# Dark Horse: Rebels & Rogues ## General Info - **Year Published**: 2014 - **BGG Rating**: 7.5 - **BGG Rank**: — - **Players**: 1-4 - **Duration**: 90 min - **Weight**: 3.25 / 5 - **Designers**: Don Lloyd - **Publishers**: Knight Works, LLC - **Categories**: American West, Dice, Expansion for Base-game, Territory Building - **Mechanics**: Dice Rolling, Network and Route Building, Variable Player Powers, Worker Placement ## Verdict If you enjoy Dark Horse and want more theme and gameplay options, this expansion is for you! It adds a reputation layer that changes the game in a really cool way.More theme and immersionNew strategic optionsAsymmetry with ReputationCard varietyRequires base gameLanguage dependentRECOMMENDED ## Description Get ready for an even wilder Wild West with Dark Horse: Rebels & Rogues! This expansion supercharges the base game with new card decks, including Rebel & Rogue characters, Progress, and Hidden Agendas, plunging you headfirst into the historical theme. The big twist here is the introduction of the Reputation system: will you be a white-hat hero or a black-hat outlaw? Your choices and actions will define your path, unlocking abilities and card options that match your fame. Want to hire gunslingers to do the dirty work or pursue justice? The expansion offers that and more, with action cards that change depending on your reputation. If you enjoy the idea of adding more thematic depth and asymmetry to Dark Horse, with characters who can both help and hinder opponents, this is the right choice. The worker placement mechanic gets an extra kick with the possibility of showdowns and managing who you bring to your side, whether to build routes or to ensure law (or disorder!) prevails. It's an expansion that truly expands the possibilities, bringing a new layer of strategic decisions and immersion into the Wild West universe. ## How to Play Objective of the Game The Dark Horse: Rebels & Rogues expansion aims to immerse players in the Wild West, characterized by famous heroes and villains. Players will collect Reputation tokens, choosing between White Hat or Black Hat Reputation, which provides an alternate route to earn Victory Points. The expansion also introduces new card decks with historically based buildings, inventions, and real-life personalities, enhancing player interaction and thematic depth. The ultimate goal is to earn the most Victory Points by gaining Reputation, achieving goals on Hidden Agenda cards, and utilizing various game mechanics. Preparation (Setup) The Rebels & Rogues expansion requires the Dark Horse base game to play. The setup varies depending on the chosen scenario, but generally involves integrating new components and rules into the base game. Here's a general overview of the components and initial steps: Cards: 32 Character Cards 29 Hidden Agenda Cards 24 Progress Cards Rebels & Rogues Cards: Players draw from this deck using Pioneer, Scout, or Stagecoach Action Spaces. Hexes: 6 Improved Town Hexes (Cattle, Silver, Ghost, Outlaw, Hideout) 6 Mystery Hexes Tokens: 6 Tribe Tokens 8 Buffalo Tokens 4 Hideout Tokens 9 Boot Tokens 15 White Hat Tokens (small) 30 White Hat Tokens (large) 15 Black Hat Tokens (small) 30 Black Hat Tokens (large) 10 Wanted Tokens 4 Snake Oil Tokens 20 Vote Tokens 40 Silver Tokens (Each Gold token is worth 4 Silver tokens, and conversion is unrestricted.) 4 Golden Spike Tokens 1 Sam Bass Token 1 Carnival Die 16 Wound Tokens Special Role Tokens: Marshal, Inventor, and Carnival. Player Components: 8 Player Characters & 4 County Banks. Scenario Specific Setup Examples: High Noon Scenario: Variants Added: Card Deck: Rebels & Rogues, Action Space: Stagecoach, Trader (New), Marshal and Saloon, Variant: County Bank, Variant: Mystery Hexes. Optional Variants: Player Characters (All available except Scientist and Architect), Card Deck: Hidden Agenda (remove cards with specific symbols). Wild Wild West (Advanced Scenario): Players must place their first City in a Safe Zone area. Players then place the Wanted tokens, Outlaw Hideout and Ghost Town Mystery Hex tokens as shown in the example diagram. Players, in turn order, draw three Rebels & Rogues cards, keep one, and place the rest back on top of the deck. After all players have discarded, shuffle the deck. Variants Added: Card Deck: Rebels & Rogues, Action Space: Stagecoach, Trader (New) and Inventor. Optional Variants: Player Characters (All available except Blacksmith, Scientist and Architect), Card Deck: Hidden Agenda (remove cards with specific symbols). Fluxo do Jogo The game progresses through phases, similar to the base game, with new elements introduced by the expansion. Card abilities and tokens generally follow the same basic rules and timing as the original Dark Horse game. Card Abilities and Timing: Whenever a player places a die/dice on a card as a payment for an ability, it is resolved at the beginning of the Collection Phase before any Action Spaces are resolved in Turn Order. Each player may only use an ability on a card, token, or Action Space ONCE per turn, immediately before or after they collect. This means you can use one of each specific type of game token, play one of each specific type of card, and/or activate abilities on cards in play and under your control. Some card abilities require