How to play Wyatt Earp Official Rules

By: Dennis B. B. Taylor

Wyatt Earp Game Rules

I’m going to explain the rules for playing the Wyatt Earp game. The Wyatt Earp game is a card game that you can play with your friends and family. It’s a fun game that requires strategy and a bit of luck. So, let’s get started!

First, let’s talk about the objective of the game. The goal is to collect sets of cards that represent different outlaws. The more sets you collect, the more points you earn. The player with the most points at the end of the game wins. It’s as simple as that!

Now, let’s move on to the gameplay. The game is played in rounds, and each round consists of three phases: the Supply phase, the Tally phase, and the Clean-up phase.

During the Supply phase, players take turns drawing cards from the deck and adding them to their hand. The deck is made up of different cards, including outlaw cards, event cards, and other special cards. Outlaw cards are what you’re looking for, as they are the ones that will earn you points.

Once every player has drawn their cards, we move on to the Tally phase. In this phase, players take turns playing their cards face-up on the table. The goal is to create sets of cards that represent different outlaws. For example, you might want to collect a set of cards that represent the Dalton Gang. To do this, you would need to play all the Dalton Gang cards you have in your hand.

During the Tally phase, players can also use event cards and special cards to try to disrupt their opponents’ sets or to strengthen their own sets. Event cards can have different effects, such as forcing players to discard cards or allowing players to draw extra cards. Special cards, on the other hand, can give you special abilities that can help you in the game.

Once all players have played their cards, we move on to the Clean-up phase. In this phase, the cards that have been played are discarded, and the players take back any remaining cards in their hand. The round is now over, and we move on to the next round.

The game continues in this way, with players taking turns drawing cards, playing cards to create sets, and discarding cards. Play continues until the deck of cards is empty. At this point, the game ends, and the players count up their points.

Points are earned by collecting sets of cards. Each set is worth a certain number of points, depending on the outlaws represented by the set. The player with the most points at the end of the game wins.

I hope this explanation has helped you understand the rules of the Wyatt Earp game. It’s a fun and exciting game that can be enjoyed by players of all ages. So gather your friends and family, and get ready to dive into the world of outlaws and wild west adventures!

How to play Wyatt Earp Official Rules UltraFoodMess

How to play Wyatt Earp Official Rules UltraFoodMess

  • 29 Sheriff cards (with stars)
  • 49 Outlaw cards (7 of each Outlaw)
  • 60 reward tokens ($1,000)
  • 18 reward tokens ($5,000)
  • 4 summary cards
  • 7 reward posters
  • Instructions


Let’s Get Started

By playing cards, we’re gonna try to capture those tricky Outlaws. And guess what? The more cards we play, the bigger the reward gets.

This game combines competition with cooperation. The player who plays their cards the smartest will come out on top! The person with the most money wins!

Time to Set Up

First, we’ll need to arrange the 7 reward posters in a circle, just like this:

How to play Wyatt Earp Official Rules UltraFoodMess

Alright, here’s what we have to do. First, we need to put the $1,000 and $5,000 reward tokens right in the middle of the reward posters, acting as the Bank. Now, let’s choose someone we can trust as the banker. This person will be in charge of managing the Bank and will place a $1,000 reward token on each reward poster.

Next, the oldest player should shuffle the 78 playing cards really well. Then, they’ll deal 10 cards to each player, one at a time, face down. These cards will be the players’ hands, so make sure to keep them a secret.

Now, the dealer will take the remaining cards and place them face down in the center of the reward posters. This will be the card supply. The dealer will draw the top card and put it face up next to the card supply. This card will be the first card of the discard stack.

Each player will also need a summary card. This card has a short explanation of the Sheriff cards on one side and a brief description of how scoring works on the other side. Each player’s territory is the area on the table in front of them.

Let’s Play the Game!

When it’s my turn to play, I follow these steps:

  1. I must draw one or two cards;
  2. I can play one or more cards;
  3. I have to discard one card.

1. Draw one or two cards (I must!)

I have two options to draw cards: I can take the top two cards from the card supply or just the top card from the discard stack. I add these cards to my hand. It’s important to know that I can’t draw any other combination of cards.

Remember: If I decide to draw cards from the card supply and it runs out before I have drawn two cards, I have to shuffle all the cards in the discard stack and place them face down as the new card supply. Then, I can continue drawing my two cards.

If the card supply runs out again during the same hand, the hand ends.

2. Time to Play Some Cards!

Now it’s your turn to shine! You can play as many Outlaw cards from your hand as you want, and even one Sheriff card if you have it. Just remember, Outlaw cards go face up in your territory on the table, while Sheriff cards with a number on the upper left should also be played face up in your territory.

