BANG! The Duel: Renegades
BANG! The Duel: Renegades Rulebook
Table of Contents
Table of Contents
Contents
- 40 playing cards: the Renegades deck (divided into 20 Renegade-Law cards and 20 Renegade-Outlaw cards)
- 12 Renegade characters (divided into 6 Renegade-Law characters and 6 Renegade-Outlaw characters)
- 10 bullet-shaped life point counters
- 1 Renegades' "Active Character" token
- These rules
The Game with 2 Players
The Third Group
In this game mode, all of the characters and playing cards from this expansion are used as the Renegade Group: a posse separate from those of the Law and the Outlaw. You can choose between a Renegades vs. Law game or a Renegades vs. Outlaw game.
The preparation follows the same steps as the basic game, except that:
- Renegade vs. Law: the Law starts with 4 cards in hand and plays first. Renegades start with 5 cards.
- Renegade vs. Outlaw: the Outlaw starts with 5 cards in hand and plays first. Renegades start with 4 cards.
The game is played as normal. The new cards are explained in detail later on.
Reinforcements
In this game mode, the Renegades' playing cards and character cards are split between the two groups from the base game: Law and Outlaw. The two groups face each other, strengthened by the playing cards and characters from this expansion. You can tell which group each card belongs to by looking at the symbol on the back or in the front's upper left corner:
- Law card (base game)
- Outlaw card (base game)
- Renegade-Law card
- Renegade-Outlaw card
Shuffle the Renegade-Law cards with the Law cards and the Renegade-Outlaw cards with the Outlaw cards. Do the same with the characters. The preparation and the game follow the same steps as the base rules. The new cards are explained in detail later on.
The Game with 3 Players
Mexican Standout
In this game mode, each group has its own goal: The Law must eliminate the Renegade, the Renegade must eliminate the Outlaw, and the Outlaw must eliminate the Law.
Play with 3 characters each (if you want to play a longer game, you can agree on drawing more characters). When a player loses his last character, he is eliminated and the game ends immediately: the player whose goal is to eliminate that player wins! Note that you can also attack the player who is not your goal (e.g., to defend yourself).
Outlaws start with 4 cards in hand and play first; then it's the Law, who starts with 4 cards, and finally the Renegade, who starts with 5 cards. (We recommend that you sit around the table in this order.)
As in the base game, you always discard into a common discard pile, which eventually becomes the draw pile as the personal decks empty.
The cards with a "reload" symbol may be discarded to draw as long as there is at least one player with only 1 character left.
Cards which affect both players (e.g., Gatling, Indians!) also affect the third player. The effects first apply to all AC, then to all RC, in clockwise order.
So, in detail, the order is: your AC (if applicable); then the AC of the next player in clockwise order; then the AC of the third player. And then: your RC; then the RC of the next player in clockwise order; then the RC of the third player.
General Store makes you display 2 cards from each player's deck (or 6 from the common deck). Then, starting with the player whose turn it is and proceeding clockwise, each player takes one card at a time until there are none left. In other words, do two choosing rounds around the table in clockwise order.
When you play a card, you may always choose whether to use it against one or the other player, with the exception of cards that specify "opponent:" when "opponent" is specified, it means only your own goal.
Example. The Clock: If the Law has this in play, it only triggers when the Renegade swaps his AC and RC, while it does not trigger if the Outlaw does.
This rule applies to:
- Clock
- Duel (you can only play it against your goal)
- Derringer (the [Hit] symbol is always useable, but the text effect only applies to your goal)
- Howitzer
- Ambush
- Ricochet
- Sidekick
- Indian Chief
- Union Pacific
- Slap
- Return Fire (which always targets your goal, even if the hit was shot by the other player)
And for the following characters:
- El Chindi
- Tom Thorn
- Sid Curry
- Alan Pinkertoon
- Wyatt Ear
The "Opponent" Rule Exceptions: Dalon Ranger, Wild Bill, and Slim Poet are exceptions: here, "opponent" means "any other player."
