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All About Guns
As play progresses, players will accumulate "guns" in their hands (combinations of cards outlined below). On any turn, a player may pull out ONE gun (assuming the player is not taking another action - see How to Play). To pull a gun, the player actually lays down the cards making up the gun (eg - a 3 and an 8) on the board in front of him/her. The total number of cards held in the player's hand will be reduced by the number of cards laid down. On any turn after a gun has been pulled (again, assuming the player is not taking another action) the player may shoot at another player with the gun. If the player has pulled multiple guns across previous turns, each gun may be fired each turn. Yes - you can shoot each gun you have on the table in each turn that you decide to shoot (though you don't have to).

.22 two 2's of any suit Can shoot unprotected cowboys
Can backfire (getting you a 6 instead of a cowboy)
Can end a hand if pulled out after all the 10's have been played
Can cost you a delay of game if you are holding it when a hand ends
.38 a 3 and an 8 of any suit Can shoot unprotected cowboys
.357 a 3, a 5, and a 7 of any suit Can shoot unprotected cowboys
.357 quick draw a 3, a 5, and a 7 in the same suit Can shoot unprotected cowboys
Can shoot the gun out of another players hand (getting the gun for you)
.45 a 4 and a 5 in the same suit Can shoot unprotected cowboys
Can shoot protected cowboys


All About Shooting (If you find this confusing, please watch the example game.)
To shoot an unprotected cowboy (a king without an ace protecting it), the shooter declares which gun he/she will be using and asks another player (the victim) "Can I shoot you?" At this point, one of four things can happen.
  1. Backfire - If the shooter is using a .22 and the victim is holding a 6, the victim can give the shooter the 6 (and the shooter must take it).
  2. Quick draw - If the victim is holding .357 quick draw, he/she may immediately pull it out AND take the gun which the shooter is using. The victim may shoot with both guns on his/her next turn. (Once drawn quickly and laid on the board, it functions like a normal .357; it can shoot at unprotected cowboys but cannot be used as a quick draw again.)
  3. Nothing - If the victim does not have an unprotected cowboy (and the two cases above do not apply) the victim just says "No". In this case, the shooter misses.
  4. Shot is Fired - If, on the other hand, the victim does have an unprotected cowboy (and cases 1 and 2 above do not apply), then the shooter may flip over the top card from the draw pile (laying it on top of the shot pile - a second pile next to the discard pile) to determine whether or not the victim has been hit by the shot. It is the suit of this shot card which determines the accuracy of the shot.
      Shot Misses - If the victim is holding an unprotected cowboy of the SAME suit as the shot, the shot misses, AND (as a reward for the nimble skill displayed in ducking a bullet) the cowboy receives a deputy's badge as protection (an ace of the same suit from the ace pile). Only a .45 can shoot a protected cowboy (see below).
      Shot Hits - If the victim is holding one or more unprotected cowboys, all of which are of DIFFERENT suits than the shot, the shot hits. The victim must hand over an unprotected cowboy to the shooter and may, if he/she desires, immediately draw a card from the draw pile to replace the cowboy. If the victim does not draw to replace the cowboy before the shooter discards and draws, the cowboy may not be replaced and the victim's hand is reduced by one card.
That sounds like a lot can happen if you open fire, I know, but cases 1 and 2 above are fairly uncommon. Typically it is a good thing to shoot - you'll either hit or miss.

To shoot a protected cowboy (a king with an ace protecting it), the shooter must be using a .45. All the above rules apply except that the shot must be the same suit as the protected cowboy in order to hit him. If the victim is holding a protected cowboy that is the same suit as the shot fired by a .45, the shot hits. The victim must hand over the protected cowboy and its ace (badge) to the shooter. The victim may then, if he/she desires, immediately draw one or two cards from the draw pile to replace the cowboy and badge. If the victim does not draw to replace before the shooter discards and draws, the cards may not be replaced and the victim's hand is reduced.

(Think about it for a second and it will all make sense. Any gun has a three in four chance of hitting an unprotected cowboy and a .45 has a one in four chance of hitting a protected king. Thus .45's and protection are both quite valuable.)

The only complication can arise when the victim is holding both protected and unprotected cowboys AND the shooter is using a .45. In this case, it is important to remember that a .45 is assumed to be aiming at protected cowboys. So, for example, if the victim is holding the protected king of hearts as well as the unprotected king of spades ( ) when a heart is turned over as the shot from a .45 ( ), the shooter will hit the king of hearts (the protected cowboy) rather than the (unprotected) king of spades. If the shot had been a club or diamond, the shot would ricochet, missing the protected king but hitting the (unprotected) king of spades (which is why you should never stand around near a gun fight).

 

Last updated Juy 31, 2007 © 2007 WomingCowboy.org