Indian arrow]. This time he gets [Gatling], [Gatling], [Beer]. He decides the Gatling Gun could be a nice idea, so he chooses to keep [Gatling], [Gatling], and re-rolls [Beer] and the [Bull's Eye "1"] he kept after the first roll. He gets [Gatling], [Bull's Eye "2"]. Since he has re-rolled twice, he must stop rolling. His final result is: [Dynamite], [Gatling], [Gatling], [Gatling], [Bull's Eye "2"]. He must now shoot a player sitting two places away, then all players except the Sheriff each lose one life point and the Sheriff gets to discard his arrow. At the end of his turn, he has 4 life points and 0 arrows.
Running Out of Life Points—A Player Is Eliminated
If you lose your last life point, you are out of the game. Show your role to all players and discard all your arrows. If you are eliminated, you do not act in the game anymore. But, if your team partners win, you win too!
End of the Game
The game ends immediately if:
a) The Sheriff is eliminated: If a Renegade is the only one alive, he wins. Otherwise, all Outlaws win as a team.
b) All the Outlaws and Renegades are eliminated: The Sheriff and all Deputies win as a team.
Note: In an 8-player game, each of the two Renegades plays on his own, and wins only if he is the last player alive. If, in the final stages of the game, the Sheriff is confronted by two Renegades and the Sheriff is eliminated first, the Outlaws win!
Example: All the Outlaws have been eliminated, but a Renegade is still in play. In this case, the game continues. The Renegade must now face the Sheriff and his Deputies on his own.
Example: The Sheriff is eliminated, but all the Outlaws were already eliminated and one Deputy and a Renegade are still in play. The game ends with the Outlaws winning! They achieved their goal at the cost of their own lives!
Example: All players are eliminated at the same time. Outlaws win!
Special Rules for 3 Players
Shuffle these three roles: Deputy, Outlaw, and Renegade. Give one of them randomly to each player, but place them face up on the table. Everyone knows the role of all three players. The goal of each player is determined by his role:
- the Deputy must eliminate the Renegade;
- the Renegade must eliminate the Outlaw;
- the Outlaw must eliminate the Deputy.
The game plays as usual, with the Deputy taking the first turn. You win as soon as you reach your goal if you cause your target to lose his last life point (e.g., as the Deputy you must personally eliminate the Renegade). If the other player dealt the final hit, then the goal for both survivors is to be the last man standing. For example, if the Outlaw eliminated the Renegade, then the Deputy did not win—he must now eliminate the Outlaw, who must in turn eliminate the Deputy in order to win.
The Characters
Bart Cassidy (8)
You may take an arrow instead of losing a life point (except to Indians or Dynamite).
You cannot use this ability if you lose a life point to Indian or Dynamite, only for Bull's Eye "1", Bull's Eye "2", or Gatling Guns. You may not use this ability to take the last arrow remaining in the pile.
Black Jack (8)
You may re-roll [Dynamite] (not if you roll three or more!). If you roll three or more Dynamite at once (or in total if you didn't re-roll them), follow the usual rules (your turn ends, etc.).
Calamity Janet (8)
You can use Bull's Eye "1" as Bull's Eye "2" and vice-versa.
El Gringo (7)
When a player makes you lose one or more life points, he must take an arrow. Life points lost to Indians or Dynamite are not affected.
Paul Regret (9)
You never lose life points to the Gatling Gun.
Pedro Ramirez (8)
For each life point you lose, you may discard one of your arrows. You still lose the life point(s) when you use this ability.
Rose Doolan (9)
You may use Bull's Eye "1" or Bull's Eye "2" for players sitting one place further. With Bull's Eye "1" you may hit a player sitting up to two places away, and with Bull's Eye "2" you may hit a player sitting two or three places away.
Sid Ketchum (8)
At the beginning of your turn, any player of your choice gains one life point. You may also choose yourself.
Jesse Jones (9)
If you have four life points or less, you gain two if you use Beer for yourself. For example, if you have four life points and use two beers, you get four life points.
Slab the Killer (8)
Once per turn, you can use a Beer to double a Bull's Eye "1" or Bull's Eye "2". The dice you double takes two life points away from the same player (you can't choose two different players). The Beer in this case does not provide any life points.
Jourdonnais (7)
You never lose more than one life point to Indians.
Suzy Lafayette (8)
If you didn't roll any Bull's Eye "1" or Bull's Eye "2", you gain two life points. This only applies at the end of your turn, not during your re-rolls.
Kit Carlson (7)
For each Gatling you may discard one arrow from any player. You may choose to discard your own arrows. If you roll three Gatlings, you discard all your own arrows, plus three from any player(s) (of course, you still deal one damage to each other player).
