Contents • 2 Saloon dice (the color is slightly different

Transcript

Contents • 2 Saloon dice (the color is slightly different
Contents
•2 Saloon dice (the color is slightly
different from those in the base
game in order to distinguish them
more easily)
•22 Cards:
*8 Characters
Y
DA
OLY
RK
CH
DO
STA
LLY
ADO
MO
DELG
JOSE
When using these dice, the new order of resolution
for dice results is as follows:
1.Indian arrow
2.Broken arrow
3.Bullet
4.Dynamite
5.A) Bull’s Eye “1” and double Bull’s Eye “1”
B) Bull’s Eye “2” and double Bull’s Eye “2”
6.Beer and double Beer
7.Gatling and double Gatling
ID
EK
CH
ENTE
APA
A FU
ELEN
TEQUILA JOE
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die
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o six dice total).
base die (roll , perdi un punto
vita in meno.
solo
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tiro.
dopo il tuo ultimo
Each time
you must
lose
life points
for
or
you lose one
,
life point
less.
results only
Apply
after your last roll.
*9 special Roles: 1 Sheriff,
3 Deputies, 3 Outlaws, 2
Renegades
Rivela questa carta
dopo l’ultimo
Rivela
tiro
diquesta
Rivel
un altro
carta
giocatore.
dopo l’ultimo
tiro di
a quest
Quel giocatore
un altro
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ritirare
a carta
tiro deve
tutti i
giocatore
dadiQuel
di
dopo .
nuovi
dadie eaccettare
risultati.
altroritirare
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gioca tutti
nuovi risultati.
e accettore ideve
tore. i o
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ritirar
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Giochi la partita con tre pallottole
in più, anziché due.
You play the game with three
additional bullets instead of two.
Rivela
questa carta dopo un tiro di dadi.
Rivela
Rivelaquesta carta dopo
questa
Gira
un dado
su carta
una facciaun
a tua
tiro scelta.
di dadi.
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Giraun
una dopo
undado
facciaun
dadosu
a tua
tiro scelta.
su una
di dadi.
faccia
Reveal
this card after any
dicearoll.
Reveal
tua Turn
Reveal this card after any
scelta.
one
die this
to show
side ofdice
yourroll.
choice.
cardthe
Turn
one
after any
one die
show
die to
ofdice
to show the side
yourroll.
choice.
the side
Turn
of your
choice.
(This is shown on the new Summary cards.)
Rivela
questa carta quando un giocatore
Rivela
questa carta quando
stasta
per
essere eliminato.
Quel giocatore
per
essere eliminato. un giocatore
Quel
resta
con due punti
vitagiocatore
e può
restainingioco
gioco con due
punti
scartare
le proprie
frecce.
vita e può
scartaretutte
tutte le proprie
frecce.
Reveal
card when any player is about
Revealthis
this card when
any player
totobe
player
staysisinabout
the
beeliminated.
eliminated.That
game
life That
pointsplayer
and may
staysdiscard
game with
in the
with two
two life points
and may discard
all of his arrows.
all of his arrows.
*1 special “Ghost Renegade” Role
*1 Ghost
5
IL FANTASMA
7
THE GHOST
/
/
/
*3 new Summary cards
/
/
/
/
/
/
/
Prendi subito una freccia, anche
quella delPrendi
Capo indiano. Se prendi
subito
l’ultima freccia,
gli
Indiani
una attaccano.
quella del
freccia,
Puoi ritirare
il dado.Capo indiano. anche
l’ultima
freccia,
Prengli
Se prendi
Puoi
di Indiani
Scarta subitoritirare
una freccia
quell
subit attaccano.
il dado.
a del o una
(non la Scarta
freccia del Capo
indiano)
l’ultim
Capo
di un giocatore,
incluso
stesso.
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frecc
unateafreccia
(non la subito
frecc
freccia ritira
india ia,
Puoi ritirare
dado.
ia, gli
di un il
no. anch
giocatore,
re ilindiano)
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e
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aincluso
(non
Perdi subitoritirare
un punto
subit tedado
ni attac
stesso.
il lavita.
.
i
di undado.
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il dado.
frecc o una
Perdi subito
cano
Puoiun gioca
ia del frecc
.
Puoi ritirare
punto
ritira
vita.
Non si ritira!
Se neil tiri
tre otore,
più,
Capo ia
dado.
inclu
Perdi
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e perdi unrepunto
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Module 2 - The Arrow of the Indian Chief
At the start of the game, add the Indian
Chief’s Arrow token to the pile of arrow
tokens. The Indian Chief’s Arrow is
equal to two regular arrows.
tamen
te.
