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Time to start roping the mustangs of the title – along with foals, mares and possibly even the Black Prince – and bring your ranch to the attention of others. And how do you snare those horses? By playing pairs, triplets, and four-of-a-kinds naturally, with a straight flush thrown in for good measure.
Okay, the theme might not carry through the card play, but here's how the game works: Players receive a hand of cards, and the cards range from 1-8 in five suits with nine cowboy jokers thrown into the mix. On a turn you can:
- Swap cards, exchanging one or two from your hand for new cards.
- Catch a mustang, playing a pair to grab a foal, a triplet to grab a mare, four-of-a-kind for a stallion or a straight flush for the two unique equines.
- Steal a mustang by playing the right combination of cards to take a mustang from an opponent's corral; if she outplays you immediately, she holds on to her horse and you lose all your cowboys as punishment.
- Place a mustang in a stable, which prevents them from being swiped.
Every time the deck of cowboy cards is shuffled, you turn over an event card, which may let your stallion and mare pair give birth or may cost you a mustang when your gate breaks.
The game ends once one of the three horse stacks (stallions, mares or foals) is empty or once a player claims a herd of six horses of particular types. Players score points for their animals, with the harder-to-acquire animals worth more points. You receive a bonus for stallions and mares of the same suit; what – you didn't know that horses came in suits, too? Indeed they do, although getting the cummerbund on is a real pain. Thank you! Thank you very much!
Description written by W. Eric Martin and used with permission of BoardgameNews.com
- 5 ranch cards
- 47 mustang counters
- 1 dealer counter
- cowboy deck
- event deck