If you have a Sheriff card with a symbol on the upper left, things get interesting! You can choose to play it in your opponent’s territory or on the discard stack, depending on the card you’ve got. But be careful, once you play a card, you can’t take it back or use it as your discard.

Display your territory with pride! Make sure all players can see the numbers and Outlaws you’ve got in your posse.

When you play the first Outlaw cards for any of the seven Outlaws, you have to play them as a group. This group should have at least three Outlaw cards of the same color. After you play these cards, I will add reward tokens to the reward poster of that particular Outlaw. Each card you played will result in $1,000 being added to the poster, but I will subtract $1,000 as well.

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As soon as the first set is played for an Outlaw, you have the option to play any number of cards in that same color in your territory. You don’t have to stick to the minimum of 3 cards anymore.

Similar to the first set, the banker will immediately add reward tokens to the matching reward poster based on the number of cards you played. The amount added is $1,000 multiplied by the number of cards played, minus $1,000.

Remember: when figuring out the rewards to add, the banker only looks at the cards you just played. Any cards played earlier by you or other players don’t count. The reward may end up being $0.

Keep in mind: you have to group all the cards of the same color together in your territory. You can’t have two sets of the same color.

“So, here’s what happened: I played four Jesse James cards in my territory, and guess what? The banker immediately added $3,000 in reward tokens to the Jesse James reward poster. Pretty sweet deal, right? But hold on, let me break it down for you – it’s four cards times $1,000 minus $1,000. Cha-ching!

Later on, my friend Curt joined in on the action and played two Jesse James cards in his territory. Can you believe it? The banker added $1,000 in reward tokens to the Jesse James reward poster. Not too shabby, huh? That’s two cards times $1,000 minus $1,000. Easy peasy!

But wait, there’s more! I played another Jesse James card in my territory. Unfortunately, this time the banker didn’t add any reward tokens. Guess it’s a case of one card times $1,000 minus $1,000 equals zero. Ah well, you win some, you lose some!

Okay, onto the next rule.

After playing your Outlaw and Sheriff cards (if you have any), it’s time to discard one card from your hand. Yup, it’s a must! The discarded card goes face up on the discard stack, and that’s it – your turn is over. Oh, and just so you know, the discarded card doesn’t have any effect, even if it’s a Sheriff card. So choose wisely and keep the game rolling!”

Imagine this: You’re playing a game and you decide to play a Sheriff card. You confidently place it on the discard stack, knowing it will have its normal effect. Feeling satisfied with your move, you end your turn by discarding a second Sheriff card. However, this time, it has no effect. Why? Because it’s your discard.

Now, here’s the thing: when you discard a card, someone else can pick it up and use it. That means you should pay attention to what cards the next player may be looking for and avoid discarding cards they could use to their advantage.

Keep in mind: playing a card is different from discarding a card!

Meet the Sheriff Cards

All cards with a Sheriff’s star in the upper left corner are Sheriff cards. On your turn, you can play one Sheriff card, either by itself or with Outlaw cards. But remember, you can only play one Sheriff card at most.

Most Sheriff cards boost the CP (Card Points) and reward for an Outlaw, giving you a nice advantage. Some Sheriff cards, however, allow you to target other players, adding a strategic twist to the game.

When you have a Sheriff card, you’ll notice a number in the upper left corner. This card is played in your territory alongside your Outlaw cards. Once you play the Sheriff card, you can’t move it within your territory or take it out.

Photo (1 per Outlaw)

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The seven Photo cards are pretty unique compared to the other Sheriff cards because each one is associated with a specific color: one for each Outlaw. All the rest of the Sheriff cards can be used for any color.

Now, let’s talk about how these Photo cards work. Basically, there’s a rule that says you can only play one Sheriff card per turn. So, if you decide to play a Photo card, you can’t play any other Sheriff cards during that turn.

To play a Photo card, you need to have already played a set of Outlaw cards of the same color. If you have, you can add the Photo card to those Outlaw cards in your territory. But if you haven’t played any sets yet, you can still play the Photo card by itself and start a new color of Outlaw.

Once you’ve played a Photo card, you can treat it like any other Outlaw card. This means you can play other Sheriff cards on top of it. When you play a Photo card, the associated Outlaw gets 4 CP (whatever that means) and the banker chips in $1,000 to increase the reward for catching that Outlaw.

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Example 1: I played 4 Billy the Kid cards and I also had the Billy the Kid Photo card. The banker added $4,000 to the reward poster for Billy the Kid – $3,000 for the set and $1,000 for the Photo.