•7 Ghost tokens
•1 Indian Chief’s Arrow token
•Life points: Bullet tokens
(3 × value 1, 1 × value 3)
•These rules.
Preparation
Old Saloon is an expansion for BANG! The Dice
Game, which includes five “modules”. Each
module can be added to the base game on its own
or combined with the other modules for even more
excitement!
The game follows all of the normal rules from
BANG! The Dice Game, except for the following
changes:
Module 1 - The Loudmouth and the Coward
Place the two new Saloon dice in the middle of the
and the Coward
.
table: the Loudmouth
Before starting your turn, you may choose to roll one
of these dice (not both) instead of rolling one of the
dice from the base game (“base dice”). You still roll five
dice in total.
Rolling a Saloon die is always optional. Once you
choose a die, you must use it for your entire turn.
You may choose different dice each turn.
Saloon dice have some new symbols:
Return one arrow from any player
(including yourself) to the central pile. You
cannot choose the Indian Chief’s Arrow (see
Module 2). Apply this result right after any
Indian arrow results. You may re-roll the
die (just like the Indian arrow result).
You immediately lose one life point. Apply
this result right after any broken arrows.
You may re-roll the die (just like the Indian
arrow result).
Double symbols are applied at the same
time as the matching single symbol (they
count as two single symbols). Each result
may be applied independently: for
example, you can use the double Beer to
let two different players each regain one
life point. Remember that you can only
activate the Gatling Gun once per turn.
If you have to take an arrow from the pile, you can
choose to take the Indian Chief’s Arrow instead of
one regular arrow—even though the Indian Chief’s
Arrow is worth two regular arrows, taking it only
result!
counts for one
When the Indians attack, the Indian Chief’s Arrow
will make you lose two life points instead of one—
unless you have the Indian Chief’s Arrow and
you are the single player with the most arrows
(not tied for the most): then you don’t lose any life
points at all for the Indian attack!
Example: Martin rolls an arrow and takes the last
token from the pile: the Indians attack! Each player
counts their arrows: Martin has 2; Barbara has
4, counting the Indian Chief’s Arrow as 2 arrows;
William has 1; and Jack has 3. Barbara has more
arrows than any other player and the Indian Chief’s
Arrow, so she discards all of her arrows and does
not lose any life points!
Module 3 - Special Roles
These special roles are chosen at random,
depending on the number of players, with the
same distribution as the roles in the base game.
If you want even more suspense, you can mix the
normal and special roles together by type before
randomly picking cards to use, so you won’t know
which and how many special roles are in play!
You may only use the power of your role once
during the game. Reveal your role at the moment
indicated on the card (except for the Sheriff,
whose role is face up at the start of the game) and
follow the instructions. Once revealed, role cards
are left face up—which means everybody will
know who you are!
“THE BEAR” – SHERIFF
You play the game with three additional bullets
instead of two.
“THE GOOD” – DEPUTY
Reveal this card at the start of your turn. You
become the new Sheriff, and the old Sheriff
becomes a Deputy.
Both players keep their current life points, but
exchange their role cards. The new Sheriff does
not get any additional bullets—his maximum life
points remain the same as his character’s. The
old Sheriff loses his extra life point limit, which
becomes the same as his character’s, but he does
not have to discard his extra life points when the
exchange is made.
“THE DOC” – DEPUTY
Reveal this card after any dice roll. Turn one die to
show the side of your choice.
You may use this power after your own roll or
another player’s.
DOC HOLYDAY (8)
Each time you use three or more
and/or
, you also regain 2 life points.
Remember that, for example,
counts as two .
MOLLY STARK (8)
Each time another player must lose 1 or
more life points, you can lose them in
his place.
You may never choose to lose more life
points than you have.
“THE JUDGE” – DEPUTY
Reveal this card immediately after another player
reveals his role. That player’s role has no effect
and may no longer be used.
“THE GAMBLER” – OUTLAW
Reveal this card after another player’s last roll.
That player must re-roll all of his dice and accept
the new results.
Ignore all results of your last roll. You must also
results.
re-roll any
“THE BAD” – OUTLAW
Reveal this card when another player is about to gain
life points. That player does not gain those life points.
results, you cannot
If the life points came from
re-roll or assign them to someone else!
Module 5 - The Ghost (Only with 5 or more players)
The first player to be eliminated (unless he’s the
Sheriff) becomes a Ghost.
As a Ghost, you keep your role face up in front
of you and you may still win if your team wins!
