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BANG! High Noon box art

Expansion for BANG!

BANG! High Noon

Expansion impact

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Published
2003
Players
4–7
Play time
30 min
Reach
Niche (via base game)
Evaluations
0
Themes:
American WestBluffingCard GameDeduction
Mechanics:
Hand managementDirect conflict

How it plays

No rules summary yet for this game.

Main mechanics explained

  • 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.

What this expansion brings

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