Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, November 16, 2011

Revised Robbers' Roost Guidebook Available



I completely recreated the Robbers' Roost Guidebook. It now has the most up to date information on the rules for the orange and purple modules. I have added several examples of how orange cards are resolved and played in different situations. The Guidebook also contains detailed explanations of the new and revised playing cards and characters. I have addressed questions about how to play certain Robbers' Roost cards in specific scenarios, as have been asked in the forums. Besides this, I have added a new method of production. Finally, there have been a few tweeks to some playing cards and characters (Jack West--now named Pat Barrett, Laura Billion, Lela Devere, Porter Rockwall, and Confiscate). The 8.5" x 11" playing card sheets have been reuploaded with these adjustments.

Now that I believe I have adjusted a little more to being a new parent, I should be able to dedicate some more time to the BANG! Blog. I am excited to get the RR POD out, as well as write more on Gold Rush, Valley of Shadows, and the multiplayer, multicross-enabled BANG! video game. Expect more posts soon!

Download the new Robbers' Roost Guidebook here.

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 used to be the most powerful defensive card in the game that is placed in your hand, but Escape and Backfire both are comparably awesome. Dodge 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.

 

Backfire

Symbology: N/A (Text) 

Italian Name: Ritorno di Fiamma. 

Text: 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: N/A (Backfire is not discussed on the card instructions), and no FAQ exists for Valley of Shadows. 

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

Suit and Value: Q♣ (Dodge City). 

Card color: Brown. 

Card Family: Defensive cards, Offensive Cards. 

Included in: Valley of Shadows. 

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), Big Spencer (unable to play Missed!, Dodge is invaluable for protecting him), Mick Defender (since this counts a Missed! card, Mick can use this card as an Evade), Calamity Janet (as it is a Missed! card as well, she can play it interchangeably as a BANG! if needed) 

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 Backfire card adds only some benefit). 

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 Backfire from other players' hands), Doc Holyday/Lee Van Kliff/Mexicali Kid/Der Spot-Burst Ringer (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 Backfire if it is there), 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), Bloody Mary (when Backfire cancels her BANG! card, she draws a card), Ms. Abigal (she is immune to the effects of brown royal cards, of which Backfire is one). 

Characters that cope poorly with others playing/having this card: 3 Life point characters have less cards in their hand to block attacks, and Backfire will whittle their smaller hands down. 

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

Works well against: BANG!, Springfield, Punch, Tomahawk, Aim, Fanning, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, Fanning, Pepperbox, Bottle. 

Does not work against: Indians!, Bandidos, Arrow, Duel, and Dynamite. Flintlock, being cancelled, would return back to your hand if you pay so it's a solid counter. 

Commentary: The clever part of Backfire is that it's a BANG! on the attacker, regardless of their distance, so ou can reach them even if you cannot see them. It's also a BANG! out of turn when a player typically feels safe, so this is a great means of surprising another player. I'd say this card now rivals Dodge in terms of its value in counteracting attacks, although Escape is in my opinion the best defensive card in the game, as it allows you to evade anything else considered negative. As with Missed!, Backfire protects from basic attack cards (cards with bang symbols), not from special attacks like Indians!/Arrow, Bandidos and Duel. So you will still need BANG! or other cards in your hand to protect you from those. 

Controversies: It isn't clear since this counts as a Missed! card, if the card is used as a Missed! card for another purpose (such as Mick Defender's ability), if the BANG! of the attacker also counts, or no, it's converted into the Missed! card as a sort of prerequisite cost. My opinion is the latter. Thus, if Mick uses Backfire as an Evade (to avoid a brown card other than BANG!) then he does not also get to BANG! the attacker. The rules card is not clear on this. If someone finds an official answer, let me know. Also -- Are the 2 effects considered as occurring simultaneously? For instance, if Slab the Killer shoots a killing shot at the player who plays Backfire, who is unable to procure a second Missed! to avoid the shot, does the offensive part of Backfire still trigger, or is the player dead? Finally, the text specifies it counts as Missed! card. Does the BANG! effect count as a BANG! symbol or a BANG! card. It appears to be only the former, meaning that it would not trigger Bounty.

 

Escape

Symbology: N/A (Text) 

Italian Name: Fuga. 

Translation: "May be played out of turn. Avoid the effects of a brown card (other than BANG!) that includes you as a target." 

