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Tips & Strategies (11)
Tips & Strategies (11)
Add your own Tip, Strategy, or House Rule
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- 01Roll for the Galaxy
- 01Clank! Legacy: Acquisitions Incorporated
- 00Spirit Island: Branch And Claw
- 00Through the Ages: A New Story of Civilization
- 00Twilight Imperium (4th Ed.)
- 00Thunderstone Quest
- 00Tainted Grail: The Fall of Avalon
- 00Nemesis
- 00Arkham Horror: The Card Game
- 00Sword & Sorcery
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If you are the renegade for your first few rounds re-roll almost all your dice that you can going for the gatling symbols. Only keep the range target symbols if you can finish off a character. Use beers for yourself, but be willing to spend a beer, if necessary, on the sheriff.
We have house ruled in our games that instead of dealing out a single character card, a second character card is also dealt. We found that in some circumstances the interaction between the role card and the character card was too limiting. Two character cards are dealt to each player and every player is then given a choice as to which charcter is kept while the other charcter card is discarded.
When playing a 3 player game we observed that the ranged shot of 2 became irrelevant since everyone is considered to be at a distance of one. To make the game more interesting and causing the dice to become more relevant, when a ranged shot of 1 is rolled that indicates that you have shot the player to your right. When a ranged shot of 2 is rolled this indicates that you have shot the player on your left.
In my 25+ plays of this game I’ve tried to bluff just about every way possible just to see how the game pans out. I’ve come to the conclusion that it is almost never a good move to bluff being a deputy (even for the first 1 or 2 rounds). As Outlaws, it’s almost always best to band together quickly and try to get down a deputy with a good ability or the sheriff himself.
While I found that this implementation of Bang is a relatively faithful recreation of the original game Bang, I did find that the Dynamite rule to be rather inconsequential. The rules indicate that when rolling 3 or more dynamite causes the player to lose 1 point of health and allows for resolution of other dice in addition to immediately ending that players turn. Herein lies the problem. If the unlucky player gets at least 3 dynamite, the other non-dynamite dice can still allow for up to 2 shots or 2 beer. Rolling even 1 beer in addition to the dynamite can completely negate the effects of the dynamite itself, this seems very unbalanced.
To correct this situation, we have house ruled that dynamite, in addition to causing the immediate end of that players turn, causes 2 damage and the other dice (not dynamite) are left unresolved and are not used in that turn. Thematically, we have found this to be a better fit and doesn’t allow for the possibility of having the effects of the dice negated.
When playing with 3-Players, there are a few Characters whose special ability has no effect. (EX: Calamity Janet. You can use 1 as 2 and vice-versa.) We just draw another, so no one is stuck with a bummer character.
I believe in the rulebook, it instructs you to announce what job you are once you’ve been defeated. Our house rule states that all jobs are secret until very end. That way, nobody really knows who is who during the game, and it’s a fun little side game even for those no longer playing (watching from the graveyard).
The First Outlaw in turn order should shoot the sheriff as to tip their hand and let every other outlaw know who you are and they are most likely going to follow suit.
We let anyone who wants to be sheriff, do it. The role isn’t secret and some of my people were getting annoyed at never getting to be the sheriff! Also, if no one wants it, just deal as normal and away you go!! The games are short enough that everyone gets a shot (or gets shot, or whatever).
Since the renegade can have a hard time winning after the outlaws are dead, we have a house rule that the renegade has to just kill the sheriff to win once the outlaws are eliminated.
So, the only complaint we have had with this game so far is that you can’t reach everyone with a roll of 1 or 2 (in a game of 5 or more). So, we decided to allow people to add their dice in order to reach someone… i.e. 1 + 2 = 3. Of course, we added the caveat that a 2 had to be involved… no 1 + 1 = 2. However 2 + 2 = 4 would be just fine. You can adjust this as you see necessary.
House Rule: You can add two dice to reach players further away.