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Rapid City

Rapid City Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Goal of the Game
  • Gameplay
  • End of the Game
  • Varying the Difficulty

Components

30 cards:

  • 18 cowboy cards (6 per colour)
  • 6 Character cards (2 Indian, 2 Bandit, 2 Sheriff)
  • 3 Healing cards (Soins)
  • 3 Two Characters cards (Deux Personnages)

6 cowboy pawns 6 Location tiles 25 Bullet tokens

Setup

Place one Location tile per player in the centre of the table. There must be at least one tile of each Location type (Prison, Tipi and Saloon). The tiles must form a circle and be accessible to all players.

Place the Bullet tokens in the centre of the Locations.

Each player takes a cowboy pawn in the colour of their choice and places it as shown in the setup diagram.

Take the 6 Character cards and the 3 cowboy cards of each participating player's colour. Shuffle these cards together to form the draw pile. The cowboy cards of unused colours, the Healing cards and the Two Characters cards are set aside and are not used in this game.

Goal of the Game

Protect your cowboy to avoid taking bullets, and attack your opponents when necessary. At the end of the game, the player who has received the fewest bullets has won!

Gameplay

All players stand around the table, arms at their sides or resting on the table. One player is designated as the first player and takes the draw pile. Their role is to turn over the first card of the pile as quickly as possible and place it on the table where all players can see it. The revealed card triggers an action by the players. Once the action is resolved, the draw pile passes to the next player clockwise, who does the same, and so on until the end of the game.

Depending on the revealed card, each player must perform a specific action:

  • Indian: Players must take the cowboy of their colour and place it as quickly as possible on a Location tile that is not a Tipi.
  • Sheriff: Players must take the cowboy of their colour and place it as quickly as possible on a Location tile other than the Prison.
  • Bandit: Players must take the cowboy of their colour and place it as quickly as possible on a Location tile other than the Saloon.

Only one cowboy may occupy a Location, and it is forbidden to dislodge a pawn already present. A player who fails to position their pawn on the appropriate Location when a Character is revealed must take a Bullet token.

  • Armed Cowboy: When an Armed Cowboy card is revealed (revolver in the right or left hand), the actions depend on the cowboy shown on the card. The player whose colour is shown on the card is the attacker, and must catch as many opposing pawns as possible. The other players must defend by catching their own cowboy before the attacker does.
    • A player whose pawn is caught by the attacker takes a Bullet token.
    • If the attacker mistakenly catches their own cowboy, they take a Bullet token (they shot themselves in the foot).
    • If the attacker catches both their own pawn and one or more opposing pawns, they take a Bullet token and give a Bullet token to the owner of each cowboy they caught.
    • A player other than the attacker who mistakenly catches a pawn that is not their own also takes a Bullet token.
  • Disarmed Cowboy: When a Disarmed Cowboy card is revealed, all players must raise their hands in the air and touch nothing. A player who touches their own cowboy or another player's cowboy takes a Bullet token.

Note: a player can never receive more than one Bullet token per turn.

End of the Game

The game ends when a player receives their sixth Bullet token, or when the draw pile is exhausted. The player with the fewest Bullet tokens wins. In case of a tie, the tied players form a clan and win together.

Varying the Difficulty

After a few games, you may add these cards:

  • 3 Healing cards (Soins; Locations marked with a red cross sign)
  • 3 Two Characters cards (Deux Personnages)

Two Characters: When a Two Characters card is revealed, players may only place their cowboy pawn on the Location tile corresponding to the Character that is not represented. A player who fails to place their pawn takes a Bullet token.

Example: Juliette has just turned over the Indian/Sheriff card. Players must therefore place their pawn on the Saloon.

Healing: When a Healing card is revealed, the player who placed their cowboy on the building shown returns one Bullet token to the supply. If they have none, nothing happens.

Example: Elisa has just turned over the Indian's Healing card. The first player to place their pawn on the Tipi card may return one Bullet token.

Ultimate mode: For an even greater challenge, use the Ultimate mode. In this mode, the hand of the cowboy holding the weapon must be taken into account: the attack or defence must be made with the hand indicated on the card. The rules do not change for Character cards, Two Characters cards and Disarmed Cowboys.

Example: Juliette turns over the red cowboy card with a revolver in the right hand. Fred, who has the red cowboy, must catch the other pawns with his right hand, and the other players must also defend with their right hand.

Penalties: The penalties remain the same as in the base game; the only addition is the penalty for a hand error.

Example: Elisa must defend with her right hand. She catches her pawn before the attacker, but because she does it with her left hand, she takes a Bullet token. Juliette did catch a pawn with her right hand, but since it is not her own, she receives a Bullet token.