Friday, February 4, 2011

Death Mesa Guidebook




Before releasing Death Mesa, I have provided the following Death Mesa Guidebook that contains:
  • Expansion Instructions

  • Card by card in-depth explanations

  • Three ways of producing/printing the expansion


I encourage you to look it over to get familiar with the rules, and the way you may wish to produce the Death Mesa cards for the BANG! card game. The Alpha version for Death Mesa will be released soon.

Monday, January 31, 2011

Robbers' Roost: 15 New Characters and Updated Page

NOTE: Now that RR has gone through significant revisions, many of these characters 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.




Taunt Next Clamton. TauntPorter Rockwell. Taunt Lela Devere. TauntMaddie Silks.
Taunt Julie Bulette. TauntCharleston Heston. Taunt Lilian Smythe. Taunt Rosa Morgan.
Taunt Small Britches. TauntSallie Skull. Taunt Slick Stanhope. Taunt Queen Ann Bassett.
Taunt Lil' Sure Shot. Taunt Jimmer McKay. Taunt Turd Ferguson.

I have added 15 new characters to the unofficial Robbers' Roost expansion and edited some of the abilities of those characters whom I have posted before. All characters that have thus been posted have been added to the Robbers' Roost page. Check out the characters and give me feedback if you get the chance.

Saturday, January 29, 2011

Death Mesa: Updated Cards


I spent some time rethinking and editing the wording of several of the Death Mesa cards. Bad Moon Rising, Unfinished Business, and Terrify have been completely redone, as shown above, and I think the ideas match their names more closely now. For more of the edits go to the Death Mesa unofficial expansion page.

Friday, January 28, 2011

Death Mesa: New Page for New Expansion

Just while Robber's Roost has been getting more attention, I decided to also provide a custom page for the other expansion I have been working on: Death Mesa. Less of a comprehensive expansion than Robber's Roost, Death Mesa provides a fun way of keeping dead players in the game. While they lose their character abilities and no longer draw from the normal deck, they still participate by drawing and playing cards from the Dead Men's Deck. Check out the unofficial Death Mesa expansion here.

Thursday, January 27, 2011

Robbers' Roost: Orange-bordered Cards

Robber's Roost Expansion

I have created a custom page exclusively for the upcoming Robber's Roost expansion. Currently on this new page is my introduction of orange-bordered cards, cards that can never be played on your own turn, but rather at or during specific events on other players' turns as described on each orange-bordered card. The orange-bordered cards are meant to improve teamwork, speed up the game, and allow you to do things while waiting for your turn (at least giving you something to do during a long term in Jail). Check out the page discussing Robber's Roost and orange-bordered cards here.

Character Guide: Slab the Killer

Slab the Killer
Character Name: Slab the Killer.

Inspired by: Angel Eyes, one of the main characters of The Good, the Bad and the Ugly.

Life Points: 4.

Ability Type: Offensive.

Ability: "Players trying to cancel his BANG! cards need to play 2 Missed!"

Activation: Playing a BANG! card against another player during Slab the Killer's turn. Slab the Killer's ability does not activate when he plays other attack cards, such as Gatling. The BANG! FAQ affirms this: "Q19. How many Missed! cards are required to cancel a Gatling played by Slab the Killer? A. Only one. The special ability of Slab the Killer applies to BANG! cards only."

Cards enhanced by Slab the Killer's ability: BANG!, Volcanic, guns, Cat Balou and Panic (Used to remove any potential defenses of other players).

Cards less effective when played against Slab: Missed!.

Ideal Roles: Deputy, Outlaw.

Characters who can deal potentially well with Slab the Killer: Jourdonnais, Calamity Janet, Lucky Duke (with Barrel), Paul Regret.

2-player value: Good. You have a pretty good chance of drawing BANG! to finish your opponent.

General Strategy: Slab the Killer's offensive ability is excellent. Not only does it almost guarantee hitting a player every time Slab the Killer fires at him, but it does not deplete Slab the Killer's cards like Willy the Kid's ability does. Slab the Killer's ability is useful off the bat. While it is tempting to always shoot at another player and make them take a hit or lose 2 Missed!, Slab the Killer should try to have a BANG! card in his hand when it is not his turn. Many characters fearing him will rightly play Duels and Indians! against him. Slab the Killer can take some excessive damage if he isn't careful and has no BANG! in his hand. Be careful when you draw a Duel card yourself; unless you can't reach the target you wish and you have lots of BANG!, they are so useful to keep that I wouldn't expend your BANG! in a duel just to take your chances.