Manual Example: "Also works against cards that affect multiple players (Gatling, Indians, etc.)."

Playable: Out of turn, when you must respond to a brown card (non-BANG! attack or otherwise) played by another player. 

Suit and Value: 3♥

Card color: Brown. 

Card Family: Defensive cards. 

Included in: Valley of Shadows. 

Characters greatly enhanced by playing/having this card: Lucky Duke (His "draw!" ability is fairly useless without something in front of him of value, like a Barrel; this keeps that from getting discarded or stolen) Jourdonnais (keeps a Barrel in place to backs up his ability nicely), Paul Regret (keeps the additional sight modifiers in place), Sid Ketchum (maintains life points so he does not have to use discarding ability), Chuck Wengam/Bill Noface (helps keep defensive blue cards in place to protect 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 (keeps his very powerful offensive or defensive cards safe like Volcanic, while building his powerful hand), Pixie Pete (with no native defensive ability and with only 3 life points, keeping the right cards in play is crucial), Claus the Saint (Crucial for keeping him and his allies alive as he disseminates cards), Big Spencer (unable to play Missed!, Escape is invaluable for protecting him), John Pain (keep cards triggering "draw!" in play), and Red Ringo (helps him keep the Dangerous cards in play that he powers up). 

Characters less enhanced by playing/having this card: Most characters benefit from Escape; Mick Defender just only benefits from it less so, since his ability converts Missed! into Escapes. Henry Block's punishment for frawing or discarding his cards also makes Escape slightly less advantageous as he already has some defensive measures in place here. Interestingly, Tuco Franziskaner might want the blue card he has in place stolen from him so that he can draw 2 extra cards, so he resists playing Escape (in some scenarios). 3 life point characters may struggle holding on to this card to use it when it's truly needed. 

Characters that cope well with others playing/having this card: Slab the Killer/Willy the Kid/Doc Holyday/Mexicali Kid/Der Spot-Burst Ringer/Black Flower/Evelyn Shebang/Colorado Bill/Jacky Murieta (their abilities center around BANG! cards, which Escape does not block), Jesse Jones (He can steal Escape from other players' hands), 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 Backfire if it is there), 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), Pat Brennan/Johnny Kish (you cannot cancel their abilities with Escape, still enabling them to nab or discard cards from you), Belle Star (the cards in play you'd be looking to protect don't have affect on her turn anyway), Don Bell (extra turn mechanic can make it so that he gets an extra chance to punish you after playing Escape).

Characters that cope poorly with others playing/having this card

Works well in conjunction with: It's in a class of its own. 

Works well against: Indians!, Springfield, Punch, Tomahawk, Aim, Gatling, Arrow, Bandidos, Duel, Cat Balou, Panic!, Rag Time, Poker, Squaw, Brawl, Rust 

Does not work against: BANG!, Fanning (the card states it "counts as your normal one BANG! per turn"), Buffalo Rifle, Howitzer, Pepperbox, Conestoga, Can Can, Derringer, Knife, Bottle, Pardner. Whip and Lockpick really works against it, as does Bandolier. Flintlock, being cancelled, would return back to your hand if you pay so it's a solid counter. It doesn't help Dynamite. 

Commentary: This card is just amazing. Whether it's to protect your blue cards, a Pony Express, or Dangerous Cards, Escape can help you stay well equipped. It also helps you avoid cards that hit every player, or every other player, such as the dreaded Bandidos or Indians. It's an easy way to waste another player's duel and settle it immediately. This is the sort of card you store in your hand and don't waste on saving you from a non-traditional attack (as long as you don't have to). This, of course, makes it prime pickings for abilities and non-brown cards that target your hand. There's only 1 in the deck, so make the Escape count. 

