Showing posts with label custom cards. Show all posts
Showing posts with label custom cards. Show all posts

Sunday, September 25, 2011

Design: Playing Card Stats

Following up on the OO/Excel spreadsheets I created for character abilities, I have created spreadsheets for the playing cards in BANG!. This should be useful for modders, who want to think about what card types/values are used (and for balancing), as well as players of BANG!, helping them recognize card type trends and card count. As with the previous spreadsheets, I have tried to be very meticulous in my descriptions of the cards. The statistics include BANG!, Dodge City, Robbers' Roost orange module (RRO), Robbers' Roost purple module (RRP), and Robbers' Roost complete (RR). It does not cover any of the event cards, such as those is A Fistful of Cards, High Noon, and Wild West Show.

The spreadsheet contains the following information on playing cards:
  • Card Names.

  • Expansion included in.

  • Color.

  • Card Type. There are 19 types that I broken the cards into: Basic Attacks, Special Attacks (like Duel, Indians!), Defensive, Life Point Modifiers, Discard, Steal, Draw, Gun, Offensive Sight Modifiers, Defensive Sight Modifiers, Random Damage (Dynamite), Turn Skipper (Jail), Perma-Defensive (Barrel), Duel Modifier (Standoff), Special Defensive, Disabler, Special Steal, Passer, and Swapper.

  • Value Trend. This tales you if cards with a specific name tend to have a certain suit, color, and/or number value. For instance, "Cat Balou" tend to be higher-valued diamonds. With some cards I note percentages where suits are heavily split. So I note BANG! are 38% clubs/45% diamonds, and Missed! are 38% clubs/54% spades. This can be useful for a modder in the following ways: (1) When adding cards to balance the new cards he introduces to BANG!, he can be given a good idea of what values he should assign; (2) When adding new cards that are a similar type to cards in BANG!, he is given a starting point for assigning a value them. For players this can be useful in considering, for instance, what cards Apache Kid is immune to.

  • Values. This column provides in an itemized manner the values of cards with the same name. NOTE: BANG! and Dodge City values are not separated here. If this is desired, I can split them into another column.

  • RR Values. This column provides in an itemized manner the values of cards with the same name in the RR expansion. I recognized that many modders would not want these values included in the BANG!+DC values. This would help them create their own modules. On the other hand, I wanted to include the values to (1) show how RR integrates into BANG!, and also (2) provide the resources for making modules compatible with RR. I hope the BANG! Community will aim at compatibility amongst its modding projects.

  • Range. This column explains at what distance seen a card can be played. When it is played on one's self specifically, I give it a value of "N/A." When it applies to any player seen at distance 1, I give it "1." If it can reach within a distance (such as with Toss, Dive, or Push), I put "within [insert distance seen]." When it depends on the gun in play, I put down "Gun-based" (although it is of course modified by the offensive/defensive sight modifiers as well; gun-based is simply a lazy way of putting it). If it reaches all players, all players, or any player at any distance, I put down "Any."

  • Impacts. This column notes whom the played card impacts. This typically involves one of the following values: self, 1 player (which could include one self), 1 other player, 1 random player (for Dynamite), all other players, other players in a line of fire (for Cannon and Artillery), and all players. Sometimes it is a combination. For the orange and purple cards the impact value is more specific: attacking player, attacker, defending player, 1 other hit player (for Gaping Wound), player whose turn it is (Confiscate, Hit Me), and player with defensive sight modifier (for Track Down).

  • Activator. This column notes which agent makes the card playable: one self (like in Gatling), another (like in Missed!), or both (like in Beer: playable on your turn, or when you lose your last life point due to another player's attack).

  • Activating Event. The column describes the specific event that makes this card playable. Often, this is as simple as it being one's playing phase or one being the target of a basic attack. However, this can be more complicated, such as for last chance Beers. This is especially for orange cards, which can only be played at many specific events: when another player takes a hit, when a player targets another player with a basic or special attack, when a player plays a card to avoid an attack, when a player plays any card, another player's drawing phase, and so forth.

