Contents
Flick ’em Up! Game Rules


- You’ll find 5 outlaws dressed in black.
- There are also 5 lawmen, dressed as natural wood cowboys.
- There are 2 neutral figures that can belong to either side of the law.
- Look for 10 hats, numbered from 1 to 5.
- In addition, there are hats without numbers.
- You’ll find 10 Cowboy tiles in the mix.
- There’s a natural wood-colored box for the lawmen.
- And a black box to represent the outlaws.
- There are 6 Buildings to set the scene.
- Plus, there are 72 Tokens to keep track of everything.
- And 37 Other pieces to make the game complete.
The Beginning (Set Up)
Before we dive into the game, we need to get a few things in order:
- Choose where we’ll play.
- Decide on the scenario.
- Select the teams.
You can set up the action on almost any flat surface. It can be a table, the floor, or wherever works for you. Just make sure it’s big enough for the pieces to smoothly slide around. Also, it should be easily accessible from all angles and have enough room to fit all the necessary pieces.
I’ve got ten exciting scenarios lined up for you – each one will take you on a wild adventure in a brand new Wild West town.
Don’t worry about the details – I’ve written out all the rules for each scenario so you can dive right in and start having fun.
The Teams
Now, before we get started, let’s talk about the teams. Flick ’em Up! is a game that can be played by 2 to 10 players. We’ll divide you all into two teams – the lawmen and the outlaws. If we have an odd number of players, don’t fret, one team will just have an extra player.
Let’s take a 5-player game for example – one team would have 3 players, and the other team would have 2 players.
Each team has their own box – you can choose either the black or the natural one. Inside the box, you’ll find 5 spaces, each numbered. These numbers match up with the hats worn by your team’s cowboys.
Hey there, partner! Let me break it down for you. Every cowboy comes packing a pistol as their trusty sidearm. You can see it right there in their inventory – a slot where it’s stored. And check this out – each cowboy also has a spot to keep track of their health points. These are like little tokens that show how much damage they can take before biting the dust.
Now, let’s take a gander at those two extra slots. These are mighty useful, I tell ya! You can use them to hold special tokens or markers of some kind. They’re like a cowboy’s secret weapon – hidden away until just the right moment. You can set up these boxes right outside of town, nice and close to the play area.
So, remember, partner, that each cowboy has their pistol, space for hit points, and room for a couple of extra tokens. It’s all part of the game, and it’s important to keep track of these things to make sure everyone’s on a level playing field. Happy trails!
So, you’ve made your choices! You’ve picked a playing surface, a scenario, and your teams. Now, it’s time to dive into the action!
Time to Play!

When you play the game, you go through several rounds, with each round representing an hour on the clock at the Town Hall. A round ends when all the cowboys from both teams have played.
The scenario tells you the starting time on the clock, which side of the cowboys’ hats should be up, and which team goes first. A cowboy is considered available when the color of their hat matches the color of the current round on the clock.
Once a cowboy has played, their hat is flipped over. They are no longer available for the rest of the current round. When all the cowboys are unavailable, the clock moves to the next hour, and a new round begins.
Example: The game starts when the clock on the Town Hall reads 6:00. During this red hour, all the hats are placed with the red side facing up. In this round, every cowboy gets to play. Once a cowboy has taken their turn, their hat is turned over to reveal the blue side. When all the hats are blue, the clock moves forward to 7:00, signaling the start of a blue hour. In the next round, only the cowboys with blue hats get to play.
Whose Turn is It?