Controversies: The main challenge with this card is determining what a "true" BANG! card is, versus a general attack. As far as I can tell, BANG! cards include: 

BANG! 
Clubs played by Black Flower 
Missed! played by Calamity Janet 
Red "draws!" from Julie Cutter 
Jacky Murieta's gold-created BANG! 
Doc Holyday's discard-created BANG! 
Mexicali Kid's resource-created BANG! 
Bottle (when BANG! is chosen amongst options) 

Cards shot with the Lemat It's also curious if Lee Van Kliff's ability and Escape resolve themselves. Lee Van Kliff's ability when he discards a BANG! he "repeats the effect of a brown-bordered card", he doesn't copy the card itself, so one might question if this ability can be avoided from Escape. That said, Escape says it avoids the effects of a brown card that includes you as a target. They both reference the effects, so this might well cancel each other out. The curious thing is if we apply it to meaning just avoiding the effects, does the "other than BANG!" stipulation of Escape really apply then to the BANG! card, or the BANG! effect (meaning Escape could never be used to block attacks)? That seems wrong, as the rules for Escape stipulate, "Also works against cards that affect multiple players (Gatling, Indians, etc.)." The Gatling reference would be meaningless if it did not work against the bang! effect. So it's the card itself. I'm leaning towards it blocking a Lee an Kliff repeat.

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.

Tuesday, July 12, 2011

Card Explanations: Barrel

Symbology: “BANG! “BANG!

Italian name: Barile.

Translation: “Draw!” when you are attacked by cards with BANG! symbols. If it is a heart, then the attack misses.

Playable: On your turn, during phase 2 only, unless you already have a Barrel in play in front of you.

Usable: Whenever you are the target of a card with a BANG! symbol, or by a card/ability that specifies an attack with the word BANG! involved in it. Thus, as the BANG! the Bullet rulebook states, “Neither Missed! nor Barrel have effect” against Indians!. Nor would it protect from a Duel (“You cannot play Missed! or use the Barrel during a duel. The Duel is not a BANG! card.”).

Suit and Value: Q♠, K♠ (BANG!), A♣ (Dodge City).

Card color: Blue.

Card Family: Barrel.

Included in: BANG!, Dodge City.

Roles greatly enhanced by playing this card: Sheriff, Renegade.

Characters greatly enhanced by playing this card: All 3 life point characters to some extent in helping them manage their hands better (they do not have to store Missed! up as much--El Gringo, Paul Regret, Pixie Pete, Apache Kid, Vera Custer, Claus the Saint, and Teren Kill--or discard cards defensively--Elena Fuente), Lucky Duke (Being able to “draw!” 2 cards and choose one gives him great protection from attacks), Jourdonnais (ability stacks with Barrel “draws!”), Sid Ketchum (helps him refrain from discarding cards to regain life points), Suzy Lafayette (gives her some protection after depleting her cards from a chain-draw), Vulture Sam (helps him turtle up until he is ready to attack), Chuck Wengam (helps him defensively when he chooses to drop life points), Bill Noface (helps him defensively when he drops life points by opting to take hits), José Delgado (can be discarded from hand to draw 2 cards), Uncle Will (He may play the Barrel as a General Store), Johnny Kisch (he can play a Barrel to discard up to 2 other Barrels in play), Big Spencer (almost essential for him since he cannot play Missed!), and John Pain (if he is under 6 cards in his hand, he draws the card he “draws!” for Barrel).

Characters less enhanced by using this card: Molly Stark (While it useful to get a free missed!, successful “draws!” do keep her from drawing a card for using a card from her hand out of turn).

Characters that cope well with others playing this card: Slab the Killer (2 missed! must be provided to avoid his BANG!, so the 25% of the time missed provides little defense against his attack), Willy the Kid/Doc Holyday/Lee Van Kliff (able to play multiple BANG! on their turns, a successful Barrel “draw!” does not necessarily keep them from placing another attack), Kit Carlson (He can stack a non-heart on top of the deck during his drawing phase, so that when he fires at a player with a Barrel they are guaranteed to get a unsuccessful “draw!”), Pat Brennan (He can steal Barrel during his drawing phase), Belle Star (Barrel provides no protection from her attacks), and John Pain (If he has less than 6 cards in his hand, the card “drawn!” for resolving Barrel goes into his hand).

Characters that cope poorly with others playing this card: Rose Doolan (Her reach does not help her get passed the Barrel), Jesse Jones/Flint Westwood (stealing from others’ hands does not affect the defensive power of the Barrel), and Vulture Sam/Greg Digger/Herb Hunter (Barrels keep others from being as eliminated as quickly, and their abilities activate upon player elimination; however, if a player is eliminated, Vulture Sam does get to draw his Barrel).

Works well against: BANG!, Springfield, Punch, Gatling, Buffalo Rifle, Derringer, Knife, Pepperbox, Howitzer, and Jail (unable to draw new defensive cards due to losing a draw phase, Barrel can give you some protection until your next turn).