Lucky Duke (8)
You may make one extra re-roll. You may roll the dice a total of four times on your turn.
Vulture Sam (9)
Each time another player is eliminated, you gain two life points. This ability does not trigger when you are eliminated at the same time as one or more other players.
Willy the Kid (8)
You only need two Gatlings to use the Gatling Gun. You can activate the Gatling Gun only once per turn, even if you roll more than two Gatling results.
Old Saloon Expansion
The printed rules for the Old Saloon module. Its modules are numbered 1 to 5 in the Old Saloon booklet; they are referred to below as "Old Saloon, Module 1", etc., to tell them apart from the Undead or Alive modules.
Old Saloon Components
- 2 Saloon dice (the color is slightly different from those in the base game in order to distinguish them more easily)
- 22 Cards:
- 8 Characters
- 9 special Roles: 1 Sheriff, 3 Deputies, 3 Outlaws, 2 Renegades
- 1 special "Ghost Renegade" Role
- 1 Ghost
- 3 new Summary cards
- 7 Ghost tokens
- 1 Indian Chief's Arrow token
- Life points: Bullet tokens (3 × value 1, 1 × value 3)
- These rules
Old Saloon Preparation
Old Saloon is an expansion for BANG! The Dice Game, which includes five "modules." Each module can be added to the game on its own or combined with other modules for even more excitement!
The game follows all of the normal rules from BANG! The Dice Game, except for the following changes:
When using the Saloon dice, the new order of resolution for dice results is as follows:
- Indian arrow
- Broken arrow
- Bullet
- Dynamite
- A) Bull's Eye "1" and double Bull's Eye "1" B) Bull's Eye "2" and double Bull's Eye "2"
- Beer and double Beer
- Gatling and double Gatling
(This is shown on the new Summary cards.)
Old Saloon, Module 1 – The Loudmouth and the Coward
Place the two new Saloon dice in the middle of the table: the Loudmouth and the Coward. Before starting your turn, you may choose to roll one of these dice (not both) instead of rolling one of the base dice from the base game. You still roll five dice in total.
Rolling a Saloon die is always optional. Once you choose a die, you must use it for your entire turn. You may choose different dice each turn.
Saloon dice have some new symbols:
- Indian arrow (Saloon die): Return one arrow from any player (including yourself) to the central pile. You cannot choose the Indian Chief's Arrow (see Module 2). Apply this result right after any Indian arrow results. You may re-roll the die (just like the Indian arrow result).
- Broken arrow: You immediately lose one life point. Apply this result right after broken arrows. You may re-roll the die (just like the Indian arrow result).
- Double symbols (Bullet, Bull's Eye "1", Bull's Eye "2", Beer, Gatling): Double symbols are applied at the same time as the matching single symbol (they count as two single symbols). Each result may be applied to different players. For example, you can use the double Beer to let two different players each regain one life point. Remember that you can only activate the Gatling Gun once per turn.
Old Saloon, Module 2 – The Arrow of the Indian Chief
At the start of the game, add the Indian Chief's Arrow token to the pile of arrow tokens. The Indian Chief's Arrow is equal to two regular arrows.
If you have to take an arrow from the pile, you can choose to take the Indian Chief's Arrow instead of one regular arrow—even though the Indian Chief's Arrow is worth two regular arrows, taking it only counts for one [Indian arrow] result!
When the Indians attack, the Indian Chief's Arrow will make you lose two life points instead of one—unless you have the Indian Chief's Arrow and you are the single player with the most arrows (not tied for the most): then you don't lose any life points at all for the Indian attack!
Note: Character abilities which interact with arrows also work with the Indian Chief's Arrow.
Example: Martin rolls an arrow and takes the last token from the pile: the Indians attack! Each player counts their arrows: Martin has 2; Barbara has 4, counting the Indian Chief's Arrow as 2 arrows; William has 1; and Jack has 3. Barbara has more arrows than any other player and the Indian Chief's Arrow, so she discards all of her arrows and does not lose any life points!
Old Saloon, Module 3 – Special Roles
These special roles are chosen at random, depending on the number of players, with the same distribution as the roles in the base game. If you want even more suspense, you can mix the normal and special roles together by type before randomly picking cards to use, so you won't know which and how many special roles are in play!
You may only use the power of your role once during the game. Reveal your role at the moment indicated on the card (except for the Sheriff, whose role is face up at the start of the game) and follow the instructions. Once revealed, role cards are left face up—which means everybody will know who you are!