  • Extra Details. Several cards have extra details about them that are important to note. For instance, only 1 BANG! can be played during a playing phase by default. Beer have no effect if played when only 2 players remain. Jail cannot be played on the Sheriff. Some cards in both Dodge City and Robbers' Roost require discarding a card to play them (Springfield, Rag Time, Brawl, Bandage, Warpath, etc.). Wells Fargo, Stagecoach, Pay Day, and Hit Me activate Wild West Show event cards. In this column, I put in these extra details for playing cards. I also place the benefits of having a specific blue card in play here.

  • Outcome of Playing. This column explains what happens when the card is played. This is often just a breakdown of the text or symbols on the cards. Some other items are noted, such as when a gun comes into play it replaces any non-duplicate gun card already in play (if a duplicate, it could not come into play in the first place). I note the initial/latent effects for the purple cards here.

  • % Columns. The card data concludes with 6 columns breaking down the probability of drawing a specific card from a specific deck setup. For instance, there are 25 BANG! in the base game, so there is a 31.25% chance of drawing it from a complete 80-card base deck. These deck set ups can vary; hence, the 6 columns. However, in BANG! + Dodge City there are 29 BANG!, so there is a 24.20% chance of drawing a BANG! from a complete 120-card BANG! + Dodge City deck. Quite a difference, no? Since there are several deck setups, I created columns showing drawing probabilities for drawing a specific card in a deck setups for BANG!, BANG! + Dodge City, BANG! + Dodge City + Robbers' Roost orange module, BANG! + Dodge City + Robbers' Roost purple module, and BANG! + Dodge City + Robbers' Roost complete. The last column explains the reason for certain shifts of drawing probabilities in Robbers' Roost.

After the Card Data, I provided another tab for a little "Meta Card Data." This tab only provides 1 sources of information. First, it notes how many cards belong to specific types in the different deck setups. So in BANG!, there are 5 cards with unique names belonging to the gun card type. In BANG! + Dodge City + Robbers' Roost there are 7. Secondly, I note the probability of randomly drawing a certain type from a complete deck setup. The earlier card data probabilities only noted the chances of drawing a card with a specific name, like BANG!. This data notes the chances of drawing the type (like "basic attacks") from a complete deck. It explores the probabilities in the 5 different deck setups like before.

The hope is that this spreadsheet will enable you to both mod and play BANG! better. As with the character ability stats, I would love to get some feedback on this spreadsheet. It has taken a good chunk of time to put together, but I am sure there are typos, inconsistencies, and some poor labels. Feel free to post comments here.

Like before, I have made the spreadsheet available in both Open Office Calc and Microsoft Excel formats.

Tuesday, August 23, 2011

Tutorial: Design an Expansion Symbol for BANG! Cards

As new BANG! modders add their own playing and character cards to the game, they will often want to place a symbol in the top right of their cards to distinguish them. The BANG! Master Template provides 3 symbols for use: a cactus, a wagon wheel, and a bow and arrow. However, if you wish to make your own expansion symbol, let me show you here.

STEP 1: Find a simple, unique western-themed symbol.

This first step is quite easy. Your task is to find a symbol that is not already used in BANG! (and hopefully other unofficial expansions). This includes:
  • Buffalo (Dodge City)
  • Man on Horse (Wild West Show)
  • Pistol (Bullet characters)
  • Ox Skull (Robbers’ Roost)
  • Horseshoe (Robbers’ Roost)
  • Vulture (Valley of Shadows)
  • Film Camera (Directors’ Cuts)
  • Cactus (already in BANG! Master Template)
  • Wagon Wheel (already in BANG! Master Template)
  • Bow and Arrow (already in BANG! Master Template)

What are some ideas for other symbols? Here are some suggestions: the cowboy neckerchief, a teepee, dynamite, a scalping knife, a lariat, a windmill, a tombstone, a bag of money, a paw print, and a train. For my example, I will use a paw print.

To find an image, I recommend using an image search engine (Google Image Search works just fine). Type in the name of the icon you are looking for, and then add something like “symbol” on the end.

Google Search Query


Thus, I inputted “paw print symbol” into the textbox. Click on “Search Images.”

Black and White select


You are going to get tons of results. To narrow your results, and get more what you want, select “Black and White” from the list of color options in the left hand column. All expansion symbols are black and white, so this should simplify both finding an image and readying it to place on your BANG! cards.

