Wednesday, July 13, 2011

Card Explanations: Defensive Cards (Missed, Dodge, Sombrero, Ten Gallon Hat, Iron Plate, Bible)

Missed!


Symbology: “BANG!

Italian Name: Mancato!

Translation: Play to avoid a bang (not only the BANG! card, but other cards with bang! symbols).

Manual Description: "If you are hit by a BANG! you may immediately play a Missed!—even though it is not your turn!—to cancel the shot. If you do not, you lose one life point (register this loss by sliding your character card over a bullet). . . . Note: You can only cancel shots aimed at you!" Also: "If you are in Jail you remain a possible target for BANG! cards and can still play response cards (e.g. Missed! and Beer) out of your turn, if
necessary."

Playable: Out of turn, when you must respond to a card (typically an attack card) played by another player.

Suit and Value: A♣, K♣, Q♣, J♣, 10♣, 8♠, 7♠, 6♠, 5♠, 4♠,3♠ 2♠,(BANG!; 2-9♠ make Dynamite explode); 8♦ (Dodge City).

Card color: Brown.

Card Family: Defensive cards.

Included in: BANG!, Dodge City.

Characters greatly enhanced by playing/having this card: Calamity Janet (she can play Missed! as BANG!), Jourdonnais (backs up his ability nicely), Sid Ketchum (maintains life points so he does not have to use discarding ability, and he can discard it with another card to regain a life point), Doc Holyday (He can discard it with another card to fire a BANG!), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Molly Stark (whenever she uses a card from her hand out of turn, she draws a card), Sean Mallory (protect him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, drawing Missed! and similar cards is crucial to his survival), Uncle Will (can play the Missed! as a General Store), Claus the Saint (Crucial for keeping him and his allies alive as he disseminates cards), and somewhat Teren Kill (very hard to remove his last life point, but Missed! do prolong the "draws!" on his life).

Characters less enhanced by playing/having this card: Suzy Lafayette (Missed! keep her from chain-drawing during her turn), somewhat El Gringo/Bart Cassidy (playing Missed! keeps them from drawing a card from the attacker/deck; but it does give them the choice when to take a hit), Big Spencer (he cannot play Missed!), Elena Fuente (since she can play any card from her hand as a Missed!, the Missed! card adds nothing), and somewhat Apache Kid (while Missed! still protect him from many attacks, many other attacks he is immune to, making Missed! less valuable).

Characters that cope well with others playing/having this card: Slab the Killer (2 Missed! must be played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), Jesse Jones (He can steal Missed! from other players' hands), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Flint Westwood (he can swap out a non-defensive card for 2 cards in another player's hand, giving him a good chance of nabbing a Missed!), and somewhat Youl Grinner/Gary Looter (Missed! tend to sit in player's hands unless they are shot at, upping the number of cards in their hands and making them exceed their card limits).

Characters that cope poorly with others playing/having this card: Belle Star/Pat Brennan (Their abilities do not work against cards in other players' hands).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Missed! are the basic defensive cards in the game, and you should almost always try to have 1 in your hand. Anymore or less will be dependent on your role and position, but having too many will make you quickly exceed your card limit. Missed! protect against all basic attacks, but do not protect against special attacks like Indians! and Duel, which can only be dealt with by discarding BANG! cards. That is why it is generally a good idea to pair a BANG! with a Missed! card in your hand out of turn for good defensive positioning. If you want to store up more (or expend less) Missed!, you can use sight modifiers such as Mustang and Hideout, and get a Barrel in play in front of you.

Dodge


Symbology: “BANG!

Italian Name: Schivata.

Translation: Play to avoid a bang (not only the BANG! card, but other cards with bang! symbols), and draw a card from the deck.

Manual Example: "Example 5. In response to a Punch, you can play the Dodge: you cancel the Punch and then draw a card from the deck."

Playable: Out of turn, when you must respond to a card (typically an attack card) played by another player.

Suit and Value: K♥, 7♦ (Dodge City).

Card color: Brown.

Card Family: Defensive cards, Draw Cards.

Included in: Dodge City.

