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• 28 playing cards:
· 13 Dangerous cards: 9 objects and 4 weapons
· 9 new brown-bordered cards
· 6 brown-bordered cards from the basic game
• 8 characters
• 32 Load tokens
• These rules.
This expansion features 8 new characters (which are shuffled together with
the original ones) and 28 new cards (to be shuffled with the basic playing
cards). Keep the Load tokens in the middle of the table in a common
supply: unless specified otherwise, when you have to take a token, take it
from the supply. If you spend or discard a token, return it to the supply.
During the game, you keep the Load tokens on your Dangerous cards and/or
on your character: you will use these tokens to activate your Dangerous
cards, the abilities of some characters, and to upgrade the effects of some
brown-bordered cards, as we will see later.
The rules of the game remain the same as the original BANG! game, with
the following additions:
Ace up the sleeve.
A little nip: Unlike Beer, it
cannot be used out of turn.
Arrow: The target player chooses
whether to discard a BANG! card
or lose 1 life point. You cannot
reply with similar effects such as Flintlock or Gatling. Upgrade: All targets
must be different.
Bandolier: You may play an
additional BANG! card, which
must follow the usual distance
rules, may trigger the effects of a
Dangerous Weapon, etc.
Beer keg: Unlike Beer, it cannot
be used out of turn.
Bell tower: It only applies to the
next card you play, but you can
use it many times during your
turn. It works against a Mustang, for
example.
Big Fifty: It cancels the effects
of cards such as Mustang, Barrel, etc., Julie Cutter’s
ability, etc.
Bomb: Play this card on any
player (with 3 on it as usual).
At the beginning of your turn, if
the Bomb is in play in front of you,
“draw!”: on ♥ or ♦, pass the Bomb to
another player of your choice (who will perform the same check on their turn, etc.). On
♣ or ♠, discard 2
from the
Bomb. If the run out, the Bomb
explodes! Discard it and lose 2 life points. The Bomb does not explode if it
is drawn or discarded in other ways
(e.g., Panic!, Cat Balou, Whip, Squaw,
etc.), but it does if the
run out
because of Rust, for example. If you also have Dynamite and/or Jail in play
in front of you, check the Bomb last.
Buntline Special: It does not
matter if the shot is canceled with
a Missed! card, Barrel, etc.
Caravan.
Crate: If you also have Barrel in
play, you choose in which order to use the cards if necessary.
Double Barrel: A BANG! with the
♦ suit cannot be canceled, even
using Barrel, etc.
Duck!
Flintlock: It is not a BANG!
card, so it does not count towards the limit of 1 BANG!
card per turn, and it does not trigger the special effect of a Dangerous Weapon. Upgrade: If the shot is
canceled (it does not matter if by Missed!, Barrel, etc.), you can spend 2
to take this card back into your
hand (and play it again immediately after, if you want).
Lock Pick: It only affects the
cards in hand, not those in play. It works regardless of the
distance.
Quick Shot: It is not a BANG!
card, so it does not count towards the limit of 1 BANG! card per
turn, and it does not trigger the special effect of a Dangerous Weapon. Upgrade:
All targets must be different and at a
reachable distance.
Reloading: Take 3 from the
supply and put them on any combination of your Dangerous
cards and/or your character. Remember that a card may never have more than 4
.
Rust: Each of the other players
must remove 1 from each of
their Dangerous cards and from
their characters. Add all removed
to your character, up the limit of 4, and discard the extras.
Squaw: It works regardless of
the distance.
Thunderer: It works whether
the shot was successful or not, and the BANG! card must be
taken back before the target player replies (with Missed! or another action).
Tumbleweed: A just completed
“draw!” must be repeated, ignoring the previous result.
Can be used on any “draw!”, even your own, and can be played out of turn.
You may have the ‘draw!” repeated
again by spending additional
.
Whip: It only affects the cards
in play, not those in hand. It works regardless of the distance.
For questions, comments, or suggestions:
www.dvgiochi.com info@dvgiochi.com
Armed and dangerous: that’s how new Gunslingers come into town,
itchin’ for a fight. Not to mention that load of new goods just delivered.
It holds many surprises: deadly weapons, powerful gear, and lethal ammo…
the Dangerous cards! But their use is limited, and if you’re not quick enough
to take advantage of them, your enemies will be!
CONTENTS
THE DANGEROUS CARDS
All Dangerous cards have an orange border, and they behave
just like blue-bordered cards (= weapons and other objects) in
all respects, with the following additions:
THE CARDS
NOTES ON BASE GAME CHARACTERS
Jourdonnais: His ability may be used to avoid the effect of Flintlock and Buntline
Special, and also against Mexicali Kid.
Lucky Duke: With the Tumbleweed, he repeats his entire “draw!”, so he shows two
new cards and chooses the result.
