Sheriff
Eliminate all Outlaws and the Renegade.
LESS RULEBOOK. MORE SHOWDOWN.
Know your role. Find your card. Get back to the table.
Explore the cards ↓Eliminate all Outlaws and the Renegade.
Win with the Sheriff—even if you die.
Sheriff dies? You win, unless only the Renegade survives.
Be the last alive. Take out the Sheriff last.
YOUR HAND, EXPLAINED
↻ Tap a card to flip it
Try “heal”, “draw”, or a different filter.
WHO CAN YOU REACH?
Count seats the short way around the table. Your weapon must reach that distance.
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.
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.