Characters greatly enhanced by playing/having this card: Jourdonnais (backs up his ability nicely), Sid Ketchum (maintains life points so he does not have to use discarding ability), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Molly Stark (whenever she uses a card from her hand out of turn, she draws a card, so playing Dodge enables her to draw 2 cards), Sean Mallory (protects him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, drawing Dodge and similar cards is crucial to his survival), Claus the Saint (Crucial for keeping him and his allies alive as he disseminates cards), somewhat Teren Kill (very hard to remove his last life point, but Dodge do prolong the "draws!" on his life), and Big Spencer (unable to play Missed!, Dodge is invaluable for protecting him).

Characters less enhanced by playing/having this card: Suzy Lafayette (Missed! keep her from chain-drawing during her turn), Elena Fuente (since she can play any card from her hand as a Missed!, the Dodge card only adds a little benefit), and somewhat Apache Kid (while Dodge still protect him from many attacks, many other attacks he is immune to, making Dodge less valuable).

Characters that cope well with others playing/having this card: Slab the Killer (2 cards with missed symbols must be used/played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), Jesse Jones (He can steal Dodge from other players' hands), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Flint Westwood (he can swap out a non-defensive card for 2 cards in another player's hand, giving him a good chance of nabbing a Dodge if it is there), and somewhat Youl Grinner/Gary Looter (Defensive cards tend to sit in player's hands unless they are shot at, upping the number of cards in their hands and making them exceed their card limits).

Characters that cope poorly with others playing/having this card: Belle Star/Pat Brennan (Their abilities do not work against cards in other players' hands).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Dodge is the most powerful defensive card in the game that is placed in your hand. It allows you to draw another card after playing it, thus protecting you while possibly maintaining your defenses. Since it is so powerful, it is a good idea not to store it in your hand if possible. Use it the moment that you can, so that it does not get stolen or discarded from your hand. As with Missed!, Dodge protects from basic attack cards (cards with bang symbols), not from special attacks like Indians! and Duel. So you will still need BANG! in your hand to protect you from those.

Sombrero


Symbology: “BANG!

Translation: Use to avoid a bang (not only the BANG! card, but other cards with bang! symbols).

Manual Example: "Example 1. You play a Sombrero in front of you. Starting with the next player’s turn, you can discard it for the Missed! effect."

Playable: On your turn, during phase 2, only.

Usable: Out of turn after the turn you play it, when you must respond to a card (typically an attack card) played by another player. NOTE: I have noticed that different editions/prints differ on this. Some state that you cannot use any green card until your next turn, while others have that stipulation only for non-defensive cards. I am following the rules that were given both in my Bullet edition and that are available on dv-giochi's (the publisher's) website.

Suit and Value: 7♣.

Card color: Green.

Card Family: Defensive cards.

Included in: Dodge City.

Characters greatly enhanced by playing/having this card: Suzy Lafayette (Not only does it not impede her chain-drawing, it also provides her with some defense once she is done), Paul Regret (not contributing to his hand, it provides a nice backup to his sight modification ability, given that he has only 3 life points), Jourdonnais (backs up his ability nicely), Willy the Kid (gives him defenses after he depletes his hand from stored up BANG!), Sid Ketchum (maintains life points so he does not have to use discarding ability), Vulture Sam (gives him some defenses as he turtles up waiting to attack), Apache Kid (Sombrero enables him to store up more BANG! to protect him from Duels), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Sean Mallory (protects him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, playing Sombrero and similar cards is crucial to his survival), Uncle Will (can play the Sombrero as a General Store), Claus the Saint (Crucial for keeping him and his allies alive as he disseminates cards), somewhat Teren Kill (very hard to remove his last life point, but Sombrero does prolong the "draws!" on his life), and Big Spencer (unable to play Missed!, Sombrero is invaluable for protecting him).

Characters less enhanced by playing/having this card: Elena Fuente (since she can play any card from her hand as a Missed!, the Sombrero card only adds a little benefit in not contributing to her card limit), and somewhat El Gringo/Bart Cassidy (using Sombrero keeps them from drawing a card from the attacker/deck; but it does give them the choice when to take a hit).