Works poorly against: Indians! and Duel.

Works well in conjunction with: Missed!, Dodge, Bible, Iron Plate, Sombrero, Ten Gallon Hat, Volcanic (provides defenses after card depletion), Mustang, and Hideout.

Commentary: The Barrel is an excellent defensive card, and crucial for some characters like Lucky Duke and Big Spencer (who should try to always have a steal card ready to nab a Barrel when it comes into play). With its strong defensive ability, it is especially useful for the Sheriff and Renegade, who are trying to survive shots during their game as they maneuver to achieve their goals. Since it is played in front of you, the Barrel does not contribute to your card limit. It helps you from depleting Missed! from your hand and also enables you to be freer with depleting your hand (or building up a more offensive hand). This allows Sid Ketchum and Elena Fuente to worry less with card depletion. Likewise, it is still quite a beneficial card for offensive types that deplete their hands, such as Suzy Lafayette, Willy the Kid, Doc Holyday, Calamity Janet (if she so opts), and pretty much any character with a Volcanic. And it helps with characters that opt to lose life points for a better strategic position (El Gringo, Bart Cassidy, Chuck Wengam, and Bill Noface). So the Barrel is beneficial for many characters, depending on their situation. In terms of determining which cards the Barrel applies to, the official Dodge City FAQ states,
Q02. Can I use the Barrel when I am the target of Punch, Knife, Springfield, Buffalo Rifle, Howitzer, Pepperbox, Derringer?

A. Yes. As a rule of thumb, the Barrel works against all cards showing a BANG! symbol.
This guideline helpfully explains why the Barrel does not protect from Indians!. Barrel is specifically described as being unable to protect from BANG! during a Duel in the BANG! rulebooks. Like other cards in play, the Barrel can be directly discarded or stolen. Remember that you can give it some protection from Panic! through sight modifiers such as Mustang and Hideout.

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Wednesday, July 6, 2011

Card Explanations: Jail

Symbology: ”BANG! ”BANG!

Translation: “Draw!” at the beginning of your turn. If it is a heart, read the manual (or if it is a heart, read the description and the manual).

Description: “Discard the card, play normally. Else discard the Jail and skip your turn.” (4th Ed.)

Manual Explanation: “Play this card in front of any player regardless of the distance: you put him in jail! If you are in jail, you must “draw!” before the beginning of your turn:
  • if you draw a Heart card, you escape from jail: discard
    the Jail, and continue your turn as normal;

  • otherwise discard the Jail and skip your turn.

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. Jail cannot be played on the Sheriff."

Playable: On your turn, during phase 2 only, on any player except the Sheriff. In 3-player, since there is no Sheriff, the Jail can be played on anyone.

Resolved: At the beginning of the turn of the player Jail was played on. He “draws!” for Jail after dealing with Dynamite. The BANG! the Bullet rulebook states, “If you have both the Dynamite and a Jail in play, check the Dynamite first.”

Suit and Value: 4♥, 10♠, J♠.

Card color: Blue.

Card Family: Jail.

Included in: BANG!.

Roles greatly enhanced by playing this card: Sheriff, Deputy.

Characters greatly enhanced by playing this card: José Delgado (can be discarded from hand to draw 2 cards), Pedro Ramirez (he can chain-Jail the player to his right), Uncle Will (He may play the Jail as a General Store), Johnny Kisch (While unlikely, he could play a Jail to put a rival in Jail and free an ally from Jail).