"THE BEAR" – SHERIFF You play the game with three additional bullets instead of two.
"THE GOOD" – DEPUTY Reveal this card at the start of your turn. You become the new Sheriff, and the old Sheriff becomes a Deputy. Both players keep their current life points, but exchange their role cards. The new Sheriff does not get any additional bullets—his maximum life points remain the same as his character's. The old Sheriff loses his extra life points limit, which becomes the same as his character's, but he does not have to discard his extra life points when the exchange is made.
"THE DOC" – DEPUTY Reveal this card after any dice roll. Turn one die to show the side of your choice before applying its effect. You may use this power after your own roll or another player's.
"THE JUDGE" – DEPUTY Reveal this card immediately after another player reveals his role. That player's role has no effect and may no longer be used.
"THE GAMBLER" – OUTLAW Reveal this card after another player's last roll. That player must re-roll all of his dice and accept the new results. Ignore all results of your last roll. You must also re-roll any [Dynamite] results.
"THE BAD" – OUTLAW Reveal this card when another player is about to gain life points. That player does not gain those life points. If the life points came from [Beer] results, you cannot re-roll or assign them to someone else!
"THE UGLY" – OUTLAW Reveal this card at the start of your turn. Exchange the arrows held by any two players. You may choose yourself.
"THE RIGHT HAND OF THE DEVIL" – RENEGADE Reveal this card at the end of your turn. Immediately take another turn.
"THE LEFT HAND OF THE DEVIL" – RENEGADE Reveal this card when any player is about to be eliminated. That player stays in the game with 2 life points and may discard all of his arrows. You may use this card if you are about to be eliminated yourself.
Old Saloon, Module 4 – A Posse of New Characters
Shuffle the new characters together with the original ones. Note that some of these characters only work in combination with other modules. If you're not using the other modules, do not include those characters.
JOSÉ DELGADO (7) You may use the Loudmouth die without replacing a base die (roll six dice total). If you use the Loudmouth die, you roll 6 dice total; if you use the Coward die, 5. You cannot use the Loudmouth and the Coward dice together.
TEQUILA JOE (7) You may use the Coward die without replacing a base die (roll six dice total). If you use the Coward die, you roll 6 dice total; if you use the Loudmouth die, 5. You cannot use the Loudmouth and the Coward dice together.
APACHE KID (9) If you roll [Indian arrow], you may take the Indian Chief's Arrow from another player.
BILL NOFACE (9) Apply [Indian arrow] results only after your last roll. Your last roll isn't necessarily the third one, you may stop earlier, as normal.
ELENA FUENTE (7) Each time you roll one or more [Indian arrow], you may give one of those arrows to a player of your choice.
VERA CUSTER (7) Each time you must lose life points for Bull's Eye "1" or Bull's Eye "2", you lose 1 life point less. For example, if someone hits you with just one Bull's Eye "1", you don't lose any life points at all. Remember that, for example, a double Bull's Eye "1" counts as two Bull's Eye "1".
DOC HOLYDAY (8) Each time you use three or more Bull's Eye "1" and/or Bull's Eye "2", you also regain 2 life points. Remember that, for example, a double Bull's Eye "1" counts as two Bull's Eye "1".
MOLLY STARK (8) Each time another player must lose 1 or more life points, you can lose them in his place. You may never choose to lose more life points than you have.
Old Saloon, Module 5 – The Ghost (Only with 5 or more players)
The first player to be eliminated (unless he's the Sheriff) becomes a Ghost. (If multiple players are eliminated at the same time, the first among them in clockwise order, counting from the player whose turn it is, becomes the Ghost.)
As a Ghost, you keep your role face up in front of you and you may still win if your team wins!
If you were a Renegade, take the special "Ghost Renegade" role card and keep it in front of you with the appropriate side showing, teaming with the other players as follows:
| No. of Players | A Renegade Ghost plays as a |
|---|---|
| 5 | Outlaw |
| 6 | Deputy |
| 7 | Outlaw |
| 8 | Deputy |
Take the Ghost card and place it so it overlaps over your character: Your character loses all of his abilities and you cannot use the ability of your special role card. You also take the seven Ghost tokens.
On your turn, you only roll two base dice (you cannot choose to roll any Saloon dice). You may make two re-rolls as normal. After rolling, choose one of the two results and assign it to any other player by giving him the matching token. If both dice show the same result, the effect is doubled: give the player the [×2] token also. You cannot assign multiple results if the dice do not match.