If you can get a gun card, you might ease those around you by shooting over their head, and it is possible that they will leave you alone for the moment. However, other players will definitely be trying to control your gun range by stealing or discarding your gun. I recommend trying to keep a back-up gun in hand. Of course, Slab the Killer's main goal should be to eventually acquire a Volcanic. Once he does, try to save up on BANG! and unload on your would-be victim who has lower health. There is no chance they will have 6 Missed! in their hand, so they will take some serious punishment. As with Willy the Kid, be careful not to expend all BANG! with the Volcanic, unless you are certain you will get a card bonus. Slab the Killer gets a Sheriff to quickly lose the cards that are in his hand. Try to remove Barrels from opponents before you shoot at them. Although they will still have to expend a card to avoid your shot, why give them this advantage?

Playing against Slab the Killer: Since Slab the Killer's ability is so devastating, your best bet is to keep him in your range, while keeping yourself out of his. A trusty Mustang should do the job; just try to keep Slab the Killer from getting/keeping a gun or scope (use those Cat Balous and Panics, and pay attention when the General Store is played). If Slab the Killer has you in range and shoots at you, you might consider taking the hit even if you have the 2 Missed! If Slab the Killer is only one of the opponents against you, you don't want to waste all of your Missed! on him, and get shot up by the others. If you do choose to avoid Slab the Killer's attack, be careful not to forget that you need to play 2 Missed! It would be a shame to use 1 Missed! and then realize that you could not avoid his attack after all. If you have a Barrel, you can always "draw!" see if you get a heart, and then decide if you want to lay a Missed! or not. To keep Slab the Killer from attacking you, try to use BANG!-depleters to remove fire power from his hand. Duels and Indians! are especially useful against him. If he isn't careful with his BANG!, you can do some great damage against him this way. There are some other considerations as well. While Jail is always useful to play against an opponent, it is more useful to use against Slab the Killer since his ability is only activated during his turn.

Dodge City cards enhanced by Slab the Killer's ability: the extra BANG! and guns, Can Can, Conestoga, Brawl, Rag Time.

Dodge City cards less effective when played against Slab the Killer: Iron Plate, Ten Gallon Hat, Sombrero, Bible, Dodge!.

Dodge City Characters that Slab the Killer Counters Well: Elena Fuente (his BANG! take 2 Missed! to avoid; this is a lot of cards out of Elena's hand when she is a 3 lifepoint character), Sean Mallory (Since his ability depends on him getting many cards in his hand, Slab the Killer can dish out serious damage to him before he can build anything up).

Dodge City Characters that Counter Slab the Killer Well: Tequila Joe (He can take Slab the Killer's hits, and replenish them with Beer quite easily), Apache Kid (Around 40% of the BANG! Slab the Killer can play against Apache Kid do not affect him), Bill Noface (He can opt to take hits from Slab the Killer to draw more cards instead, and then defend himself against the attacks of other players), , Pat Brennan (His ability to control Slab the Killer's gun range protects him greatly).

General Strategy Adjustments for Slab the Killer: There are not many new strategy adjustments for Slab the Killer with Dodge City. There are many new offensive cards and a few new defensive cards with Dodge City, and this is both a blessing and a curse for Slab the Killer. While the green cards allow him to store up more defense/offense (and help him chain several attacks), and the discard a card to play this card types provide more powerful attacks/defenses, they are not compatible with Slab the Killer'ss ability. His ability only applies to the specific BANG! cards, and in Dodge City there is a lower probability of drawing these cards. The Dodge City FAQ explains:
Q04. When Slab the Killer plays Punch, Knife, Springfield, Buffalo Rifle, Howitzer, Pepperbox, Derringer, how many Missed! are required to avoid losing one life point?
A. You will need just one Missed! only. Slab the Killer’s ability applies to BANG! cards only.
However, you can use the opportunity to have more attack cards in one turn to your advantage. Play a BANG! first to get rid of their Missed!, and then follow up with the other attack cards to deal out more damage. If you are playing with intelligent players, then they might opt to take the hit from the BANG! before wasting any defensive cards. You can upset that strategy somewhat if you have any cards that can steal or discard their defensive cards from their hand or in play in front of them before playing your BANG!