a payment (e.g., Any Die, Reputation, Silver, Resource, or Jail time). Players must pay this payment to use the ability. If a player fails to obtain a required payment, they cannot collect from the ability. Gunfights: Gunfights occur when an Action Space is robbed, a character is Challenged, or in certain scenarios. A Gunfight lasts 1 or 2 rounds. At the start of the first round, each player rolls as many dice as Combat symbols on their character card and adds the amount listed from Duel symbols. This is their Gunfight roll. If a character's Gunfight roll is 2 or more than their opponent's, the opponent’s character receives a Wound token, and the Gunfight ends. If neither Gunfight roll result is 2 or more, the Gunfight is a draw, and characters enter a second and final Gunfight round. Gunfights always end after two rounds, but they may end on the first round if: A character has received a Wound token. A Weak-Kneed character has fled from combat. Ações e Como Jogar The expansion introduces new actions, card types, and mechanics that players can utilize: Reputation: Players collect Reputation tokens (White Hat or Black Hat) primarily from playing Rebels & Rogues characters, Action Spaces, and Action cards. Reputation tokens are mutually exclusive; a player can never have both types. If a player has one type and receives the opposite, they cancel each other out. Players may lose 1 Influence at any time to gain any 4 Reputation. Card Decks: Hidden Agenda: After obtaining a Player Character card, but before placing Towns and Cities, players draw 4 Hidden Agenda cards, keep 2, and discard the rest. These cards provide additional Victory Points for achieving goals during the End Game. Progress: Players draw from this deck using the Pioneer, Scout, or Stagecoach Action Space. These cards represent historical improvements. When a player plays a Progress card that is a Building/Technology, it is placed in front of them and is considered Built, staying in play permanently. Some Progress cards provide a one-time Reputation bonus when initially Built. Rebels & Rogues: Players draw from this deck using the Pioneer, Scout, or Stagecoach Action Spaces. These characters can be held in hand until used, then placed in front of the player, becoming Hired. Unlike regular Action Cards, these characters stay in play until inactivated or captured. White Hat Characters: Generally affect the player who hired them. Black Hat Characters: Allow players to harass opponents, deny actions, and Rob Action Spaces. Neutral Characters: Can be Hired by players with no Reputation status or either Black Hat or White Hat Reputation status. They never become inactive regardless of Reputation status. Controlling Characters: Players cannot control both a White Hat and a Black Hat character simultaneously. If a player's Reputation status changes to the opposite type, all characters of the opposite type are turned face down and become inactive. Discarding Rebels & Rogues Cards: Players may discard a character card from their hand that is opposite their current Reputation status to receive 1 Reputation and 1 Silver. Players with White Hat Reputation also receive 1 Wanted token when discarding Black Hat characters. Challenging Characters: Any character that has not performed any abilities this turn and has one or more bullet symbols can issue a Challenge in response to a Black Hat character paying for, collecting from, or activating an ability. A player announcing a Challenge selects one of their characters and an opponent’s character that is either robbing an Action Space or using ANY ability on a Black Hat character. Once a Challenge is announced, the two characters immediately enter a Gunfight. Robbing Action Spaces: Some new Action Spaces have a Robbery icon. When a player collects from such an Action Space, they place 1 Silver on it from the Game Bank. These spaces can only be robbed by Black Hat characters. During the Collection Phase, a player may announce one of their Black Hat characters is Robbing an Action Space with a Robbery icon. That player immediately places a Wanted token on that Black Hat character (unless they already have one). Robbing an Action Space is a unique ability and can only be performed by a Black Hat character that has not performed any other abilities during that turn's Placement Phase or Collection Phase. Each player may only make one Robbery attempt per Action Space. New Action Spaces: Stagecoach: Replaces the Pioneer Action Space. Players choose to draw two cards (following Pioneer rules) OR collect 2 Silver from the Game Bank. Trader (New): Replaces the existing Trader Action Space, offering improved trade and easier initiation without specific die rolls. Marshal: Replaces the Mayor Action Space. Players collecting from this space move to first in Turn Order, receive 2 White Hat tokens, and the Marshal Special Role token. The Marshal token can Challenge any character with a Wanted token without waiting for them to Rob or perform an ability. Campaign: Replaces the Scout Action Space. Players can either pay 2 Silver and place a die in Jail next turn to receive 2 Vote tokens, OR pay 1 Gold to receive 2 Vote tokens. Barnstorming: Replaces the Market Action Space. Players can either pay any 2 Reputation and 1 Silver to receive 1 