At the start of his next turn, the player with the token must turn one of his base dice to match the side indicated by the token (or two dice if he also has the [×2] token). This die is not rolled in his first roll (so, the player only rolls four dice—three if he has the [×2] token), but the result is still evaluated as if he had rolled it. If the player wants to use a Saloon die, he must swap out one of the other base dice. Starting with his second roll, the die affected by the Ghost token may be re-rolled (unless it is a Dynamite result, which cannot be re-rolled).
At the end of the other player's turn, the tokens go back to the Ghost.
The Ghost is never included when counting places to apply Bull's Eye "1" and Bull's Eye "2" results.
Example: Jack is a Ghost Renegade in a 7-player game, so he's playing as an Outlaw. He rolls 2 dice and gets [Dynamite] and [Bull's Eye "1"]. He decides to re-roll them both, and gets [Indian arrow] and [Beer] this time. He keeps the [Indian arrow] and re-rolls the [Beer]: another [Indian arrow]! He gets to give a double arrow to the Sheriff, Barbara: he hands her the [Indian arrow] and [×2] tokens. On her next turn, Barbara must turn 2 of her base dice to the [Indian arrow] side and rolls only 3 dice. After she takes arrow tokens from her first roll, she could re-roll those dice as normal.
Undead or Alive Expansion
The printed rules for the Undead or Alive module. Its modules are numbered 1 to 5 in the Undead or Alive booklet; they are referred to below as "Undead or Alive, Module 1", etc.
Undead or Alive Components
- 2 Black Duel dice
- 45 cards:
- 8 New Character cards
- 2 new Summary cards
- 6 Zombie Summary cards
- 18 Rage cards
- 11 Boneyard cards
- 15 Duel Wound tokens
- These rules
Undead or Alive Preparation
Undead or Alive is an expansion for BANG! The Dice Game, which includes five "modules." Each module can be added to the game on its own or combined with other modules for even more excitement!
The game follows all of the normal rules from BANG! The Dice Game, except for the following changes:
Undead or Alive, Module 1 – Look Me in the Eyes
Note: You cannot play with Module 1 unless you also play with Module 2.
Replace two of the five dice from the base game with the new Duel dice. The replaced dice are not used: put them back in the box.
Shuffle the Duel Wound tokens and the Rage cards and create separate face-down draw piles in the middle of the table.
During your turn, roll the three basic dice and the two Duel dice. The old and new symbols are applied in the following order:
- Arrow
- Dynamite
- Whiskey Bottle: Gain 1 life point (you cannot choose a different player). In addition, discard 1 Duel Wound token; if you don't have one, draw 1 Rage card from the deck instead.
- Bull's eye "1"
- Bull's eye "2"
- Beer
- Gatling
- Fight a Duel (see below)
Fighting Duels
For each Fight a Duel symbol you rolled, pass one Duel die to any player of your choice. That player rolls that Duel die again:
- If they do not roll Fight a Duel, they lose 1 life point and draw 1 Duel Wound token. The symbol rolled is ignored.
- If they roll Fight a Duel, they pass the die back to you. You will have to roll it again to try for a Fight a Duel, and so on.
In other words, the first player failing to roll a Fight a Duel loses the Duel and suffers the consequences: they lose 1 life point and draw 1 Duel Wound token. Duels are resolved one after the other. The player whose turn it is chooses the order. The player cannot assign more than one Duel die to the same player in the same turn.
Duel Wound Tokens
When you draw a Duel Wound token, take the top token from the pile and place it face up in front of you. If you draw a symbol you already have, you are a lucky son of a gun: shuffle that Duel Wound token back into the pile but do not draw a replacement!
During your turn, each Duel Wound token you have cancels one identical symbol rolled on a die that you decided to keep. For instance, a Beer token cancels a rolled Beer; however, it does not cancel a Beer result that you decide to reroll! The Dynamite token is an exception: it counts as an additional rolled Dynamite instead of canceling one!
At the end of your turn, reshuffle all of your Duel Wound tokens back into the pile, regardless of whether they canceled a die result or not.
Rage cards
See the rules for Module 2.
Undead or Alive, Module 2 – Two Bullets Are Enough
Note: You can play Module 2 without Module 1, if you choose.
Shuffle the Rage cards and place them in a face-down draw pile.
You must draw a Rage card at the end of any turn during which you lost 2 or more life points, no matter how (Bull's Eye, Dynamite, Indian arrow, etc.). You also draw a Rage card if you rolled and kept a Beer during your turn and you have no Duel Wound tokens to discard (see Module 1). Keep your Rage cards face down in front of you until your next turn starts (you can look at them at any time). At the start of your turn, reveal all of your Rage cards. All of the symbols on those cards are added to the results of the dice. Arrows trigger immediately when you reveal the cards. At the end of your turn, discard all of your revealed Rage cards. If you drew additional Rage cards during your turn, keep them face down until your next turn. If the Rage card pile is empty, shuffle the discards to form a new pile.