The new defensive green cards do not contribute to a player's hand limit once they are played in front of a player, so Slab the Killer should try to gather some of these cards to give him a defensive buffer. Then, Slah the Killer can worry less when he depletes the cards from his hand during a Volcanic burst (or by simply being more agressive). As with the regular game, Slab the Killer should use the steal cards (Panic!, Conestoga, Rag Time) to grab needed guns to shoot at necessary targets.

General Strategy Adjustments against Slab the Killer: Dodge City provides you with some new tools for your arsenal. You can use the new discard and steal cards (Can Can, Conestoga, Brawl, Rag Time) to deplete BANG! stored in Slab the Killer's hand and remove any pesky guns he might have out that make him able to reach you. There is another Mustang and also the Hideout, which can help you increase the distance by which you are seen by Slab the Killer. The Hideout conveniently stacks with the Mustang for added distance. The green defensive cards can help you protect yourself against Slab the Killer's BANG! But be careful--you may not want to use these defensive cards on his BANG!, because he might have an offensive combo built up to unleash on you after protecting yourself from the BANG! It might be better to simply take the hit from the BANG! and then protect yourself against other of his attacks. But Slab the Killer might bluff you into taking the hit too. You will know that the treat of an offensive combo is more serious if he has active green offensive cards in play in front of him. Besides this, monitor Slab the Killer's hand, and when he expends some cards below his card limit, you can use the card depleters and offensive combo to deal out some damage.

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Wednesday, January 26, 2011

Character Guide: Lucky Duke



Character Name: Lucky Duke.

Inspired by: Lucky Luke, title character in a French comic series who reportedly could shoot faster than his shadow.

Life Points: 4.

Ability Type: Defensive.

Ability: Each time he is required to "draw!" he flips the top two cards from the deck, and chooses the result he prefers. Discard both cards afterwards.

Activation: Whenever Lucky Duke is required to "draw!" Namely when Lucky Duke has a Barrel in play and is attacked, or needs to "draw!" for Jail or Dynamite.

Cards enhanced by Lucky Duke's ability: Barrel, Dynamite.

Cards less powerful when played against Lucky Duke: Jail, Dynamite.

Ideal roles: Renegade, Sheriff (somewhat).

Characters who Lucky Duke can potentially counter well: Pedro Ramirez (has a better chance of avoiding the jail gauntlet), Slab the Killer (if Lucky Duke has a Barrel).

2-player value: It really depends if you can get a Barrel in front of you or get a Dynamite in play.

General Strategy as Lucky Duke: I will be honest--I hate Lucky Duke, at least in the original game (I think he is the worst character). Lucky Duke's ability is only useful on rare occasions, and will go turns without ever using it. There is also little you can do to control it, or make it more effective. Of course, don't forget to use Lucky Duke's ability when the time comes to "draw!" And we should appreciate that Lucky Duke's ability does make you virtually invulnerable to Dynamite and ups your chances to get out of Jail. Thus, it can be a good idea to play Dynamite if you don't think it is likely to blow up your team mate. It won't hurt you too bad. As a Sheriff, I recommend playing Dynamite nearly as often as you can. As Lucky Duke, it is almost imperative to get a Barrel. I recommend saving a Panic to yank one from an adjacent player if needs be, or even to have a back up. Being able to flip twice when shot is huge: just ask Jourdonnais when he has a Barrel. I even card count how many Cat Balous/Panics have been played before I lay my Barrel and consider how long it will likely stay in play. Since Lucky Duke's ability is very contingent on getting Barrels and Dynamites, I highly recommend playing it low before you get them. Vulture Sam is a similar character that does not want a target on his forehead at the beginning of the game. Don't draw attention to Lucky Duke, as you really need those cards to hold out and have some power.

Playing against Lucky Duke: The most important thing to deal with when Lucky Duke is in play is to control his use of the Barrel (Panic! or Cat Balou it as needs be) and to be aware of his virtual invulnerability to Dynamite. If Dynamite is in play, you may wish to Cat Balou it as well if you think there is only a good chance of it doing your team harm alone. If Lucky Duke is on a team and you don't particularly care which one is in Jail, don't play the Jail on Lucky Duke as he has a higher chance of getting out. Oh, and never remind Lucky Duke of his ability. It is to your advantage if he forgets.


