Finger Guns at High NoonBeginning of the GameEvery player starts with 20 health.
1. Discussion PhaseAt the beginning of each round, players can discuss what they plan to do that round, though players are not required to be truthful.
During this phase, any player can declare to become the Sheriff of the round by saying
I am the Sheriff now, or something similar.
(The intention to become the Sheriff must be clear. Saying
Guess who's the new Sheriff guys does not count as a clear declaration.
However, specifically saying
There's a new Sheriff in town counts.)
When a player declares to be the Sheriff of the round, all discussions must stop and players must send an action to the host (if they haven't done it already).
2. Action PhasePlayers are given ~36 hours to choose one of the actions from the list below. If all players chose an action, the action phase ends earlier.
Actions can be sent to the host during the discussion phase. If no valid action is chosen by a player, it counts as NO ACTION.
Ghosts can also choose actions, but only SALOON, SHOT, and LASSO. Ghosts cannot gain health or allies, but they can prevent others from getting them.
(Ghosts are explained in
3. Gun Phase.)
3. Gun PhaseWhen the action phase is over, the actions are resolved in the order of their appearance in the above list (Posse first, Power Shot last).
When a player loses all health, he becomes a ghost. Becoming a ghost cancels the player's further actions for that round.
After the gun phase is over, the round ends and a new round starts.
End of the GameThe game can end in two ways:
- If only 1 or 2 survivors remain, they both win.
- If everyone dies, the players who turned into ghosts during the last round lose, all other ghosts win.
Signing UpPlayers can sign up in this topic.
The players above and below you in the signup list are your neighbors. (Ghosts do not count when checking who are neighbors.)
To sign up, you have no time left.In some cases, it matters who your neighbors are (for example, DYNAMITE).
- Linkcat
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