Wild Die token and a Bonus Die, OR pay 1 Vote token and 1 Silver to receive 1 Influence. Saloon: Replaces the Market Action Space. Players can either place a die in Jail next turn to receive 1 Cowboy Boot token and 2 Black Hat tokens, OR pay 1 Silver, move last in Turn Order, and receive 1 Wild Die token and 1 Black Hat token. Carnival: Replaces the Mayor Action Space. Players collecting from this space receive a Wild Die token, any 2 Reputation tokens, and the Carnival token. The Carnival token allows players to pay 1 Food resource and 1 Silver to claim and roll the white (four-sided) Carnival Die during the Placement Phase. Inventor: Replaces the Engineer Action Space. Players collecting from this space receive an Engineer token and the Inventor token. The Inventor token allows the player to swap one of their dice for the grey Inventor die. After rolling, they can physically turn the die to a result one lower or higher (e.g., 4 to 3 or 5). Mystery Hexes: These are randomly placed face down on the board. They cannot be used unless accessed by rail or a controlled City. Hexes with tokens are removed once all tokens are claimed. Their abilities tie to a specific Reputation (e.g., Black Hat for Black Hat abilities). If a player has no Reputation tokens, they may use either White Hat or Black Hat abilities. Cattle Ranch/Silver Mines: Players with access can build a Town. Producing Food (Cattle Ranch) or Ore (Silver Mines) also grants 1 Silver. These Towns do not score Victory Points for Cities during End Game Scoring. Outlaw Hideout: When first used, flip it face up and place two Hideout tokens. Players can place a 6+ die. At the start of the Collection Phase, remove a Hideout token and take an action: receive 3 Reputation and 1 Silver, OR place a Hideout token on a controlled Black Hat character with 1 or 2 bullet icons (counts as an additional icon), OR collect 2 Black Hat tokens and 2 Silver from the Game Bank. Ghost Town: Players can place a 6+ die. At the start of the Collection Phase, take one action: remove the hex for 1 Gold and 4 Wood, OR place an unused Town token for free (counts for City Scoring but doesn't produce resources), OR place 2 Hideout tokens to convert it into an Outlaw Hideout. Native American (Mobile Hex): When first used, flip it face up and place six Tribe tokens. Players with access can place a 5+ die to collect a Tribe token and perform an action: receive 2 Food resources, 1 Silver, and 1 Wild Die token, OR place a Tribe token on any Resource Hex (blocking access/production/town building), OR receive 2 Black Hat tokens and look at an opponent’s cards (including 1 random Hidden Agenda card). After collecting, move the hex. Buffalo Herd (Mobile Hex): When first used, flip it face up and place eight Buffalo tokens. Players with access can place Any Die to remove a token and perform an action: receive 3 Food and 1 Silver, OR receive 1 Black Hat token and 2 Silver. After collecting, move the hex. Fim de Jogo e Pontuação The game ends based on standard End Game triggers from the base game, with additional triggers and scoring criteria introduced by the expansion. Scoring: Players receive one Victory Point at the end of the game for every four Reputation tokens they control. Extra Reputation tokens totaling less than four are ignored. Hidden Agenda cards provide additional Victory Points for achieving specific goals. Improved Town Hexes: Players receive 1 VP during End Game scoring for each Improved Town Hex they control. Golden Spike Variant: Each Golden Spike token a player has at the end of the game, that is not their own, is worth two Victory Points. Wild Wild West Scenario: In addition to standard End Game triggers, the game ends if all Wanted tokens and both the Outlaw Hideout and Ghost Town Mystery Hex are removed. Pork Barrel Scenario: Each Influence point is worth 2 Victory Points. Capturing Characters: Characters that receive a second Wound token (or a third if they have the Tough symbol) are Captured, turned face down, and remain inactive for the rest of the game. Players who capture an opponent’s character receive 2 Reputation tokens and the Wanted token on the character, if available. Inactive characters still count as "H ## FAQ ### Do I need the base game Dark Horse to play this expansion? Yes, Dark Horse: Rebels & Rogues is an expansion and requires the base game Dark Horse to be played. ### How many players does this expansion support? The expansion maintains the same player count as the base game, which is for 1 to 4 players. ### Does the expansion make the game more complicated? It adds new mechanics and options, which might slightly increase complexity, but the BGG weight (3.25) suggests it's a manageable increase for those already familiar with the base game. ### What are the main components of the expansion? The expansion includes new card decks (Rebel & Rogue, Progress, Hidden Agenda), as well as elements related to the Reputation system. ### Is the expansion thematic or more mechanics-focused? The expansion strongly focuses on adding historical Wild West theme, and allows thematic choices (Reputation) to influence gameplay. ### Do I need to translate the cards? Yes, Ludopedia indicates 'Moderate Language Dependency,' so having translated cards or a reference sheet is recommended.