Dodge City cards enhanced by Lucky Duke's ability: the extra Barrel, the extra Dynamite

Dodge City cards less powerful when played against Lucky Duke: the extra Jail, the extra Dynamite.

Dodge City Characters that Counter Lucky Duke Well: Belle Star (who makes Lucky Duke's Barrel useless when she attacks him), Pat Brennan (who can remove Lucky Duke's Barrel immediately when it comes into play).

General Strategy Adjustments: Unfortunately, Dodge City really doesn't make life any easier for Lucky Duke. Things generally stay the same for him, besides adding two characters--Belle Star and Pat Brennan--that can completely devastate him. Lucky Duke has another Barrel and Dynamite to tinker with, and he can try to augment his defense by getting some green defensive cards in play before going on the offensive.

General Strategy Against Adjustments: The strategy against Lucky Duke stays the same. There is another Dynamite in the mix, so watch out for that. You can use Rag Time, Can Can, Brawl, and the extra Cat Balou/Panic to steal or discard Barrels and Dynamite that Lucky Duke puts into play.

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Character Guide: Pedro Ramirez



Character Name: Pedro Ramirez.

Inspired by: Tuco Ramirez, character (the ugly) from The Good, The Bad, and The Ugly.

Life Points: 4.

Ability Type: Neutral.

Ability: During the first phase of his turn, he may choose to draw the first card from the top of the discard pile or from the deck. Then, he draws the second card from the deck.

Activation: Pedro Ramirez's drawing phase -- first card.

Cards enhanced by Pedro Ramirez's ability: Jail, discarded cards.

Cards diminished by Pedro Ramirez's ability: Dynamite.

Ideal roles: Outlaw, Deputy.

Characters who can potentially counter Pedro Ramirez well: Lucky Duke (has a better chance of avoiding the jail gauntlet), Jesse Jones.

2-player value: Decent. You will always be able to pick up a card you know about, which can be very useful at this point in the game.

Selection considerations with 2-character house rule: One of Pedro Ramirez's most powerful abilities is to constantly place the person directly to his left in jail (as will explained later below). If you start directly to the left of the Sheriff, you will never have the opportunity of using this ability. For a deputy, this is not necessarily the worst of outcomes, as if you try to openly declare your role at the beginning of the game through your actions, a Sheriff might discard useful cards for you to pick up on your turn to deal damage to the Outlaws and Renegade. Of course, a smart Renegade will keep the Sheriff guessing if this was the right decision by acting deputy-ish himself. Renegades and Outlaws are generally (except on the rarest of occasions) without this advantage, and so they will want to not be directly to the Sheriff's left. Take this into consideration when you are dealt Pedro Ramirez: you lose being able to be handed useful cards (intentionally at least) and the jail stacking.

General Strategy as Pedro Ramirez: Since Pedro Ramirez's ability is dependent on the cards discarded by the player on his left (or at least their actions requiring other players to discard cards), Pedro Ramirez is difficult to strategically use yourself. It requires an intelligent team to work with, which is why I prefer being an Outlaw or Deputy when I have Pedro Ramirez as my character. If you are an Outlaw, you want to get next to a fellow team mate (perhaps next to them already from luck) on your right side, so you may have to shoot your way there. This way a team mate can discard cards (Beer, BANG!, Volcanics) that you can pick up on your draw phase and use to your advantage. By helping you, your fellow outlaw may have enabled Pedro Ramirez to shoot at players that he wished to, but could not due to distance constraints. Or he could have Pedro Ramirez use the card he just used again (Panic, for instance), or give Pedro Ramirez a card from another player by playing Cat Balou against a powerful card as his last move (the discarded card would end up on top). In essence, get next to team mates and make sure that they think through the order in which they discard cards, so they know what opportunity they are providing you with.

Secondly, don't forget your ability! Often, characters with abilities that affect their drawing phase (like Pedro Ramirez, such as Black Jack, Kit Carlson, and Jesse Jones) forget to use their ability on some turns. Deputies likewise will want to get next to the Sheriff.