If you were a Renegade, take the special “Ghost
Renegade” role card and keep it in front of you
with the appropriate side showing, teaming with
the other players as follows:
“THE UGLY” – OUTLAW
Reveal this card at the start of your turn.
Exchange the arrows held by any two players.
You may choose yourself.
No. of Players
“THE RIGHT HAND OF THE DEVIL” – RENEGADE
Reveal this card at the end of your turn.
Immediately take another turn.
“THE LEFT HAND OF THE DEVIL” – RENEGADE
Reveal this card when any player is about to be
eliminated. That player stays in the game with 2
life points and may discard all of his arrows.
You may use this card if you are about to be
eliminated yourself.
Module 4 - A Posse of New Characters
Shuffle the new characters together with the
original ones. Note that some of these characters
only work in combination with other modules. If
you’re not using the other modules, do not include
those characters.
JOSÉ DELGADO (7)
You may use the Loudmouth die without
replacing a base die (roll six dice total).
If you use the Loudmouth die, you roll 6 dice total;
if you use the Coward die, 5. You cannot use the
Loudmouth and the Coward dice together.
TEQUILA JOE (7)
You may use the Coward die without
replacing a base die (roll six dice total).
If you use the Coward die, you roll 6 dice total; if
you use the Loudmouth die, 5. You cannot use the
Loudmouth and the Coward dice together.
APACHE KID (9)
If you roll , you may take the Indian
Chief’s Arrow from another player.
BILL NOFACE (9)
results only after your last roll.
Apply
Your last roll isn’t necessarily the third one,
you may stop earlier, as normal.
ELENA FUENTE (7)
Each time you roll one or more , you
may give one of those arrows to a player of
your choice.
VERA CUSTER (7)
Each time you must lose life points for
, you lose 1 life point less.
or
For example, if someone hits you with just
, you don’t lose any life points at all.
one
Remember that, for example,
counts as two .
Outlaw
6
Deputy
7
Outlaw
8
Deputy
On your turn, you only roll two base dice (you
cannot choose to roll any Saloon dice). You may
make two re-rolls as normal. After rolling, choose
one of the two results and assign it to any other
player by giving him the matching token. If both
dice show the same result, the effect is doubled:
token also. You cannot
give the player the
assign multiple results if the dice do not match.
At the start of his next turn, the player with the
token must turn one of his base dice to match the
side indicated by the token (or two dice if he also
). This die is not rolled in his first roll
has the
(so, the player only rolls four dice—three if he has
token), but the result is still evaluated as if
the
he had rolled it. If the player wants to use a Saloon
die, he must swap out one of the other base dice.
Starting with his second roll, the die affected by
the Ghost token may be re-rolled (unless it is a
result, which cannot be re-rolled).
At the end of the other player’s turn, the tokens go
back to the Ghost.
The Ghost is never included when counting places
and
results.
to apply
Example: Jack is a Ghost Renegade in a 7-player
game, so he’s playing as an Outlaw. He rolls 2 dice
and
. He decides to re-roll them both,
and gets
and
this time. He keeps the
and
and gets
: another
!
re-rolls the
He gets to give a double arrow to the Sheriff,
and
tokens. On
Barbara: he hands her the
her next turn, Barbara must turn 2 of her base dice
side and rolls only 3 dice. After she takes
to the
arrow tokens from her first roll, she could re-roll
those dice as normal.
Thanks to all the play-testers, to their gaming groups and to all the players, for all the precious suggestions. The designers wish to
thank especially Alex, Allen, Andreas, Anke, Babs, Christiano, Daniel, Demian, Dennis, Doris, Jens, Julia, Katrin, Leon, Max,
Nick, Nicky, Philipo, Sebastian, Silas, Stefan, Stoffel, Thilini and Ü-Säxle.
Follow us:
5
Take the Ghost card and place it so it overlaps
over your character: Your character loses all of
his abilities and you cannot use the ability of
your special role card. You also take the seven
Ghost tokens.
Game idea: Michael Palm, Lukas Zach Development: Martino Chiacchiera, Roberto Corbelli, Sergio Roscini
Artworks: Riccardo Pieruccini Colors: Andrea Medri English rules editing: Roberto Corbelli, William Niebling
For questions, comments, or suggestions: [email protected] www.dvgiochi.com
A Renegade Ghost plays as a
BANG!® The Dice Game: Old Saloon
Copyright © MMXVI
daVinci Editrice S.r.l.
Via C. Bozza, 8
I-06073 Corciano (PG) Italy
All rights reserved.