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In Wyoming Cowboy, each card has significance. Here's a breakdown of the game card-by-card.

King
(Cowboy)
Worth points individually, as a group, as part of a family, or as part of a couple, cowboys can be shot from your hand by other players' guns. (You do not need to have a cowboy to shoot at another player - only a gun). Cowboys can recieve the protection of aces, making it difficult for other players to shoot them (see shooting). The only time a cowboy can bring you negative points rather than positive is when he is still coupled up at the end of a hand, which is a marriage.

Queen
(Harlot)
The Queen can be good or bad. As part of a couple, harem, or family, a queen brings positive points. Alone or as part of a marriage (without children and protection), a queen brings negative points. (Rationale being that dance hall girls make fine company but poor wives.)

Jack
(Orphan)
By themselves, the orphans are harmless. As part of families or orphanages, they bring positive points.

Ten
(10 points)
10's are always worth 10 points when discarded (to the board in front of the discarding player, not to the discard pile). When all four 10's and a .22 (gun) have been played on the board, the hand ends. The player who ends a hand receives positive points. If a player is left holding a 10 because the hand was ended by the distribution of all four aces, the player is guilty of delaying the game and the 10 brings negative points rather than positive.

Nine
(Pass card)
A 9 may be simply discarded without any further action being taken. However, when a 9 is played on the discard pile, the dicarder may call for each player to pass any two cards in any direction (left, right, or across; any card may be passed, including sixes.) When a player uses a 9 to pass, he/she must also discard after receiving his/her two cards, thus reducing the total number of cards in his/her hand by one.

Eight
An 8 can be used as part of a .38 (gun).

Seven
A 7 can be used as part of a .357 (gun).

Six
(Evil)
6's are evil - three 6's especially so (666). They are always negative points and you generally cannot discard them. You can play a 9 to pass 6's away, and you can discard a 6 only in the rare event that every other card in in your had would count as points if the game were to end immediately.

Five
5's are very valuable cards. They can be used as part of the two most powerful guns, the .45 and .357 quick draw. Since they are such valuable cards, if a 5 is discarded, the discarding player may draw two cards, thus increasing the total number of cards in his/her hand by one.

Four
A 4 can be used as part of a .45 (gun) when it is the same suit as the 5 with which it is paired.

Three
A 3 can be used as part of a .38 or .357 (guns).

Two
A 2 can be used as part of a .22 (the weakest gun). A player who is shot at by a .22 can give the shooter a 6 rather than giving up a cowboy or receiving protection (see shooting). When all four 10's and a .22 have been played on the board, the hand ends. The player who ends a hand receives positive points. If a player is left holding a .22 at the end of a hand, the player is guilty of delaying the game and the .22 brings negative points.

Ace
(Badge)
Aces are used in an unusual way. They protect cowboys of the same suit, making them more difficult for other players to shoot (see shooting). The four aces are kept in a separate pile by themselves during the game, and and are only distributed when, due to bad shooting, a cowboy receives an ace as protection (again, see shooting). An ace can be passed with a cowboy, but once a cowboy has become protected, the ace can not be separated from the cowboy unless the cowboy is discarded, at which time the ace goes back to the ace pile and is available for distribution again. When all four aces have been distributed, the hand is over. The player who took the shot which caused the last ace to be distributed gets positive points for ending the game.

 

Last updated Juy 31, 2007 © 2007 WomingCowboy.org