Characters that cope well with others playing/having this card: Slab the Killer (2 cards with missed symbols must be used/played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), somewhat Vulture Sam (while other players will probably use the Sombrero to stay alive, if they are eliminated in some other way like via Indians!, Duel or Dynamite, Vulture Sam will pick up this card), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Belle Star (the Sombrero has no effect against her attacks), and somewhat Pat Brennan (He can steal the Sombrero, but it is questionable whether stealing it is worth giving up his draw phase).

Characters that cope poorly with others playing this card: Jesse Jones/Flint Westwood (They cannot steal/swap out cards that are in play).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Sombrero, like Iron Plate and Ten Gallon Hat, are basic defensive green cards. They are nearly always better than Missed!, since they do not take up any space on your hand. In most rulebooks, as well, the defensive green cards are active for use the moment your turn ends, so there is no real waiting time for them. The only downside is that it is clear to your opponents that you have that card, and they can directly steal/discard it, instead of randomly selecting it from your hand. Thus, they can prep to overcome it, and it might influence their decision on whether to act against you or not. As with Missed!, Sombrero protects from basic attack cards (cards with bang symbols), not from special attacks like Indians! and Duel. So you will still need BANG! in your hand to protect you from those.

Ten Gallon Hat


Symbology: “BANG!

Italian Name: Cappello.

Translation: Use to avoid a bang (not only the BANG! card, but other cards with bang! symbols).

Playable: On your turn, during phase 2, only.

Usable: Out of turn after the turn you play it, when you must respond to a card (typically an attack card) played by another player. NOTE: I have noticed that different editions/prints differ on this. Some state that you cannot use any green card until your next turn, while others have that stipulation only for non-defensive cards. I am following the rules that were given both in my Bullet edition and that are available on dv-giochi's (the publisher's) website.

Suit and Value: J♦.

Card color: Green.

Card Family: Defensive cards.

Included in: Dodge City.

Characters greatly enhanced by playing/having this card: Suzy Lafayette (Not only does it not impede her chain-drawing, it also provides her with some defense once she is done), Paul Regret (not contributing to his hand, it provides a nice backup to his sight modification ability, given that he has only 3 life points), Jourdonnais (backs up his ability nicely), Willy the Kid (gives him defenses after he depletes his hand from stored up BANG!), Sid Ketchum (maintains life points so he does not have to use discarding ability), Vulture Sam (gives him some defenses as he turtles up waiting to attack), Apache Kid (Ten Gallon Hat enables him to store up more BANG! to protect him from Duels), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Sean Mallory (protects him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, playing Ten Gallon Hat and similar cards is crucial to his survival), Uncle Will (can play the Ten Gallon Hat as a General Store), Claus the Saint (crucial for keeping him and his allies alive as he disseminates cards), somewhat Teren Kill (very hard to remove his last life point, but Ten Gallon Hat does prolong the "draws!" on his life), and Big Spencer (unable to play Missed!, Ten Gallon Hat is invaluable for protecting him).

Characters less enhanced by playing/having this card: Elena Fuente (since she can play any card from her hand as a Missed!, Ten Gallon Hat only adds only a little benefit in not impeding her card limit), and somewhat El Gringo/Bart Cassidy (using Ten Gallon Hat keeps them from drawing a card from the attacker/deck; but it does give them the choice when to take a hit).

Characters that cope well with others playing/having this card: Slab the Killer (2 cards with missed symbols must be used/played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), somewhat Vulture Sam (while other players will probably use the Ten Gallon Hat to stay alive, if they are eliminated in some other way like via Indians!, Duel or Dynamite, Vulture Sam will pick up this card), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Belle Star (the Ten Gallon Hat has no effect against her attacks), and somewhat Pat Brennan (He can steal the Ten Gallon Hat, but it is questionable whether stealing it is worth giving up his draw phase).

Characters that cope poorly with others playing this card: Jesse Jones/Flint Westwood (They cannot steal/swap out cards that are in play).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Ten Gallon Hat, like Iron Plate and Sombrero, are basic defensive green cards. They are nearly always better than Missed!, since they do not take up any space on your hand. In most rulebooks, as well, the defensive green cards are active for use the moment your turn ends, so there is no real waiting time for them. The only downside is that it is clear to your opponents that you have that card, and they can directly steal/discard it, instead of randomly selecting it from your hand. Thus, they can prep to overcome it, and it might influence their decision on whether to act against you or not. As with Missed!, Ten Gallon Hat protects from basic attack cards (cards with bang symbols), not from special attacks like Indians! and Duel. So you will still need BANG! in your hand to protect you from those.