Characters that cope well with others playing this card: Lucky Duke (Being able to “draw!” 2 cards and choose one makes it extremely unlikely that Dynamite will explode on him), Kit Carlson (while unable to protect himself, Kit Carlson can stack a heart on top of the deck to insure that an ally to his left in Jail gets out), Jourdonnais (his defensive ability works out of turn and does not require drawing cards), Bart Cassidy (defensive ability works out of turn, allowing him to draw cards when taking hits), Tequila Joe (last chance Beer can be played out of turn), Pat Brennan (while unable to protect himself, he can steal a Jail played in front of an ally), El Gringo (defensively, Jail is not too problematic since he can still steal cards from his attacker if he takes a hit), Teren Kill (defensively, Jail does not hurt him much as he does not need to draw cards to protect himself), Paul Regret (if he is out of range of his opponents, Jail has little impact on him), Bill Noface (taking some hits while in Jail is not too problematic if he is near full health; he can draw many cards on his next turn if this happens), Sid Ketchum (he can use his life point regaining ability out of turn), Vulture Sam/Herb Hunter/Greg Digger (their abilities activate upon player elimination, regardless of when it occurs; however, it will do them no good if they are the ones eliminated), Apache Kid (immunity to diamonds applies while in Jail), Molly Stark (she can still cards out of turn and draw more cards), Elena Fuente (while she can discard card from her hand as a Missed!, if she has few cards Jail could really hurt), Youl Grinner (unable to draw more cards, there is a good chance he will get cards from other players who will have more cards than him), Gary Looter (ability applies out of turn), and John Pain (If he has less than 6 cards in his hand, the card “drawn!” for resolving Prison goes into his hand).

Characters that cope poorly with others playing this card: Jesse Jones (in Jail, he cannot draw a card from another player), Paul Regret (if he is in range of his opponents, Jail can ruin him), Slab the Killer (nullifies his offensive ability), Willy the Kid (nullifies his offensive ability), Black Jack (he cannot draw cards while in Jail), Kit Carlson (While able to help the player to his left who is in Jail, Kit Carlson loses his ability while in Jail himself), Pedro Ramirez (Jail makes him lose his drawing phase; however, if he luckily “draws!” a heart, he can draw the Jail played on him and play it on another), Doc Holyday (ability only works on his turn), Belle Star (her offensive ability only works on her turn), Big Spencer (large amount of health makes him resistant to hits while in Jail, but the inability to play Missed! makes the extra health precious), Sean Mallory (unless he has had time to store up Beer or Missed! in his hand, Jail could really hurt him), Pat Brennan (while able to free others, he cannot use his ability in Jail), Pixie Pete (he loses his ability to draw 3 cards during his drawing phase), Vera Custer (if she is successfully placed in Jail, she has no ability until her next turn; see Q13 of the Dodge City FAQ for details), Claus the Saint (he cannot use his drawing and disseminating cards ability), Uncle Will (he cannot play a card as a General Store), Flint Westwood (he cannot swap cards with players out of turn), José Delgado (he cannot discard blue cards out of turn), and Lee Van Kliff (his replication ability only works during his turn).

Works poorly against defensive players with: Beer, Missed!, Dodge, Bible, Iron Plate, Sombrero, and Ten Gallon Hat.

Commentary: The Jail card is a Sheriff’s best friend. Immune to the card himself, he can use it to weaken and punish a pesky Outlaw for 1 round (he has a 75% chance of getting him in Jail). It is especially useful when an Outlaw becomes volcanic-ized, or when Willy the Kid has the Sheriff in range. It counters card-drawing abilities like Jesse Jones’, and allows the Sheriff and any of his allies (Deputy, Renegade) to focus fire on the Jailed person. Of course, they might focus fire on a weaker character, simply Jailing the other to get him temporarily out of the way. Outlaws can still use the Jail to silence the turncoat Renegade or Deputy, so that they can focus fire on the Sheriff, but it is clearly less useful for them. One particular character is very powerful with the Jail card--Pedro Ramirez. He can chain-Jail the player directly to his right if that player is not able to “draw!” a heart to escape Jail. The Jail will almost always be on top of the discard pile for him to pick up during his drawing phase if that player remains in Jail. An ally will need to play a card that will discard/steal it to remove it, or play a Dynamite, which will force Pedro Ramirez to “draw!” at the beginning of his turn, covering up the Jail that had been on top of the discard pile. As a file note, players in Jail can still play Beer on their turns as long as it is a last chance Beer. As Question 15 of the official BANG! FAQ resolves,
Q15. Can a Jailed player play a Beer in his turn?

A. Only if he is losing his last life point.

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Tuesday, July 5, 2011

Card Explanations: Dynamite

Symbology: ”BANG! (2nd Ed.) ”BANG! ”BANG! (4th Ed.)

Translation: “Draw!” at the beginning of your turn. If the “drawn!” card is a 2-9 of spades, read the manual.

Description: “Lose 3 life points. Else pass the Dynamite on your left.”

