<i>High Noon</i> doesn't do anything very exciting for the core gameplay of Bang!, but it does add some new color and some variability which will let you get some more mileage out of the game.
Post originally by Old_Scratch at 2004-03-03 08:25:01
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I'm not sure how valuable these cards are. I've only played with the High Noon set a couple of times, but I can't say it really did much to influence the game. The sheriff ended up dying just as quickly as he normally does, and it seemed that the new cards merely hastened his demise.
If I was at the store again, looking at this set of cards, I'd tell myself not to buy 'em...
Post originally by Steffan O'Sullivan at 2004-03-03 11:45:06
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The *Sherrif* dies quickly in your games? Bizarre - I've never seen a game where the sherrif dies quickly. Anyone who shoots at the sherrif is generally dead very quickly, though, given the reward for killing an outlaw...
Post originally by Shannon Appelcline at 2004-03-03 12:01:45
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It probably has a lot to do with how many players you're playing with. In 4-player games I find that anyone who shoots at other outlaws gets killed quickly, because they're probably the renegade.
There's probably a real element of groupthink in there too.
In any case, back to the original question, I find that the High Noon cards neither help nor hinder the Sheriff on average. I don't think that was their purpose. They just add some randomness and variability to the game, and, as I said, moderate the length toward the middle.
Post originally by Mapache at 2004-03-03 14:17:35
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Well, in one game we played, it didn't even go one round. Slab the Killer, an outlaw, was sitting next to the sheriff with an opening hand packed with bangs and a volcanic. Somebody else finished off the sheriff with a winchester... (This was before second-edition rules, which give the sheriff an extra bullet.)
Post originally by Old_Scratch at 2004-03-04 04:28:00
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Before gaming on Wednesdays we play this game, and I'd say we've probably played it some twenty times or so. The groups have varied from between four to six over this time, and in four and five player games, the sheriff dies quite frequently - there is a chance that one of the outlaws goes out, but I think I've seen two games where the sheriff and deputy win, and perhaps one game where the renegade wins. I also find that some characters are much more powerful than other characters, and it will often decide a game.
High Noon in general tends to hurt the sheriff I find. Since the Outlaws only need to kill the sheriff (one character) he is most frequently targetted, panics and cat balous are played on him constantly, and since the High Noon cards are universal, some of the effects tend to hurt the sheriff. We don't really use the High Noon cards anymore.