Rules
Cards in deck
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5 types of numbered cards - Coal, Gold, Silver, Lead, Copper numbered 1-12 (60 in total)
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“Re-run” *1, “Quick Draw” *1, “Wild” *5, “Double Draw”*3 (10 in total, read on for details)
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Total cards= 70
Set-up and Start of Play
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Each player has 300 in chips
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Random card to decide dealer- specials are worth 1, 1 is low / 12 high, high deals.
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Play goes clockwise
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Everyone antes 10
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Everyone gets dealt 5 cards face down. The remaining cards stay face down in the pile with the dealer.
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Every player has two phases to their turn. Card Phase and Betting Phase
Card Phase
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First player (to left of dealer) can Trade one card from their hand with the top card in the deck that comes out face up or Stand (no swap). Note a player can't trade in cards in their hand that are face up (i.e., cards they have received in previous turns’ trades).
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The discarded card also stays up for all to see on the side.
Betting Phase
The player, who has just completed his Card Phase, can Bet, Check,or Reach! (for his gun). Once he has done this Betting Phase play goes clockwise and the next player can Call, Raise, Flee or Reach!
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Bet – an amount min 10, max 1\2 of pot. Next player to his left decides to Call (match bet), Flee (discards hand), Raise or Reach! and play goes around the table to each player who has to make a decision how to proceed.
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If a player has no more chips they are all-in, a sub pot is created as per standard all-in rules in poker. Play continues and the all-in player can continue in the card phase until a Showdown happens.
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Check – turn passes to the left, end of player one’s turn. The next player then has a card phase- this betting phase is over.
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Raise – a player whose action to call it is on can also raise the pot- min the bet already made to an amount max ½ the pot. Or he could Reach after satisfying the bet on him.
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Call – the player matches a Bet or Raise. Betting Play goes to the next player.
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Flee – Player doesn't want to play any further (due to a Bet, Raise or Reach! move). They turn up all their cards and play no further part until the next deal.
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Reach! – the player must match and bet whatever is in the pot (double up the pot) and the all other players need to decide, at the same time, whether to Reach! or Flee. Every card in the deck has two arrows facing up and down (length ways) one with a gun in the arrow and the other with a running cowboy (look at the cards on this page). Players place any card in their hand in front of them (which is unseen by the rest of the players), face down. Gun pointing to the middle (Reach!) or running cowboy facing the middle (Flee). Once every player in the hand has a card face down in front of them they are turned over one at a time going clockwise. While the cards are declared in turn the decisions are made at the same time - later players can't touch or change their card after they see others. If a player Reach! they have to match the bet, Flee they are out of the hand and cards are discarded face up for all to see. If we have at least one player who has called the Reach! then we go to a Showdown- details in the next section. If everyone Flees then the player wins the pot,all the cards are returned to the pack, the deal passes and new hands are dealt.
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After all bets are satisfied (everyone has staked the same amount) the turn passes. Player two begins with Card Phase then Betting Phase.
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Play keeps going alternating the Card Phase and the Betting Phase until either all but one player has decided to Flee, or we have a Reach! between two or more players in which case we have a Showdown.
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We also have a Showdown after the dealer has completed their 3rd turn (so every player had 3 turns) and there are still two or more players playing.
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Last player standing in any situation collects the pot.
Showdown
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If two are more players have decided to Reach! we have a showdown.
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We also have a Showdown after the dealer has completed their 3rd turn (so every player had 3 turns) and there are still two or more players playing.
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Each player turns over all of their cards (some might be already up) and discards any special play cards (other than Wild) in exchange for the same number from the deck (if another special non-Wild card is drawn, keep drawing).
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Double draws use the double draw rules below; ie, the player trades two cards if they choose, the double draw and one of their choice (face up or down).
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First to discard is the player who Reached! first or if it’s from the Quick Draw special card whoever’s turn it was at the time, going clockwise.
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Every player in the Showdown will now have 5 cards face up consisting of Wilds or 1-12 of each of the five Types.
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Aim is to have one card of the same Type that has a higher number than one card that the dealer will turn over.
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First the dealer puts the next three cards (from the top of the deck) in the middle face up and each player needs to discard one card from their five which is higher and the same Type.
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Which card is not a choice – it is the lowest value winning card for that player. If there are two or more winning cards in the player’s hand with the same value, the player must play the Type which is lowest in the Dealer’s hand. If this is also the same, the player chooses.
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Wilds are higher than 12’s.
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Any player who does not have a winning card (i.e., in their five none of them are higher or Wild then the dealers three) they are out of the showdown. Either they have fled, are injured (if they have chips left) or dead (no chips left)
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If two or more players are left, then the dealer turns over two cards from the deck and the same rules apply – i.e., each player needs one card (out of the four now on the table) that beats one of the dealer’s cards.
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If both players have a winning card, each discard as above and now just one card is drawn by the dealer. Each player needs to have one card out of three that beats the dealer’s one.
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The above keeps going (one card from dealer and each player discards if they beat it) until one player cannot beat the dealer and thus loses. The remaining player wins the pot.
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If both (or more) players cannot beat the dealer in any of the above situations (i.e., no one in the hand has a winning card) than all shots in the showdown miss and we split the pot evenly between the players.
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If players run out of cards (i.e., they beat the dealer’s hand 5 times in a row) then they also split the pot.
Special Cards
Re-Run – This card is triggered either when a player is dealt the card at the start of the round (and play is on them and they choose to trade the Re-Run card) or a player trades a card and the Re-Run card comes out from the deck. Once triggered, play stops immediately, all cards are given in and we start a new round (from bullet three of Set-up and Start of Play) with everyone still in the hand participating. The pot remains in the middle and everyone antes again.
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In a Showdown situation this card does not trigger. If the player has it, they must trade it for a new card from the deck (see above). The same thing happens if the dealer presents it during a Showdown.
Quick Draw – This card is triggered either when a player is dealt the card at the start of the round (and play is on them and they choose to trade the Quick Draw card) or a player trades a card and the Quick Draw card comes out from the deck. Once triggered play stops immediately and every player still in the round needs to decide whether to Reach! or Flee, exactly the same as if a player decided to Reach!. We could be in a situation where everyone Flees, in which case this has the effect of a Re-Run with the pot remaining in the middle.
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In a Showdown situation this card does not trigger. If the player has it, they must trade it for a new card from the deck (see above). The same thing happens if the dealer presents it during a Showdown.
Double Draw – If traded from the either the player’s hand or it comes from the dealer, the player gets one card face up (i.e., trading the actual Double Draw card) and can trade another from their hand which comes face down – a “secret trade”. If the face down card from the deck is a Quick Draw or Re-Run it does not trigger immediately but the player can play it on their next turn if they wish (the same as if they were dealt it in the first place). If the player does not wish to trade a second card, they are not forced to do so.
Wild – This card can only be used by a player in a Showdown and can be any type which will always beat the dealer card (even a 12). It cannot be used as another special card. This is the only special card active in the Showdown. If the dealer shows this no player can beat it (even if they have another Wild).
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