Scroll through the results until you find something that strikes your fancy.

Image Choice


I settled on this image. Generally, you will want an image that has some size, at least 150 pixels+, but it doesn’t have to be too big, as the symbol is small on the card. Once you have made your selection, click on the image. A small preview image should pop up. You can either copy the preview image if it is high enough quality or click on “Full-size Image” in the right hand column. Copy the image.

Copy Image


STEP 2: Prepping the Image.

Paste Image


Open up Photoshop. Create a New Image, and it should already have the correct dimensions for the copied image set up. Paste the image.Then we are going to need to flatten the pasted image. You can do this by either right clicking on a layer in the layers window and selecting “Flatten Image,” or using the main menu, select Layer -> Flatten Image.

Erase Background


Now, we need to erase the white background. The BANG! expansion symbols have a white border around them, but it is not a big white square block! Select the Magic Eraser tool. Once you have it selected, let us get some of the perimeters set up. First, we want to make sure we erase anything close to white, so let us set the tolerance to “30.” Second, let’s check off both Anti-Alias and Contiguous. Now we only have to select 1 white patch to grab everything else. Feel free to click on a white area. You should now have a transparent area wherever white was before. If not, use the magic eraser on any remaining white areas.

Adjust Canvas Size


Next, we want to make sure that there is room for a white border to go around the symbol. Often, as is the case in my paw print example, some of the black part of the symbol goes to the edge of the canvas. No good—we will need to adjust the Canvas Size. You can adjust the canvas size by selecting Image -> Canvas Size from the menu, or by using shortcut CTRL-ALT-C. Make sure that there is at least a 10 pixel buffer between the edge of your symbol and the edge of the canvas. I gave a 15 pixel buffer in my example.

Blending Options


We are ready to add on the white border. Right click on your current layer, and then select “Blending Options…” In the window that appears, there should be a list of checkbox options.

Stroke Settings


At the bottom is an option entitled “Stroke.” That is the one we want: check the box. There is probably a red border around the image now. We will change that soon. If you select the “Stroke” option in the left hand column, a menu of options should appear to the right. We are going to first change the color to white. Click on the color palette, and then select the color white (top left hand of the color spectrum). If this border is at all grainy, and does not hug the black part of your symbol perfectly, you need to go back to the Magic Eraser step and increase the Tolerance. Too much off-white still remains on the symbol, and so the border is wrapping the black poorly (the off-white is getting in the way).

Otherwise, move on to adjusting the size of the stroke. The exact amount will depend on the size of your image. For one like mine, I adjusted the size to 10 pixels. Click “OK.”



The image is now ready. Save the image to the folder where you store your BANG! playing card images.

STEP 3: Place Expansion Image in your Cards as your Design Program Dictates.

Sunday, June 19, 2011

Robbers' Roost: POD Files Preview

I worked hard this weekend to redesign all of the Robbers' Roost files and get them all up in the appropriate templates. Shots of the 4 card sheets are below.

Robbers' Roost POD Template 2

Robbers' Roost POD Template 3

Robbers' Roost POD Template 4

Robbers' Roost POD Template 1


The card sheets show several changes I have made. I noted some of the character ones yesterday. I made an additional change to Flint Dixon today: I clarified that Barrels can still be used to avoid his shots.

As for playing cards (changes in bold):
  • Standoff (completely redone) -- Join a side when a Duel is played. Either you or your ally can discard a BANG! to return fire. Each member of the losing side takes a hit when the Duel ends.

  • The Flop (reworded) -- Reveal 3 cards (the flop). Players choose 1 or 2 cards from their hand to complete the flop, and place them face down. Afterwards, flip the cards over. The best poker hand wins the flop. The other cards are returned to each player’s hand.

  • James Dougall (redone) -- Range 2. 2 BANG! may be fired from this gun at once if directed at the same target.

  • On the House (added) -- All players gain 1 life point. Equivalent of a Saloon, but it is a green card.

  • Ambush (2 in the deck now instead of 1).

  • Distracted (Removed from the deck).

  • Rattlesnake (Removed from the deck).

  • Cowboy Boots (Removed from the deck).


