Card Game Rules

Western card game · Game 238 of 388 ♦

Showdown

A Wild West shootout with secret roles – protect the Sheriff, or be the outlaw who tries to bring him down.

Players
4–7
Duration
30 min
Age
10+
Difficulty
medium
Cards
52 cards + 1 joker, 25 chips or coins for lives
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood lively

Collections: Games for four · Games for five · Games for six or more · No score pad needed · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Roles (face down): K♥ Sheriff – face up, 4 lives; Q Deputies; J Outlaws; joker Renegade. Others 3 lives (= maximum).
  • Goals: Sheriff's team takes out all Outlaws and the Renegade · Outlaws take out the Sheriff · Renegade is the last one left.
  • Hand cards = lives, also as the limit at the end of your turn. The Sheriff starts.
  • Turn: draw 2; play any ♣ equipment; then one ♠ shot or one ♥ drink (+1 life).
  • Shoot within range (1, guns more); the target dodges with an equal or higher ♦ (2 low … A high), else −1 life.
  • ♥ saves your last life. Out: show your role, discard everything.

Cheat sheet

♣ Equipment Effect
2–6 Horse +1 distance to you
7–10 Revolver range 2
J Q K Rifle range 3
A Twin revolvers range 2, two shots
  • One horse + one gun; new replaces old.
  • Roles by players: 4: J♥ J♦ · 5: + Q♥ · 6: + J♠ · 7: + Q♦.
  • Distance: seats the shorter way (players still in); neighbours 1.
  • ♦ only when shot. A♠: only the A♦ dodges.
  • 2nd reshuffle: High noon – ♥ ♦ have no effect.
  • Outlaw out: the shooter draws 2. Sheriff takes out a Deputy: discards hand.
  • Sheriff out: game over – Outlaws win, or the Renegade if only he is left. Players already out win with their team.

Full rules

  1. Overview
  2. Roles
  3. Setup
  4. The cards
  5. Distance and range
  6. Playing a turn
  7. Going out
  8. Winning the game
  9. Tips for beginners
  10. Variants

Overview

Showdown is a Wild West shootout for 4–7 players with secret roles. One player is the Sheriff and everybody knows it. The others secretly are Deputies who protect the Sheriff, Outlaws who want to bring the Sheriff down, or the lone Renegade who wants to be the last one standing. You shoot with spades, dodge with diamonds, drink with hearts and arm yourself with clubs – and you have to work out from the shots who is on whose side.

  • Players: 4–7.
  • You need: a standard 52-card deck with one joker, and about 25 chips, coins or matches for lives.

Showdown is a new game written for this site and not yet playtested – if something feels off, adjust it and tell us. It is inspired by the card game BANG! (Emiliano Sciarra, daVinci Games, 2002), but has its own cards and rules.

Roles

Take the role cards for your number of players out of the deck:

Players Sheriff Deputies Outlaws Renegade
4 K♥ – J♥ J♦ joker
5 K♥ Q♥ J♥ J♦ joker
6 K♥ Q♥ J♥ J♦ J♠ joker
7 K♥ Q♥ Q♦ J♥ J♦ J♠ joker

Shuffle the role cards and deal one to each player face down. Look at yours. The Sheriff turns the K♥ face up at once; everybody else keeps their role secret until they are out.

Goals:

  • Sheriff and Deputies: take out all Outlaws and the Renegade.
  • Outlaws: take out the Sheriff.
  • Renegade: be the last player left. To do so, the Renegade usually has to help the Sheriff at first and fight him only at the end.

Setup

  1. Lives. Everybody takes 3 chips – the Sheriff takes 4. A chip is one life; your starting number is also your maximum.
  2. Play deck. All the cards that are not role cards (the rest of the 52, including any unused Queens and Jacks) form the play deck. Shuffle it.
  3. Hands. Deal each player as many cards as they have lives (3, the Sheriff 4). Put the rest face down in the middle as the draw pile; next to it goes the discard pile.
  4. The Sheriff starts; play goes clockwise.

The cards

The suit says what a card does. Only clubs also depend on the rank. Ranks go 2 (low) … 10, J, Q, K, A (high).

Suit Name Use
♠ Shot On your turn: shoot a player within your range. Only one shot per turn.
♦ Dodge When you are shot: play a ♦ of the same or higher rank than the ♠ – the shot misses.
♥ Drink On your turn, instead of shooting: +1 life (not above your maximum). Or at any time, when you would lose your last life: drink and stay at 1.
♣ Equipment Lay it face up in front of you; it stays until replaced or until you are out.

Equipment (clubs):

Card Name Effect
♣ 2–6 Horse Everybody else counts their distance to you 1 higher.
♣ 7–10 Revolver Your range is 2.
♣ J Q K Rifle Your range is 3.
♣ A Twin revolvers Your range is 2, and you may shoot twice per turn – at one player or at two.

You may have one horse and one gun (revolver, rifle or twin revolvers) in front of you. If you play a new one of the same kind, the old one goes on the discard pile.

