BANG! Old Saloon Game Rules
Contents
- 1 BANG! Old Saloon Game Rules
- 1.1 Game Overview
- 1.2 Character Cards
- 1.3 Action Cards
- 1.4 Equipment Cards
- 1.5 Playing the Game
- 1.6 Winning the Game
- 1.7 Conclusion
- 1.8 Getting Started
- 1.9 How to Play
- 1.10 Module 1 – The Loudmouth and The Coward
- 1.11 Module 2 – The Arrow of the Indian Chief
- 1.12 Module 3 – Special Roles
- 1.12.0.1 “The Bear” – Sheriff
- 1.12.0.2 “The Good” – Deputy
- 1.12.0.3 “The Doc” – Deputy
- 1.12.0.4 “The Judge” – Deputy
- 1.12.0.5 “The Gambler” – Outlaw
- 1.12.0.6 Tequila Joe (7)
- 1.12.0.7 Check out this character, Apache Kid (9):
- 1.12.0.8 And then there’s Bill Noface (9):
- 1.12.0.9 Lastly, let’s meet Elena Fuente (7):
- 1.12.0.10 Vera Custer (7)
- 1.12.0.11 Doc Holyday (8)
- 1.12.0.12 Meet Molly Stark (8)
- 1.13 Module 5 – The Ghost (only with 5 or more players)
BANG! Old Saloon Game Rules
Welcome to the Old West, partner! It’s time to saddle up and experience the thrills of BANG! Old Saloon. This expansion pack adds new characters and equipment to the classic card game BANG! But be warned, things are about to get wild!
Game Overview
In BANG! Old Saloon, each player takes on the role of a Wild West character with unique abilities and goals. The game is played using a combination of cards and dice. The goal is to eliminate your opponents while trying to keep your own character alive.
Character Cards
The character cards represent the different cowboys and cowgirls you can play as. Each character has a special ability that can help you in your quest to be the last one standing. Choose your character wisely, as their ability can greatly influence the course of the game.
Action Cards
Action cards are used to perform various actions during the game. These cards can allow you to shoot at other players, heal yourself, or mess with your opponents’ plans. Each card has a specific effect that can turn the tide of the game in your favor.
Equipment Cards
Equipment cards represent the weapons and items your character can use. These cards can give you an advantage in combat or help you defend against attacks. Use them strategically to outgun your opponents and increase your chances of survival.
Playing the Game
The game is played in turns. On your turn, you can perform various actions such as playing cards, attacking other players, or using your character’s special ability. The goal is to eliminate your opponents by reducing their life points to zero while keeping your own character alive.
Winning the Game
The game ends when there is only one player remaining, or when a specific winning condition is met. The last player standing is declared the winner. So, make sure to strategize, form alliances, and shoot your way to victory!
Conclusion
BANG! Old Saloon is an exciting expansion pack for the classic card game BANG! It adds new characters, action cards, and equipment cards to enhance your gaming experience. So, saddle up, partner, and show everyone who’s the fastest gun in the West!


- 2 Saloon dice
- 8 Character cards
- 9 Special Role cards
- 1 Special “ghost Renegade” Role card
- 1 Ghost card
- 3 New Summary cards
- 7 Ghost tokens
- Indian Chief’s Arrow token
- Life points: Bullet tokens
- Instructions
Getting Started
So you’ve got BANG! The Dice Game, but are you ready to take it up a notch? Well, look no further than the Old Saloon expansion! It’s got five awesome “modules” that can be added to the base game for maximum fun!
How to Play
Now, I know you already know how to play BANG! The Dice Game, but I’ve got some exciting news for you – the Old Saloon expansion comes with a few changes! Here’s what you need to know:
Module 1 – The Loudmouth and The Coward
Hey there! Let’s talk about the exciting new additions to “Bang!” called the Saloon dice. They bring a whole new level of fun to the game. So, here’s the deal:
You’ll find two new Saloon dice in the middle of the table: the Loudmouth
and the Coward
. Now, before you start your turn, you have a choice. You can either roll one of these dice (not both) instead of rolling one of the dice from the base game (“base dice”). Just keep in mind, you’ll still be rolling a total of five dice.
Give it some thought though, rolling a Saloon die is completely optional. But once you decide, you have to use that die for your entire turn. The good news is, you can choose different dice for each turn, adding even more variety to the game.
Now, the Saloon dice come with some exciting new symbols. Get ready to explore the possibilities and add some surprises to your gameplay!