I still need to proof the text, the card titles, and the alignment on the images. I also need to work on getting as good a copy of the BANG! backs as possible. Then it will be off to sending the files to the POD, and mailing cards for color correction and sizing adjustments.

Thursday, May 19, 2011

Design: BANG! Card Game Symbols Pack

BANG! Card Game Symbol Examples


As part of the recurring pattern of me disclosing my design files, I have enclosed today a pack of BANG! card game symbols. Not only does this include the original BANG! symbols, it also includes a few I introduced, such as the symbol referring to a dead player in Death Mesa, the line of fire symbol used in Robbers' Roost, and a few that I never ended up using such as the discard a card from your hand symbol, and the "draw!" a club symbol. I believe I have compiled all of the symbols (except the Book symbol, and distance modifiers that I will add soon) from the original BANG! card game. If there are any others missing, feel free to inform me. You can see the majority of the symbols contained in the pack in the image above. All the symbols, at the moment are in Photoshop format (.PSD), but I will probably release a .JPG format soon.

Download the BANG! Card Game Symbols Pack

Wednesday, May 18, 2011

Design: BANG! Custom Playing Card Art Pack

BANG! Custom Playing Card Art Pack Samples

I mentioned a few days ago that I would release an art pack for custom playing cards, just as I did for the character cards. This pack consists of 201 wild west themed art files, most full color to work with the BANG! playing cards. Samples of the art in this pack are available in the picture above. I know that a few have had some trouble downloading the character art pack. I hope there are no issues with this pack; if there is, post it in the comments section and I will get on it.

Download the BANG! Custom Playing Card Art Pack

Sunday, May 15, 2011

Design: BANG! Card Game Custom Character Art Pack



I wanted to keep adding to the BANG! card game modding community by offering a zip file containing 87 sketches of western characters with character borders and bullets as well. Some examples of these sketches are in the picture above. This should help you along in making your own BANG! card game characters. To modify these characters so that they look more like the BANG! card game characters, I recommend looking at the first part of my tutorial on making your own BANG! character cards. I should release another art pack this coming week for BANG! playing cards. If I collect more western characters, I will also release another character pack in the future.

Download the BANG! Card Game Custom Character Art Pack

Wednesday, May 11, 2011

Design: BANG! Card Game Borders (Original)

BANG! Card Game Border Pack Original Size

EDIT (8/2/11): I am no longer hosting the files on Adrive. The Google Docs method is working once more, and does require biweekly updates. It should work fine now. Yesterday I provided a pack containing 2.5 x 3.5 BANG! playing card borders. The sizes of those borders did not match the original BANG! cards, but were designed for making cards with a POD. The borders I have released today are designed to match the original BANG! cards. As with the other pack, I have provided borders for gun, blue, green, orange, character, grey, and brown cards. If you print with them, however, you will have to trim the cards yourself (or have someone else do the trimming) and use a corner rounder to have the cards match the size of the original BANG! cards.

Download the BANG! Card Game Border Pack (Original Size)

Robbers' Roost: Accessory Cards

I have been getting some complaints about not including some of the concepts I had for Robbers' Roost cards in the final product. I chose to remove those concepts to focus more on the orange cards, and to not have an obscene amount of cards in front of players. I noticed when I had so many new blue and green cards that many players seemed to be impenetrable fortresses because of the lucky card draws they had, while others were not so lucky and were at an extreme disadvantage. I toyed around with letting people add these cards in anyway in a bonus pack, but I may have come up with a solution that makes the issue of too many cards in play less problematic. While many of the green and blue cards will still be brushed under the rug, never seeing the light of day, a few I have chosen to turn into "accessory" cards. Accessory cards are much like gun cards in that you can only have 1 in play in front of you at a time. If you play a different accessory card, it immediately discards the one you had in front of you previously. They also have similar art: a blue border without bullet holes like the guns, with the addition of a black line around them. Furthermore, they have the black silhouette art of the gun cards. So far I have 7 accessory card ideas; whether they will all stay is anybody's guess. Most of them are descendents of previous ideas:

  1. Ammo Belt: You may store a BANG! on top of your Ammo Belt, which is an extension of your hand.

  2. Cold Deck: You may discard any card from your hand to be the result of "draw!"

  3. Lucky Dice: You may show the first card you draw. If it is a club, draw an extra card.

  4. Cowboy Boots: All your Missed! count as Dodge.

  5. Hammock/Sleeping Bag: If you don't play or use any cards during your turn, draw a card at the end of your discard phase.