Manual Explanation: “Play this card in front of you: the Dynamite will stay there for a whole turn. When you start your next turn (you have the Dynamite already in play), before the first phase you must “draw!”
  • if you draw a card showing Spades and a number between 2 and 9, the Dynamite explodes! Discard it and lose 3 life points;

  • otherwise, pass the Dynamite to the player on your left (who will “draw!” on his turn, etc.).

Players keep passing the Dynamite around until it explodes, with the effect explained above, or it is drawn or discarded by a Panic! or a Cat Balou. If you have both the Dynamite and a Jail in play, check the Dynamite first. If you are damaged (or even eliminated!) by a Dynamite, this damage is not considered to be caused by any player.”

Playable: On your turn, during phase 2 only.

Usable: Your next turn after playing it. “Draws!” occur at the beginning of a turn, before your draw phase and before resolving Jail. The BANG! the Bullet rulebook states, "If you have both the Dynamite and a Jail in play, check the Dynamite first."

Suit and Value: 2♥ (BANG!), 10♣ (Dodge City).

Card color: Blue.

Card Family: Dynamite.

Included in: BANG!, Dodge City.

Characters greatly enhanced by playing (or others playing) this card: Lucky Duke (Being able to “draw!” 2 cards and choose one makes it extremely unlikely that Dynamite will explode on him), Kit Carlson (able to place a card on top of the deck makes it possible for him to force Dynamite to explode on the next player), Vulture Sam (if Dynamite eliminates another player, then he gets to pick up all of their cards; this is bound to be many when Dynamite is the cause of elimination), Tequila Joe (with a Beer in hand, it is unlikely that Dynamite will eliminate him), José Delgado (can be discarded from hand to draw 2 cards), Pat Brennan (if active is Dynamite is particularly dangerous, he can steal it), Greg Digger (Having a player eliminated makes him regain 2 life points), Herb Hunter (Having a player eliminated makes him draw 2 cards, but he cannot get a 5 card bonus if an Outlaw is eliminated via Dynamite), Uncle Will (He may play the Dynamite as a General Store), Big Spencer (large amount of health makes him resistant to Dynamite blasts, but inability to play Missed! makes the extra health precious), and Teren Kill (ability makes him very resistant to Dynamite blasts; see below).

Characters less enhanced by playing (or others playing) this card: Paul Regret (His sight modifier does no good against Dynamite, and as a 3 life point character, Dynamite alone may eliminate him), Elena Fuente (Her ability does no good against Dynamite, and as a 3 life point character, Dynamite alone may eliminate her), Pedro Ramirez (Dynamite “draws!” get in the way of him placing another player in Jail several times in a row), El Gringo (he doesn’t get to steal any cards from the player of Dynamite, as the “Dynamite damages are not caused by any player”), Apache Kid (With 3 life points and no defense against Dynamite, it could eliminate him), Pixie Pete (With 3 life points and no defense against Dynamite, it could eliminate him), and Sean Mallory (unless he has had time to store up Beer in his hand, Dynamite could easily eliminate him).

Character Considerations:
  • Vulture Sam: He does not draw the Dynamite when a player is eliminated by it. Question 14 of the official BANG! FAQ states,
    Q14. If the Dynamite explodes eliminating a player, does the character Vulture Sam draw the Dynamite along with all other cards of the player eliminated?

    A. No. To complete the effect of the Dynamite you have to discard it after it explodes. So when Vulture Sam gets all the cards of the player killed, the Dynamite is already in the discard pile.

  • Bart Cassidy: If Dynamite explodes on Bart Cassidy and he survives the blast, he draws 3 cards. As Question 24 of the official BANG! FAQ states,
    Q24. How many cards B[a]rt Cassidy draws if he is hit by the Dynamite (and survives)?

    A. Three cards.

  • Tequila Joe: When Dynamite explodes on Tequila Joe and he plays a last chance Beer to survive, he has to sum up all damage points with the life points gained by the last chance Beer to see if he survives the blast. As Question 9 of in the official Dodge City FAQ states,
    Q09. If Tequila Joe is killed and he has a Beer in hand, how many life points he gains?

    A. If Tequila Joe suffers one life point only, it goes to 2 life points. However, if he is being eliminated by means of a Dynamite, you have to sum up all lost life points and gained life points to see if (and how) he survives. For example, if he was at 1 life point and the Dynamite explodes, Tequila Joe would go to -2 life points, so he will need two Beer cards to save his life (in this case, he will go to -2 + 4 = 2 life points).