Example 2: Someone had already played a Billy the Kid set. I played the Billy the Kid Photo card and that made the banker add $1,000 to Billy the Kid’s reward poster. On my next turn, I played Bank robbery on the Photo, and the banker added $1,000 to the reward.

Remember: You can use a Sheriff card as a discard – it won’t do anything special when you use it this way.

Stagecoach Robbery (2)

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When I play the Stagecoach robbery card, I can add it to any Outlaw cards I already have in my territory. Thinking about it, it’s like I’m building up my crew.

But before I can do that, I have to try to make a successful shot. That’s what the revolver on the card is for – it’s like a target. Can I hit it or not? To find out, I draw a card from the pile and put it face up on the discard stack:

  • If the card I draw has a bullet hole (an Outlaw card), then I made a successful shot! I get to play the Stagecoach robbery on the Outlaw of my choice in my territory. It’s like I’m planning a big heist and this adds 1 CP and $3,000 to the reward of my Outlaw. So cool!
  • If the card I draw doesn’t have a bullet hole, then I missed my shot. Bummer! I still have to put the Stagecoach robbery card on the discard stack, but it still counts as played. And that means I can’t play any more Sheriff cards this turn. Guess I’ll have to try again later.

Bank Robbery (4)

I couldn’t believe my eyes when I saw the masked figure walking into the bank. The person was wearing all black, from head to toe, and was carrying a suspicious-looking bag. As I watched from my hiding spot, I felt a mixture of fear and curiosity. What was this person planning to do?

My heart pounded in my chest as the figure approached the teller and demanded all the money. The teller, clearly terrified, complied and quickly handed over stacks of cash. The masked figure stuffed the money into the bag and turned to leave.

I knew I had to do something. This was a crime in progress, and I couldn’t just stand by and watch. The adrenaline rushed through my veins as I stepped out from my hiding spot and shouted, “Stop! Drop the bag!”

The figure turned towards me, and for a moment, time seemed to stand still. They hesitated, unsure of what to do. Then they made a split-second decision and ran towards the exit. I chased after them, my heart pounding in my ears.

As I reached the exit, I saw the figure disappear into the bustling city streets. My heart sank. They had gotten away. But I knew I had done the right thing by stepping in. I had tried to stop a crime and make my community safer.

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This card is just like the Stagecoach robbery card, except for one thing: when I hit my target, it boosts the reward for capturing the Outlaw by giving me an extra 2 CP and $1,000.

But here’s the twist: I can use multiple Sheriff cards on the same Outlaw in my territory, increasing my chances of a big payoff.

So, if you’re looking for an edge in the wild west, this card is a must-have. It’s like being the fastest gun in town, with the potential to double your earnings.

How to play Wyatt Earp Official Rules UltraFoodMess

Let me tell you about this card that’s similar to the Stagecoach robbery card.

First off, when you successfully shoot, it adds 3 CP and $1,000 to the reward of the Outlaw.

But here’s the catch: In the Wild West, there can only be one fastest gun! When you play this card successfully, any previous Fastest gun card that was played on the Outlaw must be taken off and put in the discard pile. The player who loses the Fastest gun card loses the 3 CP, but the $1,000 reward stays on the reward poster. And remember, no player (even the one who played this card) can play it on an Outlaw if there’s already a Fastest gun card on them.

Let me give you an example to make it clearer: Let’s say Burt has Jesse James as his Outlaw, and he played the Fastest gun card on him. That means no other player can play Fastest gun on Jesse James’ cards. They can still play Fastest gun on any other Outlaw, though.

You can play this card on any Outlaw in your territory. If you succeed, the previous Fastest Gun card will be discarded. It’s not allowed to play a second Fastest Gun card on top of the previous one – there can only be one fastest gun!

Wanted the Most! (3)

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When it comes to playing this card, there are two options available. Regardless of the method chosen, the card is always placed face up on the discard stack after being played.

  1. Using a card from my hand (without a shot): If I choose to play this way, I can ask the other players for a specific Outlaw card (“I want a Sundance Kid card!”). I have to ask them in either clockwise or counterclockwise order, starting with the player to my left or right. If the first player I ask doesn’t have the card I want, I move on to the second player, and so on. If a player has the desired card when I ask them, they must give it to me. I add the card to my hand and can play it on the same turn, following the regular rules. It’s important to note that I can only get a maximum of one card when I use this card. If no player has the desired card, I don’t receive anything.

When you successfully shoot during the game, you get the chance to draw a card from the card supply. If the card you draw has a bullet hole, your shot was successful. In that case, you have the opportunity to steal an Outlaw card from another player’s territory on the table. This means you can take an Outlaw card from their hand, or even from under their Hideout card if they have one. Once you steal the card, you can add it to your own hand and play it on your turn following the normal rules.

