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2 Actions per Turn:

During their turn, each player may perform two actions before passing to their opponent. There are four actions available and players may perform the same action twice in one turn.

  • 1. Move

Take two of your characters from Main Street, without revealing them, and exchange their positions (or not). If you wish to move a character from the saloon you may take the character in question and two other characters from Main Street.

Leaving the Saloon: If a player wishes to move a character from the Saloon, they first take that character and two other characters from the Main Street. They then move these three characters as per the rules of a normal move, placing one back into the Saloon and two on the Main Street.

The Saloon: The Saloon is a space located to one side of the Main Street and contains two characters. These characters are always visible to both players, and they may not be interacted with while located there. Any character may enter the Saloon with the exception of the Governor, as a man of his standing would never be seen in such an establishment!


  • 2. Look at a Token

Reveal one of your characters to your opponent. You may then look at the token located in front of that character, keeping its identity to yourself.


  • 3. Take a Token

Reveal one of your characters before Calling Out the identity of the token in front of that character. Reveal that token. If it corresponds to the type stated then you may take that token.

If the token is not the type announced, or it's a Bogus Token (Black X) then it is placed face down in its original position.

Only certain characters may pick up certain tokens:

  • Votes may be picked up by anyone except the Governor
  • Handcuffs may only be picked up by the Sheriff
  • Bullets may only be picked up by the Hitman
  • The Election token may only be picked up by the Governor

Replacing Tokens: After taking a token, the line of tokens slides away from the reserve and a new token is placed at the end of the row.


  • 4. Use an Ability

You may reveal a character to immediately use their ability. Each character’s ability is unique and some may only be used in specific circumstances.

Character Abilities

  • The Governor – The Governor has no ability. His only advantage is being able to pick up the Election token if his faction possesses more Vote tokens than his opponent’s.


  • The Hitman – After revealing the Hitman you must discard one Bullet token to reveal the character across from him. If it is the Governor you successfully assassinate him.


  • The Sheriff - After revealing the Sheriff you must discard one Handcuff token to reveal the character across from him. If it is the Hitman you successfully arrest him.


Additionally, If the Sheriff is adjacent to the Governor when a Hitman assassinates him, the player may discard a Handcuff token to save the Governor and arrest the Hitman.


Finally, the Sheriff can reveal himself to Call Out the Bandit. Discard a Handcuff token and Reveal the character across from him. If it is the Bandit then they are “immobilized” and you may recover your token from the discard pile.


  • The Indian – After revealing the Indian, you may reveal the character opposite him.


  • The Storekeep – After revealing the Storekeep you may switch the position of two of the three tokens adjacent (opposite and diagonal) to him or swap one of the three tokens adjacent to him with one from the supply.


  • The Lead Dancer – After revealing the Lead Dancer, you may target any of the 2 characters to the left and right of the character opposite you. Place one of these characters in front of the Lead Dancer, sliding the others outwards to make space.


  • The Reporter – After revealing the reporter you may Call Out a character. Reveal the character opposite the Reporter. If the revealed character corresponds to the one you named, take a headline marker and slot it onto the top of that character’s card. For the rest of the game that character must remain revealed. If the character is not the one you named, discard one of your headline Markers. You may not attempt to perform this action if you have no headline markers left and may never call out the Governor.


  • The Bandit – After revealing the Bandit, you may Call Out either the Hitman or the Sheriff. Reveal the character opposite the Bandit. If you named The Hitman and he is revealed, you may take a Bullet Token from your opponent's stash. If you named The Sheriff and he is revealed you may take a Handcuff token from your opponent's stash. If it is neither then the action has no additional effect.


  • The Reverend – After revealing the Reverend, if there is an immobilized Bandit immediately to his left, you may cancel the immobilized state.

Additionally, if a Bandit or Hitman is arrested by the Sheriff whilst immediately to the left of the Reverend, you may reveal the reverend to cancel the arrest.


  • The Mayor – When revealing a character situated immediately to the right of the Mayor in order to use their ability, you may also reveal the Mayor. If you do so then you may increase the Range of that ability by 1. This ability may not be used in conjunction with the Hitman, Lead Dancer or Bandit.


Winning the game:

The Good Way

Your Governor reveals and takes the Election token.


The Bad Way

Your Hitman successfully assassinates their opponent’s governor.


The Ugly Way

Your Sheriff successfully arrests their opponent’s Hitman.