The New Cards
Resources
Green-bordered cards are called "Resources" and are a special type of Equipment. Just like any other Equipment, you must put these cards into play on your RC or your opponent's AC only. Unlike blue-bordered Equipment, however, Resources may not be used in the same turn during which you put them into play. Hence, you must wait until the next turn in order to use a Resource. To use a Resource, put it in the discard pile, then apply its effect(s). There is no limit to the number of Resources you can put into play, nor to the number you can use during one turn, but the restriction on cards with the same name still applies. Resources have no effect while you have them in your hand.
All cards and character abilities that affect Equipment (e.g. Carbine) also apply to Resources, while those specifically quoting Resources (e.g. Kitty Leroy) do not apply to blue-bordered cards.
Note: Resources with the [Hit] symbol (Buffalo Rifle, Howitzer, Double barrel) may be discarded from play when replying to cards like Duel or Indians! even if just put into play that turn. They are "discarded" and not "used."
Agility. [Avoid]. Draw 1 card.
Ambush. Discard 1 card in play from your AC and/or 1 from any AC. You may choose to resolve the Ambush in three different ways: to discard 1 card from your AC, or to discard 1 card from any AC (including yours), or to do both (possibly even discarding 2 cards from your own AC).
Buffalo Rifle. [Hit]. You may target your opponent's RC. Draw 1 card. With this card, you may target your opponent's RC or AC. You draw the card immediately, before your opponent reacts.
Double Barrel. [Hit]. If [Avoid] it targets your opponent's other character also. If the hit is avoided, your opponent's other character, if any, becomes a target. In this case, to cancel the effects entirely, you need one [Avoid] for your AC and another one for your RC.
Feint. [Avoid]. If this [Avoid] a BANG! card, take it. Add the red-bordered card you just avoided to your hand unless it's the Walker: Walker, when avoided, is returned immediately to its owner's hand.
Gold Pan. Draw the top card from the discard pile (before discarding the Gold Pan).
Howitzer. [Hit]. If not [Avoid] opponent's AC and RC each lose 1 life point.
Indian Chief. For each of his characters, your opponent chooses: discard 1 [Hit] card or lose 1 life point.
Lightning. [Hit]. You may play 1 additional BANG! card this turn. After the Lightning is resolved, you may play another red-bordered card. You don't need to play the two cards in a row, but may at any point in the turn.
Lucky Penny. [Avoid]. Draw 1 card. You draw the card immediately. Hence, if you use Lucky Penny to avoid a Fanning, you may use the card drawn, if useful, to avoid any remaining hit.
Pardner. [Hit]/[Avoid]. This may be used as a [Hit] or as a [Avoid].
Ricochet. Your opponent may discard a [Avoid] card, then you, etc. Discarding a [Avoid] card is optional. The AC of the first player who fails to discard loses 1 life point. You may not use [Avoid] cards that aren't with the exception of Hat. You may use Resources that are already in play (not in hand) such as Lucky Penny. You may not use the Barrel, nor character abilities such as that of Annie Oakey. During Ricochet, always ignore any additional effects on the cards besides the "Avoid" symbol.
[Transcriber's note: the printed sentence "You may not use [Avoid] cards that aren't with the exception of Hat" is missing a word between "aren't" and "with"; transcribed as printed.]
Savage. [Hit]. Draw 1 card. You draw the card before the other player reacts.
Sharps. [Hit]. Target's ability and Equipment have no effect. For instance, cards such as Spurs or the abilities of Alan Pinkertoon, Slim Poet, Dalon Ranger, Sid Curry, etc., have no effect.
Sidekick. [Hit]. Each time this character becomes AC, your opponent's AC is the target of a [Hit]. Any card from his hand counts as [Avoid]. In other words, it acts as if your opponent's AC is the target of a Derringer, shot automatically. The hit may be avoided as usual. If your opponent's AC has both the Barrel and the Clock in play, check the Clock first.
Slap. Discard 1 card in play from any AC and/or 1 card from any player's hand. You may choose to resolve the Backhander in three different ways: to discard 1 card from any AC (including yours), or to discard 1 card from the hand of any player, or to do both.
[Transcriber's note: the printed text names the card "Backhander" here; the card is titled Slap. Transcribed as printed.]
Example. If you choose to do both against a player who has Wild Bill as his AC, your AC is the target of two [Hit].