  6. Hunting Knife: Whenever you eliminate a player you draw 2 cards.

  7. Iron Knuckles: Discard 2 cards from you hand to Punch.

As you can tell from this list, I have converted the Cowboy Boots into an accessory card. Whether I will include these cards in a bonus pack, special edition, or just add them to Robbers' Roost is up for debate. The more I add, the more the cost goes up, and the more cards from the original BANG! I have to add to balance. We will see. I welcome your feedback regarding this idea and how to incorporate them.

Tuesday, May 10, 2011

Design: BANG! Card Game Borders (2.5 x 3.5)

BANG! card game playing card borders


EDIT (8/2/11): I am no longer hosting the files on Adrive. The Google Docs method is working once more, and does require biweekly updates. It should work fine now.

EDIT: A character border is now included in the pack.

As I have started to chip away at making a POD version of Robbers' Roost, I thought I would also release some of my design files to the public. This way, interested persons could use them to help them make their own custom BANG! cards. It will also help me upload the necessary files to finish some of the tutorials I want to make. Today, I will be releasing BANG! card game borders for 2.5" x 3.5" cards. Note that this is not the standard size for BANG! cards. Rather, this is what would be used by a modder wanting to use a card template or POD and isn't concerned about card trimming. I will release borders that are identically sized to BANG! cards tomorrow. Both border packs include borders for:
  • Gun Cards.

  • Blue Cards.

  • Green Cards.

  • Character Cards.

  • Brown Cards.

  • Grey Cards. These are used in Death Mesa, and if someone wanted to add their own to the Dead Men's Deck, they could do so.

  • Orange Cards. These are used in Robbers' Roost, but modders should feel free to make their own orange cards.

I am aware that there are other borders for the event card decks. I will get to adding these later. Since they are not used in Robbers' Roost or Death Mesa, getting those files up is a detour from my current project.

Download the BANG! Card Game Border Pack (2.5 x 3.5)

Tuesday, April 26, 2011

Robbers' Roost: Last Day of Release

Today I made the final touches on Robbers' Roost. I edited and reuploaded all of the previously released cardsheets to include changes I made in the guidebook. I edited the guidebook, and added some more information, such as expounding further on Porter Rockwell's ability. I fixed some typos in there, although I am sure there will be plenty more for me and others to catch. The guidebook has also been uploaded. Besides this, I am also releasing the final cardsheet, as well as the sheets containing the backs for playing cards and characters.

Robbers' Roost BANG! Playing cards


This cardsheet simply has the last few cards to balance out the expansion, including another dread Jail. Some cards have not had as many added because many orange cards might provide similar functions, so bear that in mind. And don't forget to also consider the optional functions in the bottom right hand corner of many orange cards.

Here are some quick shots of the character and playing card backs:

Robbers' Roost BANG! Playing Card Backs
Robbers' Roost BANG! Character Card Backs


Anyway, all 56 playing cards and 16 characters have been released! I hope people will enjoy this expansion and help playtest it to make it better than I was able to in this alpha release.

Download the 9th Robbers' Roost Cardsheet (Playing Card Set #7)

Download Robbers' Roost Playing Card Backs

Download Robbers' Roost Character Card Backs

Friday, April 22, 2011

Robbers' Roost: Release Day 8

Robbers' Roost BANG! Playing Cards

As mentioned in yesterday's posts, the rest of the cards released will be cards from the original game meant to balance out the probabilities of drawing certain cards. This set, for instance, adds 7 BANG! and 1 Panic!. Not very exciting to see, but important for balancing out the expansion. I used an older image of the BANG! to give some variance from the current edition.

