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Slap .45 Mini

Slap .45 Mini Rulebook

Table of Contents

Table of Contents

  • Setup
  • Gameplay
  • Reacting to a Card
  • Staying in Cover
  • Flipping and Slapping
  • Wait, Who Won that Slap?
  • Death
  • Winning

Setup

Place a home base between each player and give each player six gang member tokens. There should be one base per player on the table.

Combine the Move! cards, the Big Guns, and the Talkin' Irons, shuffle them up, and place the deck face down in the middle of the table.

Gameplay

The player who can make the best fake moustache goes first. Starting with the first player and moving clockwise around the table, everyone takes turns flipping over the top card in the deck, and then all players react to the card that's been revealed. The game ends when only one gang is left standing.

Reacting to a Card

If a Talkin' Iron (pistol) card is revealed, players can choose to make a defensive or offensive move. To make a defensive move, a player can take cover by slapping any open home base on the table. To make an offensive move, a player can slap one hand on the Talkin' Iron card and simultaneously make a pistol-finger with their other hand to take a shot at the player they point at. If the target is in cover, they're safe. If they're not in cover, they take one damage. Only one shot is fired per card – if multiple people slap, the player who slaps the Talkin' Iron card first is the only one to get a shot off.

If a Big Gun card is revealed, players can take a shot with it just like they would with a Talkin' Iron. Unlike a Talkin' Iron, a Big Gun is extraordinarily destructive and pierces cover. Players shot by a Big Gun lose a gang member even if they're in a base.

Move! cards force all players to slap into cover, or if they're already in cover, to slap into new cover. The last player to slap into cover loses one gang member. If any player slaps the Move! card, they lose one gang member and the round immediately ends (horses don't like being slapped).

Staying in Cover

If you slap into a home base you can leave your hand there until the next card is flipped. You then begin the round in cover. Whether this helps you or not is a gamble, and depends on which card is flipped next.

Flipping and Slapping

Players should flip cards quickly, in the middle of the table, so everyone has a fair chance to see the card. Players should flip cards away from themselves, so they are the last one to see the card they're revealing. Everyone else who is not in a base should have their hands at their hips, like they're resting them on the holsters of their imaginary slug pushers. If anyone begins a round in a base, they must slap with the same hand they already have on the table.

The player who flips the card should flip with one hand and slap with the other. When the deck is empty the discard pile is shuffled and becomes the new deck.

Wait, Who Won that Slap?

A player who shoots another player must slap the center card and point at the player they are shooting with a pistol finger at the same time. If they hesitate to point, or point without slapping, the shot misses the target. If there's ever a question of who slapped first or who takes damage and you've spent more than 5 seconds discussing it, ignore it. The next player flips a card and you keep playing.

Death

Any player who loses all six members of their gang is out of the game and should act out their dramatic death. Upon death, one empty base is removed from the game. Remaining players should rearrange themselves so that bases are evenly distributed between the players who are left standing.

Winning

When only two players are left, the game is resolved in a final duel to the death. The first player who died acts as the dealer. The two dueling players stand at opposite sides of the table and put their hands on their imaginary holsters. Place the duelers' bases in the center of the table. The dealer plays one card at a time face up until only one player remains. The dealer may look at cards before flipping, choose which cards to play, and otherwise mess with the duelers. When only one gang remains, they are the winners.