BANG! FIELD GUIDEBASE GAME / 4–7 PLAYERS

LESS RULEBOOK. MORE SHOWDOWN.

A little help.
A better shootout.

Know your role. Find your card. Get back to the table.

Explore the cards ↓
✦

Sheriff

Eliminate all Outlaws and the Renegade.

✧

Deputy

Win with the Sheriff—even if you die.

♠

Outlaw

Sheriff dies? You win, unless only the Renegade survives.

♦

Renegade

Be the last alive. Take out the Sheriff last.

YOUR HAND, EXPLAINED

The card cabinet80 playing cards · 16 characters

↻ Tap a card to flip it

Official DV Games art · duplicate copies grouped

WHO CAN YOU REACH?

Are they in range?

Count seats the short way around the table. Your weapon must reach that distance.

Six-player table: distances from youNeighbors A and E are distance 1, B and D are distance 2, C is distance 3. Scope reduces the distance you see by 1; a target’s Mustang adds 1.THE TABLE6 living players

In range Out of range

Scope + Mustang: they cancel each other for that target.

Your Mustang protects you; it doesn’t make your targets farther away.

Weapons change range, not distance. Panic! still needs distance 1. Count only living players; character abilities can also change distance.

A few rules worth keeping in your pocket +

Brown = use once. Play, resolve, discard. Blue cards stay in play until removed.

One BANG! per turn. Volcanic and character abilities can change this.

One weapon at a time. Your starting Colt .45 has range 1; it isn’t a deck card.

“Draw!” means check. Reveal the top card for its suit/rank, then discard it.

Duplicates share an effect. Suits and ranks matter for checks. You can’t have two same-name cards in play.

Sheriff kills a Deputy? Discard every card in your hand and in play.

Anyone kills an Outlaw? Draw 3 cards from the deck—even if you’re an Outlaw.

Team wins count after death. Deputies win with the Sheriff; Outlaws can win after elimination.