Of course, there is a tension with getting fed the needed cards from a team mate, as this will keep Pedro Ramirez from using his Jail gauntlet on an opponent to his right. Let me explain. Whenever Pedro Ramirez can get his hands on a Jail (if it is on top of the discard pile, in the general store), he should seriously consider grabbing it. Pedro Ramirez can play it on the player immediately to his right. At the player's next turn, they "draw!" There is a 75% chance of them losing their turn (they lose their turn unless a heart is "drawn!"), and then the Jail card is discarded. At the beginning of Pedro Ramirez's turn, the Jail card is on the top of the discard pile. Pedro Ramirez can draw this card and play it again on the player at his right who was just in Jail. This cycle can continue indefinitely until the player gets out of Jail, or a "kind soul" Cat Balous the Jail before his turn. There a few other possibilities: another player could play a Dynamite card that would make the card you have to "draw!" for Dynamite cover up the discard Jail (so make sure your team mate does not lay a Dynamite for any trivial reason, and don't do so yourself or you could screw up your own plan!), and a similar outcome could occur if Pedro Ramirez had a Jail placed on him as well. If things turn out right, you can completely devastate the player to your left. Pedro Ramirez's team mates should think of clever ways to get a Jail into his hand. If a team mate draws a Jail card (whether on their draw phase or playing a card), play it on the player to Pedro Ramirez's immediate right to hopefully begin the cycle. They can also try to panic a Jail from another player and play it on that designated player as well.

Playing against Pedro Ramirez: If you or a team mate is directly to the right of Pedro Ramirez, tell them (or yourself) to be very careful what cards you place in the discard pile and in what order. You don't want to help Pedro Ramirez in his goal to eliminate you or his target, so pay attention to the cards he plays on his turn and the amount of cards in his hand to guestimate what card is safest to have on the top of the discard pile. For instance, you should never play the Panic as your last card (unless you are going to discard cards over your card limit), as this card cannot be responded against. It will be on top of the discard pile for Pedro Ramirez to pick up on his turn, and he can use it (given normal distance considerations) immediately against you, perhaps even stealing the card you just stole.

If you or a team mate get in the jail gauntlet, cat balou or panic the jail (or petition someone else to do this) to break the cycle. While you may want to jail Pedro Ramirez yourself (and this remove an opportunity for him to use his ability), you also do not want to necessarily give him a chance to throw down the Jail gauntlet. So be careful. Placing a Jail on Pedro Ramirez if he already is using a Jail gauntlet is a great idea, or playing a Dynamite, because then the card he has to "draw!" for Dynamite/Jail will replace the discarded Jail that he was going to use again against the player to his immediate right.

Dodge City cards enhanced by Pedro Ramirez's ability: All discarded cards.

Dodge City Characters that Counter Pedro Ramirez Well: Pat Brennan (he can immediately steal the Jail to end the cycle, unless it is played on him).

General Strategy Adjustments: The Dodge City expansion adds many new cards to the BANG! deck that Pedro Ramirez can exploit by drawing them from the top of the discard deck. Especially useful are the 2-cards to play cards and the green cards. Chances are that you will want to draw these cards on your turn if possible.

Dodge City adds many cards to the game, which matter in the manner in which they are discarded. Take for instance, the 2-cards to play cards, such as Whisky, Tequila, Springfield, Rag Time, and Brawl. An ally to the right of Pedro Ramirez could discard these cards (as his last move) one of two ways: with either the original card on top or the additional card needed to play that card on top. It is almost definite that an ally will want to play the original card on top to give Pedro Ramirez a chance to pick it up himself. Just be careful that this is done so! Another card that could require some careful consideration is when an ally plays a Brawl card. As far as I can tell, the FAQ and the Dodge City rules do not specify an order in which these cards must be discarded from other players. Thus, I imagine that the ally directly to the right of Pedro Ramirez could place on the discard pile whatever card discarded from the other players that he wishes. In this case, he should stick on top the card most beneficial for Pedro Ramirez.

Lastly, it is sad, but there is another Dynamite in the Dodge City expansion that provides an additional way to break Pedro Ramirez's jail gauntlet.

General Strategy Against Adjustments: Dodge City gives you another risky Dynamite to play to potentially break Pedro Ramirez's jail gauntlet. As noted above, it also supplies you with cards that require caution when playing them. If you are directly to the right of Pedro Ramirez, you need to be careful which cards you place on top of the discard pile before your turn is over. If you one of those 2-cards to play cards as your last move, you will want to make sure (in most cases) that the additional card required to play the other card is on top of the discard pile. Chances are that this card is far less beneficial to Pedro Ramirez than the other. Similarly, when playing the Brawl card, you will want to place the card that is least beneficial to Pedro Ramirez on top of the discard pile.

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