Features: The six-shot is back! The deservedly popular Bang! in the two-player version of the board game, you can control a team of gunners and decide who has the fastest hands in town. We take turns playing cards; one of our characters is in the line of fire, while the other tries to help from cover. Lawmen and bandits also have their own cards with different abilities, but the goal is the same: to shoot the other player's characters before they do the same to us. Winchester, beer, prison, Indians and a handful of new papers; a Bang!: Duel certainly has everything you need for a classic street showdown - in the unadulterated atmosphere of spaghetti westerns.
BANG! BANG! BANG! Yes, we've fired a lot of shots over the years. And they didn't go very far. Who doesn't know BANG! card game? Someone? So in short: Spaghetti western. Morricone is playing, the wind is rolling a devil's chariot across the street. This town is too small for you. Someone is going to get shot. Or beer. The hand of the law will strike someone… or crumble. "There are no white horses here, only black horses." Sheriff, bandits, deputies and a renegade. You just can't tell who is who - after a while, of course, you can guess.
Team game, with secret roles, simple objectives: If you are the sheriff, take down the bandits and the renegade. If you're a deputy sheriff, that's fine, but it's also important that you have to protect the sheriff, even at the cost of your life. The goal of the renegade is to be the only one left standing. If everyone else can smell the cactus from below, he wins. If the sheriff is dead and a bandit is still alive, the bandits win. (therefore the renegade must leave the sheriff for last, until then it is even worth supporting him) If the bandits die, then the Sheriff and his deputies have won.
The rules are simple, a game fluid, and you can almost smell the gunpowder. Our health is represented by cartridges, and this also determines how many cards we can have in our hand. In each round, we draw two cards, play a few, and then discard the surplus compared to our cartridges. We repeat all this until we have dealt with those... well, with whom we had to deal - or until we throw up the boots. We heal by opening a pint of beer, we can fall behind a barrel from the shots, we can throw dynamite - it will explode on someone. Winchester, Colt 45, binoculars, mustang, stagecoach, and of course the Indians come, but the accessories...
Accessories:
A total of 110 cards in four types (with different backs): • 7 role cards: 1 sheriff, 2 deputy sheriffs, 3 bandits, 1 renegade 16 character cards 80 game cards 7 game aids 7 player boards 30 cartridges game rules