Iron Plate


Symbology: “BANG!

Italian Name: Placca di Ferro.

Translation: Use to avoid a bang (not only the BANG! card, but other cards with bang! symbols).

Playable: On your turn, during phase 2 only, unless you already have an Iron Plate in play.

Usable: Out of turn after the turn you play it, when you must respond to a card (typically an attack card) played by another player. NOTE: I have noticed that different editions/prints differ on this. Some state that you cannot use any green card until your next turn, while others have that stipulation only for non-defensive cards. I am following the rules that were given both in my Bullet edition and that are available on dv-giochi's (the publisher's) website.

Suit and Value: Q♠, A♦.

Card color: Green.

Card Family: Defensive cards.

Included in: Dodge City.

Characters greatly enhanced by playing/having this card: Suzy Lafayette (Not only does it not impede her chain-drawing, it also provides her with some defense once she is done), Paul Regret (not contributing to his hand, it provides a nice backup to his sight modification ability, given that he has only 3 life points), Jourdonnais (backs up his ability nicely), Willy the Kid (gives him defenses after he depletes his hand from stored up BANG!), Sid Ketchum (maintains life points so he does not have to use discarding ability), Vulture Sam (gives him some defenses as he turtles up waiting to attack), Apache Kid (Iron Plate enables him to store up more BANG! to protect him from Duels), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Sean Mallory (protects him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, playing Iron Plate and similar cards is crucial to his survival), Uncle Will (can play the Iron Plate as a General Store), Claus the Saint (crucial for keeping him and his allies alive as he disseminates cards), somewhat Teren Kill (very hard to remove his last life point, but Iron Plate does prolong the "draws!" on his life), and Big Spencer (unable to play Missed!, Iron Plate is invaluable for protecting him).

Characters less enhanced by playing/having this card: Elena Fuente (since she can play any card from her hand as a Missed!, Iron Plate only adds only a little benefit in not impeding her card limit), and somewhat El Gringo/Bart Cassidy (using Iron Plate keeps them from drawing a card from the attacker/deck; but it does give them the choice when to take a hit).

Characters that cope well with others playing/having this card: Slab the Killer (2 cards with missed symbols must be used/played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), somewhat Vulture Sam (while other players will probably use the Iron Plate to stay alive, if they are eliminated in some other way like via Indians!, Duel or Dynamite, Vulture Sam will pick up this card), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Belle Star (the Iron Plate has no effect against her attacks), somewhat Pat Brennan (He can steal the Iron Plate, but it is questionable whether stealing it is worth giving up his draw phase), and Johnny Kisch (he can discard another player's Iron Plate when he puts one into play).

Characters that cope poorly with others playing this card: Jesse Jones/Flint Westwood (They cannot steal/swap out cards that are in play).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Iron Plate, like Sombrero and Ten Gallon Hat, are basic defensive green cards. They are nearly always better than Missed!, since they do not take up any space on your hand. In most rulebooks, as well, the defensive green cards are active for use the moment your turn ends, so there is no real waiting time for them. The only downside is that it is clear to your opponents that you have that card, and they can directly steal/discard it, instead of randomly selecting it from your hand. Thus, they can prep to overcome it, and it might influence their decision on whether to act against you or not. As with Missed!, Iron Plate protects from basic attack cards (cards with bang symbols), not from special attacks like Indians! and Duel. So you will still need BANG! in your hand to protect you from those.

Bible


Symbology: “BANG!

Italian Name: Bibbia.

Translation: Use to avoid a bang (not only the BANG! card, but other cards with bang! symbols), and draw a card from the deck.

Playable: On your turn, during phase 2, only.

Usable: Out of turn after the turn you play it, when you must respond to a card (typically an attack card) played by another player. NOTE: I have noticed that different editions/prints differ on this. Some state that you cannot use any green card until your next turn, while others have that stipulation only for non-defensive cards. I am following the rules that were given both in my Bullet edition and that are available on dv-giochi's (the publisher's) website.

