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High Noon Heist

High Noon Heist Rulebook

Table of Contents

Table of Contents

  • Overview
  • Card Breakdown
  • Setup
  • Playing the Game
  • Example Heist
  • Game End Scoring
  • Heist Effects Explained

Overview

In High Noon Heist, one player takes on the role of the Law, the other the Outlaws. The aim of both players is to secure the most loot across 15 different heists.

Components: 16 Outlaw/Law Cards, 15 Heist Cards, 2 References, 20 Loot Cards, 2 Locations.

Card Breakdown

Players use different sets of character cards based on their role. Abilities of your rival's cards can be found on your reference cards.

The card breakdown labels a character card's Strength (0-7), Rank (0-3) and Ability.

Players compete over Heist Cards for loot. The back of these cards shows their value for easy counting at the end of the game.

The card breakdown labels a Heist Card's Name, Effect, Value (1-3) and Setup Order.

Setup

Once players have chosen a side, they take their character cards to form their hand.

Stack the Heist Cards face down, with the ones marked with one slash first, the ones marked with two slashes next, and the ones marked with three slashes on top, with the order of each set randomised. Then flip the whole deck face up.

Give each player 2 Loot Cards to form their score pile, put the rest in a pile between them. Place the remaining cards as below.

(Setup diagram: labelled Law Player, Outlaw Player, Score Pile, Heist Deck and "x2" for the two Score Piles.)

Playing the Game

Players compete over each card in the heist deck in turn, following these steps:

  1. Choose Characters: Players place a character card from their hand face down on their side of the heist deck. Once chosen, they both flip their character card face up at the same time.

  2. Resolve Heist Effect: The heist's unique effect is fully resolved first. These are all explained at the end of the rulebook.

  3. Resolve Character Abilities: The ability of the lower strength card is fully resolved first, followed by the higher strength card. Resolve the Outlaw first if strength is tied.

Characters may be moved to the Jail or Doctor's Office by heist effects or character abilities. If a character is moved to one of these locations, its ability does not resolve.

Character abilities and heist effects may both reward players with Loot Cards, shown by a coin symbol on the character/heist card. Players take these from the supply pile.

  1. Determine the Heist Winner: The player who played the highest strength card wins the heist. They take the Heist Card, flip it over and add it to their score pile. If both player's characters have the same strength, discard the Heist Card instead.

If a character has been placed into the Jail or Doctor's Office, it cannot win the heist, even if it is the higher strength card (see example heist).

No Show Card: This card is used to return previously played cards to your hand. It is resolved just like any other character card. The 'No Show' card is not affected by heist effects or character abilities, so cannot be placed into the Jail or Doctor's Office.

  1. Clean Up: Move character cards that are still at the heist adjacent to the Hideout/Saloon card for the Outlaws/Law side respectively. This is shown in the image to the right.

Place characters so that both players can easily see what has been played on previous heists.

  1. New Heist: Repeat steps 1-6 for each remaining Heist Card in the deck, then move on to end game scoring.

Example Heist

Sam is playing as the Outlaws, Amy as the Law and they have just revealed their cards on the 'Train Station' Heist Card, part-way through the game.

  1. The effect of the 'Train Station' heist resolves first, so Sam takes a Loot Card for playing a character with a rank of two red stars.

  2. The Law's 'Bounty Hunter' resolves, moving the 'Brawler' over to the Jail and rewarding Amy with a Loot Card. The ability of the Outlaw's 'Brawler' does not resolve as it has been placed in Jail.

  3. Only Amy's card remains at the heist, so she wins it, adds it into her score pile and moves the 'Bounty Hunter' to the Saloon.

Game End Scoring

Players add up the number of loot sacks on all the Loot Cards and Heist Cards in their score pile. The player with the highest total loot is the winner! If tied, play again!

Heist Effects Explained

Bank: After the heist, the winner moves their card to the Jail/Doctor's Office.

Brawl: Characters abilities are ignored at this heist, and do not resolve.

Casino: After selecting characters but before revealing, the player stated on the heist may guess their rival's card. If the guess is correct, they take a Loot Card, otherwise their rival takes a Loot Card.

Chapel: 3 rank Outlaw characters may not be played to the Chapel.

Canyons: 3 rank Law characters may not be played to the Canyons.

Fort/Outpost: If a Law card of the exact rank shown on the heist is played, the Law player takes a Loot Card.

Hotel/Train St.: If an Outlaw card of the exact rank shown on the heist is played, the Outlaw player takes a Loot Card.

Jailbreak/Surgery Escape: If the player stated on the heist plays their 'No Show' card, they may return one card from the Jail/Doctor's Office to their hand.

Poker Den: Before players choose cards, the player stated on the Heist Card must name the character they intend to play, but they may lie. After revealing their character, if they told the truth, they take a Loot Card.

Shootout: After the heist, the loser moves their card (except 'No Show' cards) to the Jail/Doctor's Office, if it hasn't been placed there already.