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O.K. Corral

O.K. Corral Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Playing the Game
    • Cowboy Attitude
  • Action Cards
    • Card Values
    • Card Actions
  • End of the Game
  • Character Cards

Components

  • 6 Character cards
  • 47 Action cards: Cavalry, Hold-up, Saloon, Duel, Double Shoot, Wanted, Nugget, Settling a Score (Règlement de compte) and Poker
  • 1 Loot card (Magot)
  • 1 Nugget card (Pépite)

Setup

  • Each player is dealt one Character card at random and places it face up in front of them. Unused Character cards, and the Action cards of the same colour (Wanted, Duel and Settling a Score), are removed from the game.
  • Place the Loot card and the Nugget card in the centre of the table, where everyone can reach them.
  • Shuffle the Action cards and deal all of them out to the players (some players may end up with more cards than others). Each player keeps their cards as a face-down draw pile in front of them.
  • The most wanted desperado is chosen as the first player.

Playing the Game

The first player reveals the top card of their draw pile. Each player concerned must carry out the card's action as quickly as possible.

Depending on the card (positive or negative), the fastest player or the slowest player takes the card and places it face up beside them. The card values are shown by the revolver icons described under Action Cards below. The next player then reveals a card, and turns pass clockwise.

Cowboy Attitude

  • All cowboys rest one hand on the table beside their draw pile. On their turn, they turn over their Action card with that hand. The other hand is placed on the hip, ready to draw and shoot.
  • To shoot, players mime a revolver with their hand and shout "BANG!!!".
  • To hit the Nugget card or the Loot card, both hands may be used without distinction.
  • In case of dispute during the game, all players give their opinion and the majority prevails. If uncertainty still remains as to which player should take the Action card, that card is removed from the game.

Action Cards

Each card names a specific action to carry out, and has a value that may be positive or negative. Throughout the game, players take Action cards according to their speed, and their values count toward the final score.

Card Values

Each Action card shows a revolver cylinder icon with a number of chambers loaded:

  • 0 loaded chambers: value 0
  • 2 loaded chambers: value 2
  • 5 loaded chambers: value n-1
  • 6 loaded chambers: value n

The value icon is printed beside a player figure. In this rulebook, n is read as the number of players, as the printed legend pairs each value with a player figure.

Card Actions

Cavalry, attention! All players must stand up and give the military salute (one open hand against the temple and the other slapping the side of the thigh). The slowest player takes the card.

Saloon, a round on the house! All players must mime lifting a glass of whisky (raising the elbow) and set it back down by striking the table. The slowest player takes the card.

Double Shoot, fire at will! All players turn their Character card to its reverse side. They then mime a revolver in each hand, arms spread out (or crossed, as they prefer), and shoot at their left-hand and right-hand neighbours, shouting "BANG!! BANG!!" (one shot for each revolver). The fastest player takes the card.

Hold-up, alarm!!! The bank has just been attacked! All players must hit the Loot card in the centre of the table. Hands pile up on top of one another. The last player to have hit takes the card.

Nugget, Yeepee!!! A vein has been discovered! All players must hit the Nugget card. The fastest player wins this card.

Fool's Gold, it's fake! No player should carry out any action. If a player is nonetheless caught out and hits the Nugget in the centre of the table, they take this card. Otherwise, the Fool's Gold card is removed from the game.

Wanted, dead or alive! The player designated by the card does not carry out an action, but acts as judge in case of dispute. All the other players shoot at them (shouting "BANG!!"). The fastest shooter wins this card.

Settling a Score, shootout on Fremont Street! The player to the left and the player to the right of the character designated on the card (by colour) shoot at each other, shouting "BANG!!!". The fastest player wins the card.

Poker, cheater on the left, tar and feathers! The player to the left of the one who has just turned this card over must put their hand on their Character card. All other players must shoot at them, shouting "BANG!!". The slowest player to carry out their action takes the card.

Poker, cheater on the right, tar and feathers! The player to the right of the one who has just turned this card over must put their hand on their Character card. All other players must shoot at them, shouting "BANG!!". The slowest player to carry out their action takes the card.

Duel, meeting in the main street! When the first Duel card of the game is turned over, it is placed face up in the centre of the table beside the Nugget and Loot cards. When a second Duel card is revealed, a duel immediately starts between the players designated by the colour of the two cards. They must shoot at each other, shouting "BANG!!", and the fastest wins the Duel card placed in the centre. The other Duel card is then placed in the centre in turn and will be used in the next duel. In case of simultaneous shots, the revolver with the loudest report wins.

For the first games, the designers suggest removing the Settling a Score and Poker cards, so that players can get used to the first actions.

End of the Game

The game ends when the last Action card has been turned over and its action carried out.

Players then gather the Action cards they have won and add up their values (positive or negative).

Each Character also has a special ability (see below) that lets the player score additional points during this count.

Character Cards

  • The Colonel: A leader of men and a shrewd strategist, he carries high the colours of his country. He gains a bonus of 3 points if he has no Cavalry card.
  • The Cowgirl: After a hard day at the ranch, she never refuses a drink at the saloon. She gains a bonus of 3 points if she has no Saloon card.
  • The Mercenary: His ability to shoot with both hands has let him capture the most dangerous outlaws. He gains a bonus of 1 point for each Double Shoot card he wins.
  • The Outlaw: A professional at bank robbery, he knows how not to get caught. He gains a bonus of 3 points if he has no Hold-up card.
  • The Gold Prospector: His talent for sniffing out a vein is matched only by his knowledge of the precious ore. He gains a bonus of 1 point for each Nugget card he wins. He gains nothing for Fool's Gold cards.
  • The Trigger Ace: His six-shooter is always available to the highest bidder, but beware of bad payers. He gains 2 points for each Duel he wins.