Suit and Value: 10♥.

Card color: Green.

Card Family: Defensive cards, Draw cards.

Included in: Dodge City.

Characters greatly enhanced by playing/having this card: Suzy Lafayette (Not only does it not impede her chain-drawing, it also provides her with some defense once she is done), Paul Regret (not contributing to his hand, it provides a nice backup to his sight modification ability, given that he has only 3 life points), Jourdonnais (backs up his ability nicely), Willy the Kid (gives him defenses after he depletes his hand from stored up BANG!), Sid Ketchum (maintains life points so he does not have to use discarding ability), Vulture Sam (gives him some defenses as he turtles up waiting to attack), Apache Kid (Bible enables him to store up more BANG! to protect him from Duels), Chuck Wengam/Bill Noface (protects them when they drop life points to draw cards), Sean Mallory (protects him from taking hits as he builds up a powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, playing Bible and similar cards is crucial to his survival), Claus the Saint (crucial for keeping him and his allies alive as he disseminates cards), somewhat Teren Kill (very hard to remove his last life point, but Iron Plate does prolong the "draws!" on his life), and Big Spencer (unable to play Missed!, Bible is invaluable for protecting him).

Characters that cope well with others playing/having this card: Slab the Killer (2 cards with missed symbols must be used/played to avoid his BANG!), Willy the Kid (He can shoot multiple BANG! during his turn), somewhat Vulture Sam (while other players will probably use the Bible to stay alive, if they are eliminated in some other way like via Indians!, Duel or Dynamite, Vulture Sam will pick up this card), Doc Holyday/Lee Van Kliff (Their abilities enables him to potentially fire 2 BANG!/attacks), Belle Star (the Bible has no effect on her turn), and Pat Brennan (He can steal Bible).

Characters that cope poorly with others playing this card: Jesse Jones/Flint Westwood (They cannot steal/swap out cards that are in play).

Works well in conjunction with: Barrel, Mustang, and Hideout.

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail.

Does not work against: Indians!, Duel, and Dynamite.

Commentary: Bible is a powerful defensive green card, like Dodge. It is debatable whether Bible or Dodge is better, since Bible gathers so much attention that other players will be urged to discard or steal it. Nonetheless, Bible does not take up any space in a player's hand. And in most rulebooks the defensive green cards are active for use the moment your turn ends, so there is no real waiting time for them. So Bible does have many perks. As with Missed!, Bible protects from basic attack cards (cards with bang symbols), not from special attacks like Indians! and Duel. So you will still need BANG! in your hand to protect you from those.

8 comments:

  1. Hey host.
    Do I need to discard the green cards on the table after the 1 turn activation if I dont want to use those green cards? OR I can place it until I want to use?

    ReplyDelete
  2. For clarification's sake, the defensive cards are active for use on the turn of the next player (the turn of the player following your turn). They can be used at any time from then on. You do not have to use them by your next turn. They are discarded upon use, or a forced discard (through the use of a Cat Balou, Can Can, or Brawl for examples). - Marty

    ReplyDelete
  3. Thanks for your CM. I just wanna know if I have a time limit to keep my green cards in play(on the table)?
    Or I am force to discard the green cards if I dont want to use them in the turn following the activation.

    ReplyDelete
  4. Moreover, can I use a grren miss in my hand to respond to a bang towards me? or I can just use a green miss on the table to respond?

    ReplyDelete
  5. Defensive green cards (like other green cards) can be used only once, and then they are discarded. They are active for use on the next player's turn after you play them. There is no time limit in which they must be used. They must be played in front of you before they can be used. Thus, you cannot respond to a BANG! fired at you with a Sombrero/Bible/Ten Gallon Hat/Iron Plate from your hand.

    ReplyDelete
  6. hi Martin, just for info, mancato is 2 club, not 2 spade.. see this http://www.emilianosciarra.net/ENG/playing_cards.html

    ReplyDelete
  7. Do you need a bang card in your hand to play the duel card ?

    ReplyDelete
  8. This comment has been removed by the author.

    ReplyDelete