Slab the Killer: If he uses a Buntline Special, you need 3 Missed! to cancel his BANG!.
Game Design: Emiliano Sciarra Development: Roberto Corbelli
Artworks: Stefano Landini Colors: Andrea Izzo
English Rules Editing: Roberto Corbelli, William Niebling
The designer wishes to thank heartily Paolo Carducci and all play-testers and head play-testers which have contributed to
the game with their commitment and ideas: Christian “Sirk” Zoli, Stefano “Fefo” Cultrera, Annalisa Sciarra, Devid Porrello,
Gaia Corzani, Enzo Sciarra, Clara Ramuscello, Claudia Colantoni, Massimiliano Rosati, Dario De Fazi, Alarico Oliva,
Giordano Di Pietro, Flavia Meconi, Roberto Gallanti, Emanuele Randazzo, Adriano Parenti, the Siena group (Alessandro
Virgini, Matteo Rosati), the Florence group (Marco Perilli, Roberto Perilli), Black Giro and his group (Luciano “Lucky Luke”
Bertone, Paola “Parlapà” Patruno, Davide “Bambi” Tedoldi and Giorgio “Girgio” Grimaldi), the Macerata group.
BANG!
®
Armed & Dangerous ™
Copyright © MMXVII
daVinci Editrice S.r.l.
Via C. Bozza, 8
06073 Corciano (PG) - Italy
All rights reserved.
S c a r t a u n a c a r t a i n gio co.
Discard any card from play.
FRUSTA
WHIP
CASSA
CRATE
S e i l B A N G! v i e n e a n n u l l a to
i l b e r s a g l i o d e ve s c a r t a r e
u n a c a r t a a s ce l t a d a l l a m a n o .
If the BANG! is canceled
the target player must discard
a card of his choice from hand.
BUNTLINE SPECIAL
Un g io cator e be r sag l io s ca r t a u n a ca r t a
BA NG! d a l la m a no o pe rde 1 pu nto v it a.
A target player discards a BANG! card
from hand or loses 1 life point.
Colpisci un ulteriore giocatore.
Target one additional different player.
FRECCIA
ARROW
Og n i volt a c he u n g io c at or e t i fa
pe rde r e a l meno 1 pu nt o v it a , “e st ra i! ”:
♥ ♦ = è be r s ag l io d i u n BA NG!
Each time a player makes you
lose at least 1 life point, “draw!”:
sag l io s ca r t a u n a ca r t a BA NG d a l la m a no o pe rde 1 pu nto v it a A target player discards a BANG card from hand or loses 1 life point Colpisci un ulteriore giocatore Target one additional different player FRECCIA ARROW Og n i volt a c he u n g io c at or e t i fa pe rde r e a l meno 1 pu nt o v it a e st ra i è be r s ag l io d i u n BA NG Each time a player makes you lose at least 1 life point draw
♥ ♦ = they are the target of a BANG!
JULIE CUTTER
BANG!
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• Playing a Dangerous card: When you play a Dangerous card in front
of you (exception: Bomb can be played on any player), whether it’s a
weapon or an object, add 3 to it.
• Using a Dangerous card: To use a Dangerous card in play
in front of you, you first have to pay (i.e. discard) the stated number of
tokens from the card (see image). If you discard the
token(s), you can use the effect specified on the card. If there are not enough
tokens on the card, the effect cannot be used.
• Depleting a Dangerous card: When a Dangerous card in play runs
out of tokens, discard it immediately.
• Reloading a Dangerous card (or your character): There are two ways to add
tokens to a Dangerous card in play or to your character:
1. Playing a blue-bordered card: Each time you play a blue-bordered card, you may add 1
token to any of your Dangerous cards in play, or
to your character (see also, The Characters). This holds true even
when you play a blue-bordered card on a different player (e.g.: Jail), but not when you receive one (e.g.: Dynamite).
2. Discarding a card from you hand at the end of your turn: Each time you have to discard one or more cards from your hand during Phase 3 of your turn (when the number of cards in your hand exceeds the number of life points you currently have), you may add 1
token to any of your Dangerous cards in play or to your
character for each card discarded. Remember that you cannot
voluntarily discard cards in this phase! Note also that you cannot
immediately use the tokens you add in this phase, because Phase
3 ends your turn.
Each Dangerous card may hold a maximum of 4 tokens.
Any token to be added beyond the 4th
are simply ignored.
The same limit applies to characters.
If you want to play a Dangerous card but the supply does not have the required number of load tokens (normally 3) then you cannot play the card.
Since they behave just like blue-bordered cards, Dangerous cards may be
discarded by playing Cat Balou, etc. Note that if you play a Panic! on a
Dangerous card in play, you take it into your hand without the tokens on it,
which go back to the supply (if you later play the very same card, then add
3 tokens to it as usual).