However, if the card you draw does not have a bullet hole, your shot fails. In this case, you must immediately place the Most Wanted! card on the discard stack. You cannot use it to try and steal a card from another player’s hand.

It’s important to note that if you steal an Outlaw card and as a result, one or more Sheriff cards are no longer associated with an Outlaw, whether it’s the Outlaw card or the Photo card, those Sheriff cards are placed face up on the discard stack.

Remember, stealing an Outlaw card doesn’t reduce the reward on the reward poster. It’s a risky move, but it can pay off big if you’re lucky!

Example: Burt takes Curt’s only Wes Hardin card. Because of this, Curt ends up with a Bank robbery card in his hand that doesn’t match any Outlaw, so he has to get rid of it.

Hideout (3)

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So, here’s the deal. After I make a successful shot, I get to play this neat move called Hideout. Basically, what I do is cover up all the cards of one player with Hideout, whether they’re Outlaw cards or Sheriff cards. So, the cards that I hide under the Hideout don’t count for that player. It’s like they disappear or something.

Now, here’s the interesting part. When I play Hideout, the reward on the reward poster for that Outlaw doesn’t get reduced. It stays the same. And here’s the catch – even though the affected player can still add both Outlaw and Sheriff cards to that Outlaw, they don’t count until the Hideout is gone. It’s like they’re just waiting in the back, biding their time.

But guess what? The banker gets to have some fun too. When the Hideout is played, the banker adds the appropriate reward to that Outlaw’s poster. It’s like icing on the cake. And there’s a way to remove the Hideout too. You just need a Wyatt Earp card, and boom, all the hidden cards count again.

Oh, and just so you know, you can’t play a second Hideout card if there’s already one on the table. Gotta stick to one at a time, you know? And once a Hideout is removed, that Outlaw better watch out, ’cause another Hideout could be coming right around the corner.

For example: I put Hideout on Curt’s two Belle Starr cards, the corresponding Photo card, and a Stagecoach robbery card. I place Hideout across the Belle Starr cards (including the Sheriff cards) so you can still see the cards: these 9 CP no longer count for you.

As the other players with Belle Starr cards have played less than 8 CP for Belle Starr in total, she is not captured now. And if the hand ended now, you wouldn’t get any reward for her.

Wyatt Earp (7)

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When you’re playing the game, you have a few options when it comes to using the Wyatt Earp card. No matter how you choose to play it, once you’re done, the card goes on the discard stack.

How to play Wyatt Earp Official Rules UltraFoodMess

  1. Grab two cards (without getting shot): You’ll draw the top two cards from the card supply and add them to your hand. You can play these cards during your turn, following the regular rules. Just remember, you can’t play a second Sheriff card on the same turn.
  2. Take one card (without getting shot): You can take the entire discard pile and search through the cards. Choose one card to add to your hand, but be careful not to pick a Wyatt Earp card! Once you’ve picked a card, you can play it this turn according to the normal rules. However, if you happen to choose a Sheriff card, you can play it right away, even if it means playing two Sheriff cards in a single turn. If you decide not to play the card immediately, keep it in your hand without showing it to the other players. But remember, you won’t be able to play a second Sheriff card this turn.

After you successfully shoot, you can remove a Hideout card from one of your Outlaws and put it in the discard pile. This means that the CP (cowboy points) for that Outlaw no longer count for you. The Hideout card can also be played to remove a Hideout, even if it’s not your turn. If someone plays a Hideout card on one of your Outlaws, you can play Wyatt Earp right away to try to remove the Hideout. Here’s how it works:

1. Put the Wyatt Earp card in the discard pile.

2. If your shot is successful, put the Hideout card that was just played in the discard pile.

3. If your shot is unsuccessful, the Hideout stays where it was played.

Now let’s talk about what happens at the end of a hand.

When I discard a card, the player on my left gets to take their turn. This cycle continues until someone discards the last card from their hand, which immediately ends the hand. At that point, everyone else has to place their remaining cards on the discard stack. These cards don’t count toward the final score.

In some rare situations, a hand can end differently:

  1. If another player has no cards left in their hand when I discard a card to end my turn.

When I’m playing the game and there are fewer than two cards left in the card supply, and this is the second time in the hand that this has happened, I have a decision to make. I can choose to draw a card from the discard stack instead and keep the hand going. If I choose to do this, the other players will also have the option to draw from the discard stack and extend the hand even further. It’s a strategy that can prolong the game and keep the excitement going.

But remember, this rule only applies when the card supply has been exhausted for the second time. So it’s not something you can do every time.

