Bang Samurai Sword

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    GAME SYSTEM

    ®

    A game for 3-7 swordmastersaged 8 and up.

    ®

     A game for 3-7 s ordmastersaged 8 and up.

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     Among flowers, the cherry blossom; among men, the samurai (Japanese proverb).

    In the land of the Rising Sun, faithful Samurai protect the Shogun—their commander andlord. Cunning Ninja try to undermine the Empire, by fair means or foul. The katana bladesparkles on the battle field as a lonely Ronin prepares for the struggle, plotting his revenge.Can you find your enemies while honoring the way of the warrior?

    CONTENTSCONTENTS  110 cards:

     7 Role cards (1 Shogun, 2 Samurai, 3 Ninja, 1 Ronin);

     12 Character cards;

     90 playing cards: 32 Weapons 

    14 Properties

    44 Actions (All cards show a symbol in the lower

    right corner; this symbol will only beused in future expansions.)

     1 summary card with a scoring overview;

      30 Honor Points;   35 Resilience Points;

      these rules.

    22

     S H O G  U  N

     S A  M  U 

      R  A   I

     N  I N J A 

      R  O N  I N

    3   4 5  6   7 

    x2   x1    x1    x1    x1 

    -   x2   x1    x2   x1 

    x 1   x

     1 x

     1    x1    x1 

    - -   x2   x3   x3

    x 2

     v

        v

    SAMURAI SAMURAI

     - /x2x2 / x1x1/ x2x2/ x1x1

      5

     L e  t u e a r m i  i n  i

    gg o n o  1  f e r i ta  i n

      p i ù.

     Yo u r  Wea po ns dea l

     1 add it io na l  wo u nd.

    M

    U

    S

     

    S

    H

    I

     M U S A  S H I

    5

    5

    Neltuo turno,puoiscartare 1punto resistenza(tranne l’ultimo) per pescare 1 carta.

    During yourturn, youmay discard 1 ResiliencePoint (except your last one) to draw 1 card.

    NOBUNAGANOBUNAGA 

     

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     S H U R I K E N 

     T u t t i g l i a l t r i g ioca to r i

     sce lgo no

    se sca r ta re o s u b i re  1  f

    e r i ta.

     All ot he r  pla ye rs c hoos

    e to 

    d isca rd  o r s u f  fe r 1  wo u nd.

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    O

     

    D

    I

     

    B

     

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    L

    I

     

     G R  I D O  D I  B A  T T A  G L I A 

     

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    L

    E

    C

    R

    Y

    BA T TLECR Y

     

    o

      + 1

     Le  t ue a r m i  i n  iggo n

    o  1  fe r i ta  i n  p i ù.

    Yo u r W ea po ns dea l 1 a

    dd it io na l  wo u nd.

    E

    STR ZIONE VELOCE E S T R  A  Z I O N E  V E L O C EF

     

    S

    T

     

    D

    R

     

    W

    FA S T  DRA W

    G l i  a l t r i  g i o c a t o r i  t i  a t t a c c a n o  

    c o n  D i f  c o l t à  + 1 . Al l  o t h e r   p l a  y e r s  a t t a c k   y o u  

    a t  + 1  D i  f      c u l t  y .

     

    N

    B E N  K E  I  

    SHOGUN SHOGUN

    x2x2 /x1x1 / x1x1/ x1x1/ x1x1

    NINJANINJA 

    x1/ x1 /x1 /x1 / x1

    RONINRONIN

    - / - / x2/ x3/ x3

     

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    OBJECT OF THE GAMEOBJECT OF THE GAME Players are divided into three (secret) teams: The Shogun  and Samurai  team (the number of Samurai depends on the

    number of players); The Ninjas (2 or 3 according to the number of players); The Ronin, who always plays for himself.

    For each team, the aim of the game is to gather the most Honor Points or to havethe last man standing.