Download the 8th Robbers' Roost Cardsheet (Playing Card Set #6)

Thursday, April 21, 2011

Robbers' Roost: Release #7

Robbers' Roost BANG! Playing Cards


Today I am releasing the last set of orange cards. This batch includes Taunt (forces a player to shoot at you if possible), Confiscate (borrow a card in play in front of a player for a while), Dive (take a hit for another player), and also the green card Artillery (shoots in a line of fire like Cannon). I had a little more trouble getting the right art for these cards. They work, but I wanted something better. Oh well, maybe for an update. The next two releases will be less exciting, comprising of cards from the original game needed to balance Robbers' Roost. The last release, which may come in chunks, will be the Robbers' Roost guidebook. Thanks for your patience!

Download the 7th Robber's Roost Cardsheet (Playing Card Set #5)

Tuesday, April 19, 2011

Robbers' Roost: The 6th Day of Release

Robbers' Roost BANG! Playing Cards

There are more orange cards to exhibit and make available for download today. Most of these have already been seen, but Stampede (which creates a 2-way shield between 2 players), Stand Off (which creates a 3-player duel), and Hit Me (which has you and another player draw a card) have not been released in a card sheet yet. Text descriptions have been cut again to make more room on the cards and have the type be in a more legible font size.

Download the 6th Robbers' Roost Cardsheet (Playing Card Set #4)

Robbers' Roost: 5th Release Day

Robbers' Roost BANG! Playing Cards

Another day, another set of cards to release. Following up on yesterday's introduction of the orange cards, I am posting another set of of them. This time, most of the orange cards are defensive cards of some sort or other. For these cards, I shortened the text descriptions, as I felt that I was having too many of the rules on the cards themselves. I even went back and uploaded a new version of yesterday's cards to have shorter descriptions too. Rules more properly belong in the guidebook. Perhaps I will also make one of those card "player aids" that you often see floating around for BANG! and Dodge City as well. Besides this, I replaced the "Rope" card (which was too similar to Lasso anyway) with "Disarm," a card that can remove another player's gun.

Download the 5th Set of Robbers' Roost Cards (Playing Card Set 3)

Monday, April 18, 2011

Robbers' Roost: Release Day #4

Robbers' Roost BANG! Playing Cards

Today I am finally releasing some of the orange cards for the Robbers' Roost expansion. I spent some time carefully rewording the text, although I cannot say I am completely happy with the text yet. Hopefully, playtesting will show we what wording is confusion, so I can fix it some before trying to have prints ordered through a POD. Most of the orange cards I am releasing today are offensive or distance modifiers. In this sheet is also "Face Off," the green duel card.

As a side note, I spent some time trying to find good art for these cards, so I hope you enjoy them.

Download the fourth Robbers' Roost cardsheet (Playing Card Set 2)

Monday, February 21, 2011

Robbers' Roost: Additional Green Cards

NOTE: Now that RR has gone through significant revisions, most of these cards have been eliminated. Artillery remains as a green card, while Pay Day, On the House, and Show Time have become purple cards (with some changes). This post is kept here for historical purposes (tracking RR's development) alone. For the cards actually in the RR expansion, go the official page.


Robbers' Roost will add several new green cards to the deck (14 total). Many of these will already come from Dodge City, but half are new. Those I will introduce today.




Pay Day Robber's Roost Card
Pay Day. Draw 2 cards from the deck. All other players draw 1 card.

Charm Robber's Roost Card
Charm. Play this card to avoid any card played against you.

On the House Robber's Roost Card
On the House. Gain 2 life points. All other players gain 1.

The Flop Robber's Roost Card
The Flop. Reveal 3 cards from the top of the deck. All players may choose 1 or 2 cards from their hand to complete the flop and make the best poker hand; these cards are to be placed face down in front of them. When all players have decide whether or not they are going to participate (and the participants have selected their cards), all participants reveal the 2 cards they selected. The player with the best hand wins the cards in the flop. The other cards are returned to each player's hand.

Show Time Robber's Roost Card
Show Time. Discard a card from all other players.

Artillery Robber's Roost Card
Artillery. BANG! all characters within a line of fire. In other words, select a player who you wish to be the end point of an attack. Select a direction from which to attack him (from your right or your left). All players up until that end point are banged! As you can imagine, Artillery can function as a Gatling as you wish: just select the end point to be the player immediately to your left or right, and then have the attack proceed from the opposite direction.