Distance and range

The distance between two players is the number of seats from one to the other, counted the shorter way round the table, counting only players still in the game. Your neighbours are at distance 1. If the other player has a horse, add 1.

Your range is 1 without a gun. You may shoot a player only if their distance is no more than your range.

Example: 5 players. Anna (the Sheriff), Ben, Carla, Dan, Emil sit clockwise. From Anna, Ben and Emil are at distance 1, Carla and Dan at distance 2. If Ben has a horse, Anna has to count him at distance 2 – without a gun, she can't shoot him.

Playing a turn

  1. Draw 2 cards from the draw pile.
  2. Play cards, in any order: - any equipment (♣) you like; - either one shot (♠) – up to two with the twin revolvers – or one drink (♥), never both. Diamonds cannot be played on your own turn.
  3. Hand limit. At the end of your turn you may keep at most as many cards as you have lives. Put the rest on the discard pile.

Being shot. The player you shoot may play one ♦ of the same or higher rank to dodge. Otherwise they lose 1 life (put a chip back). A ♦ of lower rank doesn't help. An A♠ can only be dodged by the A♦.

Draw pile empty? Shuffle the discard pile to make a new draw pile. The second time this happens, it is High noon: from now on hearts and diamonds have no effect – no more drinking, no more dodging. You may only discard them.

Going out

When you lose your last life (and don't drink a ♥ to stay at 1), you are out. Turn your role card face up and put your hand and equipment on the discard pile.

  • Bounty: whoever takes out an Outlaw draws 2 cards at once.
  • Bad mistake: if the Sheriff takes out a Deputy, the Sheriff must discard all the cards in their hand (equipment stays).

Winning the game

The game ends at once when one of these happens:

  • The Sheriff is out. If the Renegade is the only other player left, the Renegade wins. Otherwise the Outlaws win – all of them, even those already out.
  • All Outlaws and the Renegade are out. The Sheriff and the Deputies win – including Deputies already out.

Example: Anna is the Sheriff with 4 lives. Ben – secretly an Outlaw – draws 2 cards, plays the 5♣ as a horse and shoots Anna, his neighbour, with the Q♠. Anna has only the 9♦; it is lower than the Queen, so she can't dodge and drops to 3 lives. Carla, a Deputy, now wants to shoot Ben. He sits next to her, but with his horse he counts as distance 2, so she first plays the 7♣ (revolver, range 2) and then shoots with the 4♠. Ben dodges with the 5♦. On Anna's next turn she decides not to shoot and drinks the 8♥ instead: back to 4 lives. She keeps 4 cards, the most she may hold.

Tips for beginners

  • Watch who shoots at whom. Whoever fires at the Sheriff is almost certainly an Outlaw.
  • Keep a high diamond if you can – a 10♦ or better stops most shots.
  • High spades almost always hit: the J♦ is always a role card, so a Jack or Queen of spades can be dodged only by the few diamonds above it.
  • Save a heart for your last life.
  • Renegade: stay quiet, help the Sheriff against the Outlaws, and turn on him only when you are both nearly alone.
  • Sheriff: don't shoot too early – hitting your own Deputy costs your whole hand.

Variants

  • Quicker game: High noon starts the first time the draw pile runs out.
  • Tougher Sheriff: in games with 4, 6 or 7 players, the Sheriff starts with 5 lives.
  • No joker? Use the A♥ as the Renegade card.

Background & history

  • Family: Hidden-role card game (Wild West shootout)
  • Origin: Original design for this site (2026), inspired by BANG! (Emiliano Sciarra, daVinci Games, 2002)
  • Also known as: –
  • Related games: BANG!, Werewolf, Mafia

Showdown is not a traditional game and not a published one: it was written for this site as a hidden-role shootout for one standard deck. The basic idea – a Sheriff known to all, secret Deputies, Outlaws and a Renegade, each side with its own goal, and players seated round the table at different distances – comes from Emiliano Sciarra's BANG!. The role distribution per player count and the Renegade's goal of being last player standing follow BANG! too. The card system is our own: the four suits as the four kinds of action, dodging only with a diamond of equal or higher rank, drinking instead of shooting, the clubs ranks as horses and guns, and High noon as a clock that ends the game. If you enjoy Showdown, the original – with its characters, special cards and many expansions – is well worth buying.

BANG! was published in 2002 by the Italian publisher daVinci Games (dV Giochi) for 4–7 players; the German edition was published by Abacusspiele in 2005. In the original every player also has a character with a special ability, and the deck has many named cards such as the Gatling gun, the Saloon and a duel. It won Origins Awards for the best traditional card game and the best card-game graphics of 2003, and it has had many expansions, among them High Noon (2003), Dodge City (2004) and A Fistful of Cards (2005).

The hidden roles and the guessing about who is on whose side relate BANG! – and Showdown – to the much older party game Mafia, known today mostly as Werewolf.

Sources