The tokens on the cards may not be the target of cards or abilities unless
explicitly specified.
THE CHARACTERS
UPGRADABLE CARDS AND OTHER CARDS
DANGEROUS WEAPONS
These Dangerous cards are weapons in all ways: they have
an orange border with no bullet holes, black-and-white
illustration, and a number in the sight. They replace and
are replaced by any other weapon. Just like blue-bordered
weapons, Dangerous Weapons allow you to play a BANG!
card from your hand up to the reachable distance. But, each Dangerous
Weapon also has a special ability that you can activate by spending the
required number of tokens when you play the BANG! card (and before the
target player reacts, e.g. by playing Missed!).
Important: you may use the special effect only when playing actual BANG! cards, not similar cards such as Gatling, Flintlock, Quick Shot, etc.
Upgradable cards are brown-bordered cards (= play and discard) whose effect may be upgraded by spending the required number of tokens. The tokens
you spend may be taken from any of your Dangerous cards in play or from your character, in any combination. Remember that if you remove the
last token from a Dangerous card, it must be discarded. Upgrading a card is
always optional. You can use the upgrade several times if you want and can
pay for it: always choose at the moment you play the card, before carrying
out its effects.
Example: A little nip lets you regain 1 life point, and 1 additional life point
for every 3 tokens you spend. By spending 6 tokens when you play the card, you
gain a total of 3 life points. If you spend 0 tokens, you regain only 1 life point.
You will also find cards that are identical to cards in the basic game: these are added in order to keep the balance among different card types in the deck.
Some cards combine symbols you already know in different ways. Simply
follow the meaning of the symbols shown to determine the card’s effects.
Generally speaking, remember that:
• Any card with a Missed! symbol
can be used to cancel the effect
of a card with a BANG! symbol .
• When you are losing your last life point, you can only use a Beer to
avoid being eliminated from the game. You cannot use other cards with similar effects such as Saloon, Beer keg, or A little nip out of turn;
• You can only play one BANG! card per turn, but you can play any
number of other cards which show the
symbol.
The tokens needed to activate the abilities of some characters may be taken from
your character and also from any of your Dangerous cards in play (during your turn only, unless specified otherwise, e.g.: Al Preacher). Remember that each character may hold a maximum of 4 tokens.
Al Preacher: May be
activated out of turn. You can draw only 1 card for
each blue or orange-bordered card played, even if you can spend more than 2 tokens
each time. You must
activate it before another card is played after the blue or orange-
bordered one.
Bass Greeves: You may
add the 2 tokens to any one of
your Dangerous cards or to
the character himself, but not to two different cards (one per card).
Bloody Mary: It does not
work with cards that are
not actual BANG! cards,
such as Flintlock, Quick shot,
Gatling, etc.
Frankie Canton: The tokens
you take can come from any Dangerous card in
play, whether yours or a different player’s, or from another player’s
character. The 4
token
limit still
applies. If you take the last token
from a Dangerous card, it must be
discarded as usual.
Julie Cutter: It’s just 1 BANG!, even if you lose more than 1 life point at
the same time. It is automatic (you don’t have to play a BANG! card), it
works regardless of the distance, and it can be canceled as usual with Missed!, Barrel, Crate, etc.
Mexicali Kid: The BANG!
is additional, so it does not count for the 1 BANG! card
per turn rule and you don’t have to play any card. The shot may be canceled as usual with Missed!,
Barrel, Crate, etc., and it reaches
up to your weapon’s reachable distance, but it does not trigger the effect of a Dangerous Weapon. It does not work out of turn (against Indians!, Arrow, Duel, etc.).
Ms. Abigail: It does not
work against cards that affect all players, such as
Indians!
Red Ringo: You must
carry out the movement of tokens
as a single move, but
you may choose two different cards and place 1 token
on each of them.
You may not move from
Dangerous cards back to Red Ringo with this ability.
EX.: PAY 2CICCHETTO
A LITTLE NIP
S e il BA N G! vie n e a n n u l l a to
il b e r s a g lio d eve s c a r t a r e
u n a c a r t a a s ce lt a d a l l a m a n o.
If the BANG! is canceled
the target player must discard
a card of his choice from hand.
BUNTLINE SPECIALCASSA
CRATE
the movement of tokens as a single move but you may choose two different cards and place 1 token on each of them You may not move from Dangerous cards back to Red Ringo with this ability EX PAY 2CICCHETTO A LITTLE NIP S e il BA N G vie n e a n n u l l a to il b e r s a g lio d eve s c a r t a r e u n a c a r t a a s ce lt a d a l l a m a n o If the BANG is canceled the target player must discard a card of his choice from hand BUNTLINE SPECIALCASSA CRATE
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