Undead or Alive, Module 3 – A New Posse in Town
Shuffle the new Character cards with the others. Each of the new characters has a new ability. Some refer to the modules in this expansion, and should be added only if the relevant module(s) are being used.
BELLE STAR (8) After each of your dice rolls, you can change one Dynamite to Gatling (not if you roll three or more Dynamite!).
CHUCK WENGAM (8) Once per turn, you may lose one life point to turn one of your dice to the side of your choice (except Dynamite if you rolled three or more!).
GREG DIGGER (7) You may use each Beer you roll twice.
HERB HUNTER (8) If another player loses two or more life points during your turn, they must take a Duel Wound token.
PAT BRENNAN (8) At the beginning of your turn, you may move one Rage card from one player to another. You can choose yourself.
PIXIE PETE (9) Each time you draw a Rage card, draw two and choose one to keep. Shuffle the unchosen card back into the pile.
SAM THE HEALER (7) Each time you use a Fight a Duel symbol, you may choose one player to gain one life point. You may choose yourself. When shooting back, this ability doesn't trigger; it triggers only when you challenge someone during your own turn.
SEAN MALLORY (8) You may reroll a Duel die once on your turn. You can only use this ability during your own turn, not when another player gives you a Duel die during their turn.
Undead or Alive, Module 4 – Undead or Alive? (Only with 4 or more players)
Shuffle all of the Boneyard cards and place them in their own face-down draw pile.
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If you are eliminated from the game, show your role card and move your arrows, Rage cards, Duel Wound tokens, and Character card back to the middle of the table. As usual, you are no longer included when counting places. However, at the end of the current turn (even if it's not your turn), draw and reveal one Boneyard card from the pile. Also, at the beginning of each of your future turns (or what... would have been your future turns), reveal a new Boneyard card.
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If you reveal a card showing:
No hands: there is no outbreak this turn, regardless of any other conditions, and this card is shuffled back into the pile at the end of the turn.
One or two zombie hands: the card stays face up in the middle of the table.
If, after revealing a card with hands, the total number of zombie hands showing is greater than the total number of players still alive, a zombie outbreak begins. If the number of zombie hands showing is equal to or less than the number of players still alive or if a No hands card was drawn, the game continues as normal. (Note that an outbreak is not guaranteed to start—It may happen that no zombie outbreak occurs before the game ends.)
When does the outbreak begin?
- If the card triggering the outbreak was revealed at the end of the turn of a player, the outbreak begins at the start of the next player's turn.
- If the card triggering the outbreak was revealed at the start of an eliminated player's turn, the outbreak begins with that player taking a turn (as a zombie).
Zombie Outbreak
When a zombie outbreak begins, remove all the Boneyard cards from play, and all eliminated players become zombies. If the Renegade is still alive, they become the Zombie Master, otherwise they become a normal zombie. The Zombie Master keeps their character's life points and ability. Each of the other zombies gets as many life points as the number of players still alive, including the Zombie Master.
Special case: eight-player game, two Renegades: If only one Renegade is alive, they become the Zombie Master. If both Renegades are still alive, the Renegade closer to the player whose turn it is (counting clockwise) becomes the Zombie Master and the other one plays against the zombies.
Each zombie player returns to the game and is again included when counting places. They take 1 zombie summary card and play as normal, with the following changes:
- They only use three basic dice.
- They do not gain life points from beer or other life-point-gaining effects.
- They do not collect any Duel Wound tokens or Rage cards. (If using the corresponding Modules.)
Once the outbreak begins, any player who is eliminated is definitely out of the game. The victory conditions change to:
- The zombies and their Master win if all survivors are eliminated.
- The survivors win if all zombies and their Master are eliminated.
Special case: If all players die during the same turn (e.g., by an Indian attack), then the zombies and their Master win.
Undead or Alive, Module 5 – Wild West Legacy
If you play more than one game in a row, you may use the following rules:
- If the Sheriff died by the hand of another player, the player who killed them will be the new Sheriff in the next game.
- If the Sheriff survived, they appoint the Sheriff for the next game. You may choose yourself. However, if you choose another player, you start the game with 1 additional bullet!
- If you were eliminated from the game, you may select your new character for the next game from the pile of unused characters. If you survived, you can play the same character again or draw a random one from the pile of unused characters, then shuffle your old character back into the deck.