  • Teren Kill: If he is eliminated by Dynamite, he only has to “draw!” once to see if he stays alive or not! As Question 12 of the official Wild West Show FAQ states,
    Q12. If Teren Kill is eliminated by Dynamite, how many times does he have to “draw!” to stay alive?

    A. Just one time: if it is a card of Spades he is out, otherwise he stays at 1 life point (and draws a card from the deck).

Role Considerations: Players of Dynamite are not considered responsible for the death of any player the Dynamite may eliminate. The BANG! the Bullet rulebook states, “If you are damaged (or even eliminated!) by a Dynamite, this damage is not considered to be caused by any player.” This is significant, since players will not gain the 3 card bonus for eliminating an Outlaw if the Outlaw dies because of Dynamite. Also, if a Sheriff plays Dynamite, he will not have to discard all of his cards if he kills a Deputy by it.

Works well against: Mustang, Hideout.

Works poorly against players with: Beer.

Commentary: Dynamite truly brings the most random element to BANG!, and it is a real game changer. The player it explodes on loses 3 life points, and in most cases this results in player elimination (especially for 3 life point characters). Amusingly, this can lead to strange scenarios. If Dynamite explodes and kills a Sheriff when both a Renegade and Deputy are alone left in play, the eliminated Outlaw team wins! Dynamite is often a last chance maneuver to try to win the game when all else is going against you. Or it can give a bored BANG! player the joy of creating chaos. The chaotic nature of Dynamite has led to many house rules. However, there are several characters where playing Dynamite is not a chaotic move, but a move of strategic brilliance (Lucky Duke, Vulture Sam in particular). Players with characters especially susceptible to elimination by Dynamite blast might consider discarding or stealing it from play. The difficulty is that in larger games there doesn’t seem to be a high probability of it exploding on you, so why waste a valuable card like Panic! or Cat Balou? You will have to ascertain whether it is worth the risk. Of note, it is possible to have 2 active Dynamite in play. You might assume that the rotation of the active Dynamite might make it so that is in front of a player with a dormant Dynamite, and thus force a discard since you are generally not allowed to have any card with 2 names in play in front of you. This a good assumption; however it is not correct. The Dodge City rules explain,
If the Dynamite does not explode, it must be passed to the first player to your left who does not already have a Dynamite in front of him (remember: no player can ever have two identical cards face up in front of him).
So the Dynamite just skips the player who already has Dynamite in front of him. But what happens if 2 Dynamite are in play with just 2 players left? They stay in front of each player. As Question 6 of the official Dodge City FAQ explains,
Q06. What happens when there are two Dynamite in play and only two players still alive?

A. The Dynamite must pass to the first player (in clockwise order) without a Dynamite already in play. So, if the Dynamite does not explode, it stays in front of the same player, because the other one has already another in play.


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Tuesday, June 21, 2011

New Feature: Card by Card Explanations

As I have been looking at new content to provide at The BANG! Blog, I have opted to introduce card by card explanations of the playing cards in both the base game and Dodge City. These explanations will include:
  • Card Names: English and Italian where available.

  • Symbols and Their Translations: I will show the symbols on the cards where applicable, and then give a break down of what they mean.

  • When Cards are Playable: What phase of the turn, on one's turn or out of turn.

  • Suits and Values of the Cards.

  • Card Color.

  • Card Family: A group to which it and other cards belong, if possible.

  • Included in: Available in BANG!, Dodge City, or both.

  • Characters Greatly Enhanced by This Card: While all characters tend to benefit from the cards, some benefit more than on average.

  • Characters Less Enhanced by This Card: While all characters tend to benefit from the cards, some benefit less than on average.

  • Works Well in Conjunction with: Other cards that the card is effective with.

  • Commentary: General considerations regarding playing with the card.

  • Special Considerations: Additional impact the cards may have, such as Wells Fargo and Stagecoach initiating the end and beginning of event cards in Wild West Show.

I am hoping that these Card by Card explanations will help both new and old BANG! players. It will help some learn how to play/use the cards properly according to BANG! rules, and enhance others strategy when playing/using the cards. As with the character guides, feel free to post comments on the bottoms of posts on the cards if you believe I have missed important information.

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