Hey there! Let’s talk about a cool move you can make in this game. It’s called “Return Arrow.” You have the power to take one arrow from anyone, even yourself, and put it back in the central pile. Pretty neat, huh?
This move comes in handy right after an Indian arrow result. You can use it to your advantage and get an extra chance by rolling the die again. So it’s like having a do-over!

When I roll the die and see a broken arrow, I lose a life point right away. This happens before anything else. But here’s the cool part – I have the chance to re-roll the die, just like when I roll an Indian arrow. Super neat, right?

When you use double symbols, they have the same effect as using two single symbols at once.
Each result can be used independently. For example, you can use the double Beer symbol to let two different players each regain one life point.
But remember, you can only activate the Gatling Gun once per turn.
When you use these dice, the order of resolution for the results is different:
- Indian arrow
- Broken arrow
- Bullet
- Dynamite
- A. Bull’s Eye “1” and double Bull’s Eye “1”
B. Bull’s Eye “2” and double Bull’s Eye “2” - Beer and double Beer
- Gatling and double Gatling
You can see this information on the new Summary cards.
Module 2 – The Arrow of the Indian Chief

When the game begins, go ahead and include the Indian Chief’s Arrow token with the other arrow tokens. This special token, the Indian Chief’s Arrow, is worth twice as much as a regular arrow.

When you have to choose an arrow, instead of picking a regular one, you can opt for the Indian Chief’s Arrow. Even though it’s worth two regular arrows, choosing it will only count as one arrow taken!
During an Indian attack, if you have the Indian Chief’s Arrow and you have the most arrows among all players (without any ties), then you won’t lose any life points, unlike the usual one life point. However, if you don’t satisfy both conditions, the Indian Chief’s Arrow will make you lose two life points.
For example: Let’s say Martin rolls the dice and takes the last arrow token from the pile. The Indians attack! Each player counts their arrows: Martin has 2, Barbara has 4 (including the Indian Chief’s Arrow, which counts as 2 arrows).
In our game, we each start off with some arrows. William has 1, and Jack has 3. But Barbara has the most arrows out of all of us, including the Indian Chief’s Arrow. She decides to get rid of all her arrows and doesn’t lose any life points!
Module 3 – Special Roles
In addition to the regular roles in the base game, there are special roles that add an extra layer of excitement. These special roles are randomly chosen based on the number of players, with the same distribution as the regular roles.
If you want to increase the suspense even more, you can mix the regular and special roles together. This way, when you randomly select role cards, you won’t know which and how many special roles are in play!
Each player can only use their role’s power once during the game. When the time comes, reveal your role card (except for the Sheriff, whose role is already face up at the beginning), and follow the instructions on the card.
Once you reveal your role card, everyone will know which role you have!
“The Bear” – Sheriff
“The Good” – Deputy
“The Doc” – Deputy
“The Judge” – Deputy
“The Gambler” – Outlaw
Hey there, let me introduce you to the characters in our story: “The Bear” – Sheriff, “The Good” – Deputy, “The Doc” – Deputy, “The Judge” – Deputy, and “The Gambler” – Outlaw. These are the key players who will take you on a wild ride.
Imagine stepping into a world of intrigue, where the powerful forces of good and evil collide. Now, I’ll take you through an incredible journey, bringing these unique characters to life.
First, we have “The Bear” – Sheriff. This legendary figure towers over the others, possessing unmatched strength and courage. With his commanding presence, he instills fear in the hearts of wrongdoers. The Sheriff represents justice, a beacon of hope in a world filled with chaos.
Next, we meet “The Good” – Deputy. This quick-witted and agile deputy is an integral part of the team. With a heart filled with compassion and unwavering dedication to the law, “The Good” Deputy is always by the Sheriff’s side, ready to lend a helping hand.
Then, there’s “The Doc” – Deputy. This brilliant individual possesses an incredible intellect and a vast knowledge of medicine. “The Doc” uses their skills to heal and assist those in need, ensuring justice is served not only through the law but also through compassion.
“The Judge” – Deputy is a formidable force on the side of law and order. With a deep understanding of the legal system, they serve as the voice of reason and fairness. Through their wisdom and analytical mind, “The Judge” ensures that justice prevails in the face of adversity.
Finally, we have “The Gambler” – Outlaw. This mysterious and cunning character is always one step ahead of the rest. With their sly tactics and undeniable charm, “The Gambler” challenges authority and thrives in the shadows. They serve as a constant reminder that not everything is as it seems, keeping everyone on their toes.
Together, these characters create a compelling narrative, filled with twists and turns. Each one brings a unique perspective to the world they inhabit, grappling with their own internal conflicts while keeping the peace. As the story unfolds, you’ll find yourself captivated by their strength, resilience, and humanity.
So, buckle up and get ready to embark on an unforgettable adventure with “The Bear” – Sheriff, “The Good” – Deputy, “The Doc” – Deputy, “The Judge” – Deputy, and “The Gambler” – Outlaw. They are waiting to take you on a rollercoaster ride through a world where justice and chaos collide. Get ready for an experience like no other!

