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Bang!: High Noon
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from 5 customer reviews
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In the Wild West, the shootouts between the Outlaws and the Sheriff are becoming particularly tough. Players must be ready to welcome the Daltons, keep cool during the gold rush and be really careful when walking in the ghost town!
Players: 4 - 7
Time: 20 - 40 minutes
Ages: 10 and up
Weight: 24 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Game components are printed in multiple languages, including English. Manufacturer's rules are printed in multiple languages (including English).
- 13 cards
Average Rating: 3.8 in 5 reviews
Not much to add to the prior reviews other than to say that this is an ideal supplement to the base Bang! game. The complexity added is minimal and yet gives each round a unique feel right up until the final 'High Noon' card, which will bring a swift end to the game as players find their life points being depleted turn by turn.
A side note, the publisher's website has a couple additional cards that can be printed and pasted on to the two non-game cards in this set. Shuffle these in with the other cards, remove two at random, and put the High Noon card at the end. Now there will be even more vareity and uncertainty as to what may transpire in this spaghetti Western!
If you have a group like mine that has a tendency to bide their time, Bang! can be a slow game. The High Noon expansion speeds things up. Even if you play with a group that comes out firing with both barrels (so to speak), High Noon adds variety to the game. Turn over one card each round and its effects stay until the next round when a new card is turned.
The price is right. There are no new rules to learn that significantly change the game. It helps keep Bang! fresh. How can you go wrong?
High Noon (Mayfair Games, 2003 - Emiliano Sciarro) is the first expansion for Bang! As the expansion is only 12 cards - so my review will be rather short. The even shorter summary of the expansion is that it breathed new life into the game of Bang! - enough so, that I think the expansion is almost necessary.
The twelve expansion cards are shuffled and placed face down. Starting with the sheriffs second turn, one card is turned face up each round and the instructions on the card are followed many affecting the entire round. Ill give a brief summary of each card and my thoughts on them
- High Noon: The only card which is NOT discarded at the end of the round, High Noon causes each player to lose one life point at the start of their turn. This hurries the game along and causes players to play a little more recklessly I like it.
- Ghost Town: My favorite card of the set all players who were previously killed come back for one round, drawing three cards and they cannot be killed (until the end of the round, where they disappear into the night). This keeps eliminated players from losing interest in the game, and causes some very unique outcomes!
- The Sermon: Players cannot use Bang! cards. Hmmm, a little weak, I guess.
- Curse: The suit of all cards is Spades for the whole round. This hurts the characters Black Jack and Jourdonnoais, and renders Jails and Dynamite deadly and Barrels ineffective. Good card (unless your Black Jack in jail with some dynamite).
- Gold Rush: This round occurs counterclockwise. This is more interesting than it is game-changing.
- The Daltons: All players must discard one blue card in front of them (weapons, horses, etc.) This can help even out a lopsided battle.
- Blessing: The opposite of curse, this makes Black Jack and Jourdonnoais quite happy, and players hiding behind barrels can cheer as the suit of all cards is hearts!
- Hangover: All players lose their special abilities for the round. Great card those players depending on their ability suddenly find themselves up a creek without a paddle.
- Thirst: Each player can only draw one card this round. This card is okay, but only slows the game down a little.
- The Reverend: Players cannot play any Beer! cards this round. (Hey preach we were only drinking ROOT beer!)
- Train Arrival: Each player draws three cards instead of two. I like this card the game gets more action packed.
- The Doctor: The player with the fewest life points gets one life point back. Hmm, a game-balancing card I rather like it. (although its a bit weak)
- Shootout: Each player can play two BANG! cards if they like. Again, this card speeds up gameplay, which is good.
So, we have a few okay cards, a bunch of good cards, and a couple excellent cards. They certainly add diversity to the game and a bit of uncertainty also. The expansion is small, cheap, and adds enough to the game that I think its a good deal. There is another full-blown expansion coming out later this year, but for now High Noon has made Bang! one of my favorite games again.
Bang!: High Noon is a 13 card expansion that you can add to your exisiting Bang! game. Since the cards are kept separate as their own deck you can use it with both first and second editions.
The High Noon card is set aside temporarily and the other 12 are shuffled then placed face down. The High Noon card is placed on top of the stack then the entire stack is flipped over. This exposes the top card and ensures that the High Noon card is now the bottom card. The top (now face-up) card is brought into play the next round which then allows you to see the card that will be in effect the following round.
Each of the cards starts play right before the sherriff's turn and affect all players. One card reverses the turn order for that round. Another card makes all card draws hearts, another all spades. Sometimes you get to draw more cards, sometimes less. One card (The Reverend, I believe) does not allow any plays to play a Beer. The final card, High Noon, stays in play until the game is over and causes every player to lose one life at the start of each round. There are eight other interesting cards.
The cards have an impact on the game but don't change the flavor of the game. If you already like Bang! you should look at adding the spice that is High Noon.
It's a little pack of a dozen or more cards that add one new part to the very enjoyable game of BANG! The original BANG! had two types of cards: BLUE-bordered cards that were semi-permanent abilities for players, and TAN-bordered cards that were one-time use only. The High Noon expansion throws a new card type into the mix: GREEN-bordered cards that add one event to each round of the game.
After the first round of play is complete, the High Noon cards start getting played. Just before the Sheriff takes his turn, he flips the top High Noon card and puts it face up on the table. That event, whatever it is, is now in effect until the next round around the table, at which time it is discarded in favor of the next card, and so on.
The expansion events aren't too earth-shattering. They all have cool names, but the events are rather simple twists such as: everyone gets a life point back; everyone loses a life point; everyone must discard a blue card; etc. The most original card, 'Ghost Town' even allows dead players to come back and make one final appearance. Rather frustratingly, that card, the most original one in the deck, also leads to HUGE unbalance issues (especially if everyone in your group is vengeful -- I've seen dead outlaws shoot other outlaws for spite!) If you miss this expansion, I would not call it a great loss, but for a few dollars it does add a bit of different flavor. In the end, BANG! does quite well on its own. A bigger expansion would be nice, as this one doesn't add much.