Face Off Robber's Roost Card
Face Off. Duel.

Wednesday, February 16, 2011

Robbers' Roost: Calamity Cards

NOTE: Now that RR has gone through significant revisions, all these cards have been eliminated. This post is kept here for historical purposes (tracking RR's development) alone. For the characters actually in the RR expansion, go the official page.


In the spirit of Jail/Prison in the original BANG!, Robbers' Roost will contain a series of "calamity" blue cards that can be played on other players to weaken them on their next turn (or the whole round). You play most as you would Jail, but many of them do not require any "draw!" Some of the "calamity cards" you can see below, and a few resemble event/scenario cards in A Fistful of Cards or High Noon.


Poison Robber's Roost Card
Poison. Until your next turn, whenever the target player is the target of a card or ability that can increase his life points, "draw!" If black, no life points are regained.

Handcuffed Robber's Roost Card
Handcuffed. Play in front of another player. Until your next turn, this player cannot use or utilize cards in play in front of him.

Distracted Robber's Roost Card
Distracted. Play in front of another player. At the beginning of that player's next turn, "draw!" If hearts, discard Distracted and play normally. Else that player can only use and play cards that affect the player who laid Distracted. Discard Distracted at the end of this turn.

Bound Robber's Roost Card
Bound. Until your next turn, a target player cannot put cards in play in front of them or use their orange cards. Discard on your next turn.

Drunken Haze Robber's Roost Card
Drunken Haze. Until your next turn, a target player must lay 2 BANG! to shoot another player or to avoid Indians! Discard on your next turn.

Tuesday, February 15, 2011

Robbers' Roost: New Blue Cards to Enhance Gaining or Retaining Cards

NOTE: Now that RR has gone through significant revisions, all these cards have been eliminated. Too many blue cards were seen to bog down the game and benefit Mr. Delgado far too much. They may reappear sometime in the future as "accessory cards." This post is kept here for historical purposes (tracking RR's development) alone. For the characters actually in the RR expansion, go the official page.


Following up on my last post on new guns in Robbers' Roost, I thought I would introduce some of the other blue cards that will be introduced into Robber's Roost. I'll probably do this over three posts. Today, I will show blue cards that provide benefits in terms of gaining or retaining cards.


Ammo Belt Robber's Roost Card
Ammo Belt. Increases the maximum amount of cards you can hold (your card limit) by 1. NOTE: There will be 2 of these in the Robbers' Roost expansion.

Cowboy Boots Robber's Roost Card
Cowboy Boots. All your Missed! count as Dodge (you draw a card from the deck whenever you play a Missed! card in response to an attack).

Hammock Robber's Roost Card
Hammock. If you don't play or use any cards during your turn, draw a card at the end of your discard phase.

Lucky Dice Robber's Roost Card
Lucky Dice. If your second card drawn is a club, you may show it to draw another card.

Monday, February 14, 2011

Robbers' Roost: 4 New Guns

NOTE: Now that RR has gone through significant revisions, the Colt Lightning and Robert Wheeler have been eliminated. Only the Bulldog and James Dougall remain in a modifed form. This post is kept here for historical purposes (tracking RR's development) alone. For the cards actually in the RR expansion, go the official page.


Now that I have finished the Alpha release of Death Mesa, which I hope many will enjoy (as well as critique and improve), I can return to working on Robbers' Roost. I have already shown the orange cards that will be added, and many of the characters I am suggesting to add to the game, but I have not shown any of the blue, green, and brown cards I also think could be fun to add to the game. Today, I wanted to share the 4 guns I plan on adding to the BANG! deck. There would only be one of each of these guns in the deck. All but 1 have special abilities, while the 1 has a limitation that I think you might find interesting.


Colt Lightning
Colt Lightning. 2-5 Range. You cannot shoot any player you see at distance 1.

James Dougall
James Dougall. 1 Range. 2 Missed! must be played to avoid BANG! fired from this gun.

Bulldog
Bulldog. 2 Range. Discard 2 BANG! to Gatling.

Robert Wheeler
Robert Wheeler. 1 Range. You may play 2 BANG!, but they must be shot at the same target.