When another player finishes rolling their dice, this card comes into play. They are then forced to roll their dice again and must accept the new results. As for me, I have to ignore my previous roll and re-roll any results I had.

I’ve got a card to show you when someone’s about to gain life points. Guess what? They don’t get to have those life points anymore! If those points came from a lucky roll, there’s no second chance or passing them off to someone else!
Let me introduce you to a couple of characters – “The Ugly” and “The right hand of the Devil” – both of them are Renegades. Oh, and we mustn’t forget “The left hand of the Devil” – also a Renegade. These guys are all part of Module 4, which brings a whole posse of new characters into the game.
To mix things up a bit, make sure to shuffle the new characters with the original ones. Just a heads up, though – some of these new characters only work if you’re using the other modules. So, if you’re not using those modules, don’t include those characters.
And lastly, we’ve got Jose Delgado, a character you can add to your game. Check out his picture! Pretty cool, right? He’s got a number 7 on him, by the way.

Hey there! Let me tell you about an awesome dice game called “Tequila Joe” and how the Loudmouth die can take your gameplay to the next level.
In this game, you get to roll some dice. And guess what? You can use the Loudmouth die without having to replace one of your base dice! So cool, right? Just roll six dice in total if you decide to use the Loudmouth die.
Now, if you prefer to use the Coward die instead, you can still have a great time. But keep in mind that you’ll only roll five dice in total – one less than if you use the Loudmouth die.
But here’s the catch – you can’t use the Loudmouth and Coward dice together. It’s one or the other. Gotta choose wisely!
So, if you’re ready to have some fun and spice up your gameplay, consider giving the Loudmouth die a go. It’s a game changer!
Tequila Joe (7)

Hey, did you know that you can use the Coward die in the game without replacing a base die? Pretty cool, right? When you use the Coward die, you roll a total of six dice. But if you prefer the Loudmouth die, you only roll five dice. Just remember, you can’t use both the Loudmouth and the Coward dice at the same time. Gotta choose one or the other.
Check out this character, Apache Kid (9):
If you roll
, you have the option to take the Indian Chief’s Arrow from another player. It could come in handy!