Spencer. [Hit]. If it hits a character with 4+ life points, he loses 2 life points. You still need just one [Avoid] to avoid it. You can use Spencer on a character with less than 4 life points, in which case he loses only 1.
Spurs. If you have no cards in your hand, this character may not be the target of [Hit]. It may still be the target of Indians!, Indian Chief, Duel, Ricochet, etc.
Switch. [Reload]. Swap up to two AC with their RC (move the AC tokens). You choose the order.
Union Pacific. Draw a total of 2 cards from your and/or your opponent's deck. As usual, you might be required to draw form the common deck.
[Transcriber's note: "form" is printed for "from".]
Walker. [Hit]. If [Avoid], take this card back into your hand.
Whiskey. Reveal. [Horseshoe] = your AC regains 2 life points, otherwise he regains 1 life point.
Whitney. [Hit]. May only be [Avoid] by playing a [Hit] card. No cards supplying [Avoid] work: Missed!, Barrel, Sid Curry's ability, etc.
Characters
Renegades – Law
Charlie Basset: [Always Active]. Once per turn, after you've used a Resource, draw 1 card.
You cannot use Equipment that is always active (those with the [Always Active] symbol). The COLT counts as your one BANG! per turn. The ability can be used against cards such as Indians!, Indian Chief, etc.
Hick Addams: When another player makes you discard a card from your hand or from Hick, draw 1 card. Each time another player makes you discard a card from your hand or makes you discard a card in play from Hick Addams, you draw one card. You don't draw if you voluntarily discard a Resource when reacting to other cards (e.g., Lucky Penny to counter a Gatling).
Hottie Delou: Once per turn, you may use 1 of her Resources in the same turn it was put into play.
Mystic Maid: Discard 1 of her Equipment cards from play (not [Always Active]) for a [Avoid] or a COLT, then draw 1 card. You can also discard a Resource in the same turn you put it into play. You cannot use this ability if you have no Equipment in play.
Poker Alicia: Instead of drawing 2 cards from the deck at the start of your turn, you may draw 1 Equipment card from any AC. This ability activates and replaces the first phase of your turn (1. Draw).
The Marshal: [Always Active]. When he enters play, draw a total of 3 cards from the decks of your choice. If he's in your starting pair of characters, draw the cards in addition to your starting hand. For each card, you can choose to draw from your deck or from another player's deck after checking each card you've already drawn. As usual, you can choose the common deck, if there is one.
Renegades – Outlaw
Big Steve: [Always Active]. At the end of your turn, you may hold up to 6 cards in your hand. This new hand card limit applies regardless of your current life point total.
Dutch Harry: [Always Active]. When you draw a card, you may look at the top card of the deck and either keep it or discard it. If you decide to discard the card, draw the next card instead. You must keep the next card. This ability is always active, even if you have to draw cards because of Wagon, Union Pacific, etc. If you use it during your turn's phase 1, you still draw 2 cards as usual.
For example, if you have to draw 3 cards, you look at the top card. If you like it, you can keep it, then proceed to draw card #2. If you don't like it, you can discard it, draw the next card—which you must keep—then move on to draw card #2. For card #2, you look at the top card, decide to keep or discard, and so on.
El Chindi: If you have any cards in your hand, he is immune to Action cards played by other players. He is not immune to BANG! cards, Resources, or Annie Oakey's attacks. He must react if, as RC, his AC (but not another player) plays cards such as Indians! or Gatling. He is immune to Water, Handover, the of Return Fire, etc. If he loses a Duel played by him, he still loses the life point.
[Transcriber's note: a word is missing in the printed text between "the" and "of Return Fire"; transcribed as printed.]
Jim Longhair: [Always Active]. Each time your AC and RC swap, you may swap your opponent's AC and RC also.
King Fishers: Each time your AC and RC swap, you may swap your opponent's AC and RC also.
Kitty Leroy: Once per turn, if you use 1 of her Resources, you may discard immediately 1 from your hand to repeat its effect. If you repeat a Gold Pan, draw the first two cards from the discard pile before discarding your cards (i.e., not the Gold Pan nor the card you discard along with it).
[Transcriber's note: a word is missing in the printed text between "1" and "from your hand"; transcribed as printed.]