Before we start, we need to decide who goes first and who goes second for each team. Once everyone on a team has taken their turn, we start again with the first player on that team.
The scenario starts with the cowboy who has the initiative token (which is chosen for that scenario). The first player on that cowboy’s team has to play with this cowboy. Then, the first player on the other team gets to pick one of their available cowboys to play with. We keep taking turns, going back and forth between teams, until all the available cowboys have played.
Every new round starts with playing the cowboy who has the initiative token. The next player in line on that cowboy’s team will go first in the new round.
When I’m playing the game, I have to remember that the initiative token can change hands from one cowboy to another. This means that my team could end up taking two turns in a row, which can be pretty cool!
If we have an odd number of players, the teams still take turns like in a game with even players. It’s just that the turns alternate between the teams.
So, let’s say it’s Team 1’s turn first. They take their turn, and then it’s Team 2’s turn. After that, it’s back to Team 1, and so on. Each team follows their own turn order, starting with the first player.
Playing a Cowboy
When I decide to play a cowboy, I get to do two actions with it. I have a few options to choose from:
- I can move my cowboy.
- I can shoot with my cowboy.
- I can take, leave or exchange something, but I have to be inside a building to do that.
When I play, I can choose to do two actions in any order I want. I can even choose to do the same action twice, or I can decide to do only one action or none at all. But no matter what I choose to do, once I finish my turn, I have to flip the cowboy’s hat that I played.
What is the Flick?
Most of my actions in this game will involve flicking. Flicking is how I can move and shoot.
A flick in this game is done by using my finger, without using my thumb. It’s like a weak flick, but it gives me more control.

Time to Get Moving!
When I’m playing a game, I move my cowboys for a bunch of different reasons. Maybe I want to get a better position or I want to go inside a building. If I decide to move one of my cowboys, I need to swap them out with the movement disc. Then, I can flick the movement disc in the direction I want to go!
But here’s the thing: when I’m moving, there are a couple of different outcomes. If the movement disc doesn’t touch anything, like another object or a building support block, then my move is a success. I can put my cowboy in the exact spot where the movement disc was. And get this—I can even choose which way my cowboy is facing!
On the other hand, if the movement disc goes off the table or bumps into something, like an object or a building support block, my move isn’t successful. I’ll have to try again.
- When the movement disc leaves the play area or touches something, the move doesn’t count.
- Oops, I didn’t make it! My movement failed and I lost my action.
- Now, I have to go back to where I started my move and face whichever way I want. If I still have some actions left, I can try to move again.
- Oh, and don’t forget, any objects or buildings that were moved by my failed move, need to go back to where they were before I tried to do anything.
Entering a Building
If I want to go inside a building, I need to choose the move action and try to flick the movement disc between the two support blocks of the building. It’s okay if I touch the inside section of a support block with the movement disc.

When I’m a cowboy, I can enter a building by getting any part of the movement disc past the line that marks the building’s door. Take a look at the picture to see what I mean.
Once I’ve successfully entered a building, I can place my cowboy on one of the two support blocks in the building.
Now, how do I get out of the building? Well, I choose a move action and place the movement disc behind the building. Then, I try to flick the disc through the support blocks. If the whole disc passes the line that marks the building’s door, I’ve successfully exited the building! You can see it in the illustration.
Just a quick note, I’m allowed to touch a support block with the movement disc when exiting, but all the other movement rules still apply. That means I can’t touch any other objects or figures.
Hey, listen up! I’ve got an important tip for you: If something is blocking the entrance to a building, you can move it out of the way so you can get inside.
Cowboy Showdown
So, picture this: there are these cowboys, and they each have a gun. And you know what they do with those guns? They shoot at each other! They’re trying to make the other cowboys lose hit points.
When a player chooses to take the Shoot action, they put a bullet (which is like a little gray disc) either to the left or right of their cowboy. Simple, right? The bullet is one space away from the cowboy.
And then comes the exciting part – they fire the bullet by flicking it at one of the other team’s cowboys. It’s all about aiming and skill, just like they describe on page 5.