And then there’s Bill Noface (9):
Here’s a rule specific to this character: when you apply the results of
, you only do so after your final roll. But wait! Your final roll doesn’t always have to be the third one. You can stop earlier if you want, just like everyone else. 
Lastly, let’s meet Elena Fuente (7):
Hey there! Let me explain how this cool game works. It’s called “Bang!” and it’s all about being a Wild West gunslinger. Ready? Let’s dive in! 
Vera Custer (7)
So here’s the deal. Each time you roll one or more
, you have the chance to give one of those arrows to a player you like. Cool, right? 
Whenever you have to lose life points because of
or
, you will lose 1 less life point. So, if someone shoots you with just one
, you won’t lose any life points. Keep in mind that
is equivalent to two
. 
Doc Holyday (8)
If you use three or more
and/or
, you gain 2 life points. Keep in mind that
counts as two
. 
Meet Molly Stark (8)
Module 5 – The Ghost (only with 5 or more players)
If you’re the first player to be eliminated (unless you’re the Sheriff), you become a Ghost.
Hey there, as a Ghost, I’ll keep my role face up right in front of me. And guess what? I still have a chance to win if my team does! Now, if you happened to be a Renegade, you’ll get a cool “Ghost Renegade” role card. Just keep it in front of you, making sure the right side is showing. And team up with the other players like this:
| 5 | Outlaw |
| 6 | Deputy |
| 7 | Outlaw |
| 8 | Deputy |
Don’t forget to grab the Ghost card and place it over your character. This means your character won’t have any special abilities, and you can’t use the cool ability of your special role card either. Oh, and by the way, you’ll need seven Ghost tokens too.
When it’s my turn, I only get to roll two dice. I can’t choose to roll any special dice. After I roll, I can choose to roll again two more times. Then, I have to pick one of the two dice results, and give it to another player by handing them the matching token.

Have you ever played a board game with dice? It’s a lot of fun, and something interesting happens when both dice show the same number. Let me explain how it works!
When both dice show the same result, we say that there is a special effect, and it gets even better. Not only do you get the usual token, but you also get an extra one! It’s like a bonus. But here’s the catch – if the dice don’t match, you can’t assign multiple results.
So, next time you play a game with dice, keep an eye out for this special rule. It can make things even more exciting!

When it’s my turn again, I have to do something interesting. I get this cool token that tells me which side of my dice I have to match. If I have more than one dice, then I have to match two of them. It’s like a little game within the game!

Hey there! When you play this game, you’ll notice that one of the dice has a little twist. Unlike the others, it doesn’t get rolled in the very beginning. So, when you’re starting out, you only get to roll four dice, and if you have a token, then it’s just three dice for you!
But here’s the interesting part: even though you don’t roll that one special die in the beginning, its result still affects the overall evaluation. So, it’s kind of like you rolled it, even if you didn’t.

If you want to use a Saloon die in the game, you have to trade it with one of your other dice. On your second roll and onwards, you can reroll the die affected by the Ghost token, unless it’s a result that can’t be rerolled.
After the other player’s turn, the tokens go back to the Ghost.
When counting places to apply the results of the dice, don’t include the Ghost.
Example: Hey there! My name is Jack, and I’m playing a super cool game called Ghost Renegade. In this game, there are 7 players, and I’m playing as an Outlaw. So, I roll 2 dice, and guess what? I get a
and a super lucky
! But, I’m feeling adventurous, so I decide to roll them again. This time, I get a
and a
. Woohoo! I keep the
and decide to roll the
once more. And guess what? I get another awesome number! Wow, this game is so much fun!
So, check this out. I get to do something pretty cool when I’m playing a game called Bang! Old Saloon Expansion. You know the Sheriff, Barbara? Well, I get to hand her these awesome arrow tokens:
and
.
Now, here’s where it gets interesting. On her next turn, Barbara has to change 2 of her regular dice to special dice with the [email protected] symbol on them. Then, she only gets to roll 3 dice instead of the usual amount. But here’s the cool part – after she takes some arrow tokens from her first roll, she can re-roll those dice just like normal.