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BANG! High Noon box art

Expansion for BANG!

BANG! High Noon

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Published
2003
Reach
Niche (via base game)
Players
4–7
Play time
30 min
Weight
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Ratings
0

How it plays

No rules summary yet for this game.

Main mechanics

  • Hand management
  • Direct conflict
  • Hand management: Timing which card to spend is the core puzzle.
  • Direct conflict: Players attack each other head-on.
Full publisher description

In this expansion to BANG! , there are 15 new High Noon cards: shuffle them and put the one called High Noon at the bottom. Each turn the Sheriff reveals a new High Noon card which every player must obey for the entire turn. For example, during Hangover all characters lose their special abilities. With Blessing the suit of every card becomes Hearts (so, Barrels always work and Dynamite never explodes, etc.). Even if you're already out of the game you can even come back as a ghost for a turn during the Ghost Town phase, and try to win! In the Wild West, the shootouts between the Outlaws and the Sheriff are becoming particularly tough. Players must be ready to welcome the Dalton Gang, keep cool during the Gold Rush and be really careful when walking in the ghost town! This first expansion for BANG! is very cheap and easy to play.

How this expansion changes the base game

ComplexityNo change
Much lighterNo changeMuch heavier
DepthNo change
Much shallowerNo changeMuch deeper
SkillNo change
Much more luckNo changeMuch more skill
InteractionNo change
Much lessNo changeMuch more
Table ExpNo change
Much worseNo changeMuch better
Integration / RefinementNot rated yet
Makes it worseNo changeEssential
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Base vs with this expansion

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ComplexityDepthSkillInteractionTable ExpProduction

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