Have you ever wondered what happens when a cowboy gets shot in a Wild West duel? Let me break it down for you:
First, let’s consider what happens when a bullet is fired:
- If the bullet misses and the cowboy doesn’t fall over, it simply grazes him without doing any harm. We call this a miss.
- If a bullet hits two or more cowboys at the same time, only the first one is considered hit. The others are immediately stood back up.
- Now, if a cowboy is inside a building, he can only be hit during a duel (I’ll talk about Scenarios later).
So, what happens when a cowboy is hit by a bullet? Here’s the scoop:
- The cowboy gets injured and loses a hit point. We keep track of his hit points in his team’s box.
- When a cowboy is hit, he falls down and remains fallen until the next time he is played. But don’t worry, he’ll stand back up then.
- One more thing: a fallen cowboy cannot be hit again until he’s standing. Once he’s back on his feet, he’s fair game for another bullet (or maybe some dynamite!).
If my hat falls off while I’m being a cowboy, I just need to replace it with a hat that’s the same color. It’s important to keep things consistent, even in the Wild West! Oh, and here’s a fun fact: if I accidentally hit one of my teammates, it’s considered bad luck. Yikes!
Now, let’s say I lose all my hit points and I’m out of the game. Here’s what happens:
– My cowboy figure and the tile I was standing on go back in the game box. They’re placed in my team’s box.
– Any objects I was carrying get put on the support blocks of the Undertaker’s building.
– My hat goes back in the box, too. But it’s placed on the space that represents me, with the same color facing up. My hat still matters, even if I’m not playing!
– Oh, and if I had the initiative token, it goes to the cowboy who shot the bullet.
In the wild, wild west, losing a cowboy isn’t the end of the world. There are rules to follow, so everyone knows what to do. It’s all about keeping the game fair and fun for everyone!
Using 2 Pistols to Shoot
Note: To make sure that each team has an equal number of turns in every round, the hats of dead cowboys will still be used. When a cowboy loses their last hit point, their hat will go into their inventory without changing its color.
This cowboy will still be played by their team in each round, even though they are dead. A dead cowboy cannot take any actions and only serves to pass a turn. After doing so, flip the cowboy’s hat to the opposite side.
If the bullet doesn’t hit its target:
- The action is lost.
- Any game elements that were moved by the bullet or by other game elements will remain in their new positions.
Firing 2 Pistols
If I’m a cowboy and I have at least 2 pistols, I can shoot 2 bullets with one move. Here’s how it works: I place a bullet on each side of me and flick them one after the other at the targets I want to hit.
But if I have 3 pistols, I can’t shoot 3 times. I still only get to shoot 2 bullets like before.
Shooting from inside a building
Even when I’m inside a building, I can still shoot! Here’s how it’s done: I place the bullet behind the building and aim it at the door, between the two support blocks.
All the same rules for shooting apply, just like I described earlier.
Take / Drop Off / Exchange
When I’m inside a building, I can use one of my actions to take or drop off a token. It could be a weapon, dynamite, document, or anything else. If I take a token, I put it in my inventory.
Hey there! So, here’s the deal with tokens in this cowboy game. When a cowboy has a token, they stick it on the support block of the building they’re in and take it out of their own stash. Keep in mind that different scenarios might have special rules for certain tokens.
Now, each cowboy can only hold up to two tokens. If they try to grab a third one, they have to swap it with one of the tokens they’re already holding, so they end up with just two. This swap only takes one action, so no biggie.
If a cowboy wants to grab a token that’s face down, they randomly choose one from the pile and flip it over. They can then decide whether to keep it or leave it where it is, face-up.
Remember, no matter what they choose, taking that action costs them. So they better make it count!
The Game’s Over
The game comes to an end when either one of the scenario’s win conditions is met or both.
The clock on the town hall is a remarkable sight. Standing tall, it strikes 12:00 with a resounding chime, marking either midnight or high noon. It’s a moment that captures my attention, leaving me in awe of its significance.
As I stand here, watching the clock hands move with precision, I can’t help but reflect on the passing of time and how it affects our lives. Time is a mysterious force, constantly ticking away, shaping our days and nights. It’s a constant reminder of the fleeting nature of our existence.
When I hear the clock strike 12:00, I am reminded of the duality of time. Midnight and high noon represent two opposite points in the day – one marks the beginning of a new day, while the other signifies the height of the sun’s power. These two moments hold different meanings for different people.
If you’re a night owl like me, the clock striking midnight is a call to embrace the quiet stillness of the night. It’s a time for reflection and introspection, when the world around me is at its most peaceful. The clock reminds me to take a moment to appreciate the beauty of the darkness.
On the other hand, if you’re an early bird, the clock striking high noon is a signal to bask in the warmth of the sun and seize the day. It’s a time for action and achievement, when the world around you is bustling with energy. The clock reminds you to make the most of the daylight hours.
Regardless of whether you’re a night owl or an early bird, the sight of the clock striking 12:00 is a poignant reminder of the passage of time. It serves as a gentle nudge to reflect on how you’re spending your days and to appreciate the beauty and possibilities that each moment holds.
So, the next time you hear the town hall clock strike 12:00, take a moment to pause and consider the meaning behind the chimes. Let it inspire you to embrace the present moment and make every second count.