Now, let’s talk about scoring. At the end of each hand, we all score our territories. We start with the reward poster and score each poster in clockwise order. For every Outlaw, we count the capture points in all of our territories. This helps us determine the winner and adds an extra layer of strategy to the game.

The CP numbers are those little digits in the top left corner of the Outlaw and Sheriff cards. Don’t bother counting the CP on cards that are hiding under Hideout cards.

If all the players’ territories combined have fewer than 8 CP, then the whole reward (all the reward tokens) stays on the reward poster for that Outlaw. It means the Outlaw isn’t captured, and no one scores points for catching them in this round. Let’s move on to the next Outlaw.

But if there are 8 or more CP in all the players’ territories, we need to check if the player with the most CP for that Outlaw has at least 5 more CP than the player with the second most CP for that Outlaw.

If that’s the case, then the player with the most CP for that Outlaw gets the whole reward. They take all the reward tokens from the reward poster and put them in their own territory. Now, let’s move on to score the next Outlaw.

How to play Wyatt Earp Official Rules UltraFoodMess

Note: When you’re playing, everyone can see how much money you have.

If the person who has the most points for this Outlaw has less than 5 more points than the person with the second most points, the reward is divided among the person with the most points and all those who have 4 or less points fewer than the person with the most points.

The reward is divided like this: The person with the most points for this Outlaw gets $2,000 from the reward poster. Then, the person with the second-most points for this Outlaw gets $1,000, and so on until everyone who is sharing gets their share.

So here’s how it works: me and my pals, we’re all after the same Outlaw, and we want to split the reward money that’s up for grabs. Each of us has a certain number of CP, or “Contribution Points,” for that particular Outlaw. And here’s the thing: the more CP we have, the bigger slice of the pie we get.

Let me give you a couple of examples to make it clearer:

  • Example 1: So let’s say I have 11 CP, my buddy Burt has 6 CP, and our friend Curt has 2 CP. The reward on the poster is $9,000. So guess what? I get the whole enchilada – all $9,000. Not too shabby, huh?
  • Example 2: Now let’s switch things up a bit. Let’s say I have 9 CP, Burt has 5 CP, and Curt has 4 CP. The reward this time is $8,000. Since I have the most CP, I start by taking $2,000. Then Burt gets his turn and takes $1,000. We keep going like that until the money runs out. In the end, I end up with $5,000 and Burt walks away with $3,000. Poor Curt doesn’t get anything this time because he’s got 5 CP fewer than me.

So, as you can see, it’s all about those CP. The more you have, the more you score. And when it comes to dividing up the reward, it’s all about strategizing and making sure you get as much as you can. Now, let’s go catch some Outlaws and get that sweet, sweet cash!

Hey there! Let’s talk about rewards in the game of Outlaws, and how they are scored. It can be a bit tricky to understand at first, but I’ll break it down for you.

First, let’s say that Anna, Burt, and Curt are playing the game. They each have a certain number of reward tokens, which we’ll call CP. So, Anna has 4 CP, Burt also has 4 CP, and Curt has 2 CP.

Now, let’s say there’s a reward of $3,000 up for grabs. Anna and Burt decide to work together and split the reward. Since there’s not enough money for both of them to take $2,000, they each end up with nothing. Poor Anna and Burt! Curt doesn’t get anything either, and the $3,000 stays in the pot for the next round. So, in the end, Anna, Burt, and Curt earn nothing.

On the other hand, let’s imagine a different scenario. This time, the reward is $6,000. Anna and Burt still decide to collaborate and agree to split the money. They each take $2,000. But then, Curt decides to be sneaky and takes $1,000 for himself. Now, there’s only $1,000 left in the pot. Anna and Burt wanted to each take $1,000 more, but there’s not enough for both of them. So, they end up with nothing more, and the remaining $1,000 is kept for the next round. In the end, Anna and Burt earn $2,000 each, while Curt gets $1,000.

That’s pretty much how it works. All the players in the game of Outlaws are scored in this way. It’s important to keep in mind that when a player collects five $1,000 reward tokens, they can exchange them for a single $5,000 token.

If no player has $25,000 or more, we keep playing with another hand. Now, it’s my turn to be the dealer. I mix up all 78 cards really well and give each of us 10 cards, one at a time, face down.

The Game Ends

The game ends when one of us has $25,000 or more after we score a hand. The person with the most money wins!

If two or more people tie, we have a duel to decide the winner. We each draw a card from the deck and flip it over. If someone gets a card without a bullet hole, they’re out of the duel.

The last person standing is the winner. If everyone gets a card without a bullet hole, we draw again.

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