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Example Game
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In Wyoming Cowboy, players take actions and collect combinations of cards which have various positive and negative point values. The object of the game is to be the first player to accumulate 500 points. Normal playing cards are used and there are no partners. (Cowboys, of course, ride the range on their own; it's a solitary life.) The length of games, length of hands, number of hands in a game, number of points in a hand, and number of cards in a hand will all vary dramatically as players attempt to reach the 500 mark.

As you read the rules and get to know the game, bear in mind that the guys who invented it were pretending to be cowboys. Keep that old-time cowboy's chauvinistic, guy mentality in place and most of the rules will make sense to you. Marriages are bad; harems and shacking up are good. Of course, in the long run every desperado must come to his senses, so full families and orphanages can also be good. Stay clear of the evil 666, and shoot anything that moves (or looks like it might). More guns and bigger guns are almost always a good thing. You get points for taking charge of destiny (ending the hand) and lose points for holding up the show.

Also, since this game has evolved via word of mouth, there are some notable variations in the rules from place to place. Old players, feel free to play by the rules you know. New players, the rules presented here are a compilation of the best of all the rules I've heard and played by. Use them until you're familiar enough with the game to make an informed decision about changing them.

To get a feel for how the game works, read through the rules and FAQ and/or watch our example game.

 

Last updated Juy 31, 2007 © 2007 WomingCowboy.org