A fun party game with action planning mechanics for family gatherings.
GREED BANDITS
It`s easy to guess that the action of the board game takes place in the Wild West. In 1899, a gang of robbers attacks a passenger train in the Great Plains of New Mexico. Players are invited to play the role of these robbers and grab as many wallets, jewelry and cases with miners` wages as possible. Other, no less greedy bandits, as well as the brave Sheriff Sam Ford, will create problems.
WONDERFUL COMPONENTS
Touching, absolutely wonderful cars cling to a stylish locomotive. Unusual meeples with guns are displayed in the last two cars of the train, and a sheriff figure takes up space in the locomotive. The art on the cards and on the players` tablets is also beyond praise. The set even includes non-game landscape elements - mountains, cacti and cow skulls, which can be placed on the table just for beauty.
GAME PROCESS
The game lasts five rounds. Each round is divided into two phases - planning and robbery. During the planning phase, a new round card is opened. This card indicates how many moves the players will make and how the cards will be played - face up, face down, doublet, clockwise or counter-clockwise. Players draw six cards from the action decks. On his turn, the player either plays a card into the general pile or draws three cards into his hand.
During the robbery phase, the pile of planned action cards is flipped over. The card effects are activated in order, they apply to the bandits who played them. At the end of the round, players collect their action cards and shuffle them into their personal decks along with the bullet cards they received.
ROBBER ACTIONS
A player can move his bandit to an adjacent car or overcome up to three cars on the roofs. He can climb onto the roof or descend from it into the car. The shot action allows you to hand a bullet card to a bandit in the same car or on the roof of the train. Bullets are unnecessary cards that clutter up opponents` decks.
The hit action sends another bandit to an adjacent car. In doing so, the unfortunate one drops one loot token. The theft action allows you to pick up a loot token. Players can also move the sheriff to an adjacent car. If there are robbers in the car, they all flee to the roof and receive one bullet card each.
UNIQUE ABILITIES
Additional interest is provided by the unique abilities of the bandits. The ghost can play cards face down on his first turn in each round. Doc can hold seven cards in his hand. Tuco can shoot from the car at the bandit on the roof. Cheyenne immediately picks up the dropped wallets. The beauty is chosen last to be shot or hit. Django`s shots throw the bandits into adjacent cars or onto the roof of the train.
END OF THE GAME
The game ends after the fifth round. Players receive money for loot tokens. Wallets can bring from 250 to 500 $, gems - 500 $, and a case - 1000 $. The player who fired the most bullets receives a prize of 1000 $. After summing up, the participants determine the winner. They become the richest robber.
Publisher: Lord of Boards
Language: Ukrainian
Players: 2-6
Play time: 40 m
Age: 9+