BANG! The Dice Game: Old Saloon

DV Games, ABACUSSPIELE, Albi · Board game · 2016
3–8 · best 6 15 min Weight 1.7/5
8.4 rating Ludopedia
7.5 rating BGG
STEP BY STEP

Game Objective

BANG! Dice Game: Old Saloon is an expansion that adds new modules to the base game, maintaining the Old West theme with duels, betrayals, and strategy. The objective varies depending on each player's identity:

  • Sheriff and Deputies: Eliminate all Outlaws and the Renegade.
  • Outlaws: Eliminate the Sheriff.
  • Renegade: Be the last survivor.

Consult the manual for details regarding specific victory conditions.

Setup

  1. Add the Old Saloon expansion components to the base game, including the Wild West Saloon dice, characters, special identities, and Ghost tokens.
  2. Choose which modules will be used (they can be combined or played separately).
  3. Distribute identities according to the number of players, following the base game rules. The Sheriff must be revealed immediately.
  4. Each player receives a character (some only work with specific modules).
  5. Place the Chief's Arrow on the arrow token pile and the Wild West Saloon dice in the center of the table.

Gameplay Flow

The game follows the basic structure of BANG! Dice Game, with turns in clockwise order. Each turn has the following steps:

  1. Dice Rolling: The player rolls 5 dice (or 6, if using specific abilities). They may choose to replace one basic die with a Wild West Saloon die (Braggart or Coward).
  2. Resolution of Results: Symbols are resolved in this order:
    • Native arrow
    • Broken arrow
    • Bullet
    • Dynamite
    • "1" or "2" targets (single or double)
    • Beer (single or double)
    • Gatling Machine gun (single or double)
  3. Abilities and Interactions: Players may use character or special identity abilities when permitted.

Consult the manual for details regarding the Native attack phase and interactions with the Ghost.

Actions and How to Play

Module 1 - Wild West Saloon Dice

  • Braggart: Allows returning an arrow to the central pile (except for the Chief's Arrow).
  • Coward: Causes the player to lose 1 life point immediately.

Double symbols count as two independent effects.

Module 2 - Chief's Arrow

Equivalent to 2 normal arrows. If a player has the Chief's Arrow and is the only one with more arrows during a Native attack, they do not lose life points.

Module 3 - Special Identities

Each player can use their ability once per game. Examples:

  • The Bear (Sheriff): Starts with +3 life points.
  • The Good (Deputy): Can become the new Sheriff.
  • The Gambler (Outlaw): Forces another player to reroll their dice.

Module 5 - The Ghost

Eliminated players become a Ghost and roll only 2 dice, affecting other players with tokens. They do not participate in arrow counts.

End of Game and Scoring

The game ends when:

  • Sheriff and Deputies eliminate all Outlaws and the Renegade.
  • Outlaws eliminate the Sheriff.
  • Renegade survives as the last player.

Ghost wins if their original team wins.

Tips for Winning

  • Use the Braggart die to reduce opponents' arrows before the Native attack.
  • If you are the Renegade, hide your identity and let the other players weaken each other.
  • Characters like Apache Kid or Doc Holliday have synergy with specific modules — choose them if they are in play.
Rules videos

In English

OFFICIAL RULEBOOK
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