     SETUP SETUPNote:  the following rules are for 4-7 players. Special rules for 3-player games are includedat the end of the rules.

    Take a number of Role cards as follows:

    4 players: 1 Shogun, 1 Samurai, 2 Ninja (remove from the game one ofthe 3 Ninjas at random, without looking at it)

    5 players: 1 Shogun, 1 Samurai, 1 Ronin, 2 Ninja6 players: 1 Shogun, 1 Samurai, 1 Ronin, 3 Ninja7 players: 1 Shogun, 2 Samurai, 1 Ronin, 3 Ninja

    1. Shuf fle the Role cards and deal one to each player, face down. The Shogunmust reveal his card and keeps it face up. All other players look at their role,

    but must keep it secret.2. Shuf fle all 12 Character cards  and deal one to each player, face up. Eachplayer announces the name of his character and reads his special ability aloud.Each player takes as many Resilience Points  as the number shownon his Character card, and places them on his card. Keep the unusedResilience Points handy in a heap in the middle of the table.Return the unused Role and Character cards to the box.

    3. The Shogun takes 5 Honor Points. Each of the other players takes 4 HonorPoints (only 3 Honor Points if playing with 4 or 5 players). Place your HonorPoints on your Role card. Return the unused Honor Points to the box.

    4. Shuf fle the 90 playing cards  and deal cards to each player in clockwiseorder as follows:

    - Shogun: 4 cards- 2nd  and 3rd  player: 5 cards- 4th and 5th player (if present): 6 cards- 6th and 7th player (if present): 7 cards

    This is your starting hand. The remaining cards form a draw deck in the middleof the table. Leave space for a discard pile.

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    5

    MUS SHI

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    THE CHARACTERS THE CHARACTERSYour character has a unique special ability (note: “character” and “player” willbe used interchangeably in these rules). Each character also has a Resilience value, which tells you how many wounds you may suffer before being“Defeated”.

    HARMLESS CHARACTERSYou are considered “Harmless” in either of these situations: You have no Resilience Points; or  You have no cards in your hand.

    If you are Harmless: you cannot be the target of Weapon cards;

     you are unaffected by the Action cards Battle Cry and Jujutsu (see Other Cards ); you are not counted when determining the Dif ficulty of an attack (see

    Attack Dif  fi culty ).Other than that, you are still “in play” for all purposes.

    THE GAME THE GAME The game is played in turns in clockwise order. The Shogun begins.

    Your turn is split into 4 phases, which you must play in order:

    1. Recover: recover all of your Resilience Points, if you have none;2. Draw: draw 2 cards;3. Play: play any number of cards;4. Discard: discard excess cards.

    1. Recover

    If you have zero Resilience Points, you recover all of them. Take the number ofResilience Points listed on your Character card and place them on the card. Ifyou have one or more Resilience Points, skip this phase.

    2. DrawDraw the top two cards from the deck. If the deck is empty, follow the rulesin End of the Deck .

    3. Play

    You may now play cards from your hand, to help yourself or against the otherplayers, trying to defeat those you think belong to a different team. You do nothave to play any cards during this phase.

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    Weapon cards are used to attack another character, and are then discarded.

    Action cards have an immediate effect when played, and are then discarded.

    Property cards have long-lasting effects, and are played faceup in front of you where they remain until a game effect forces you todiscard them (e.g., the Geisha card).

    You may play as many cards as you want, with the following exception: Youcan only play one Weapon card per turn.The effect of each card is shown on the card itself and is explained in thefollowing sections.

    Note: You can only play cards during your turn, except cards with the parrysymbol (see Weapons and Parries ).

    4. DiscardAt the end of your turn, your hand size limit is 7 cards. If you have more than7 cards in your hand, you must discard down to seven.Now your turn ends, and play passes to the player on your left.

    Note:  You may talk freely during the game, which is good for “bluf  fing” your Role (whichmust be kept secret until the end of the game!). However, you may never ask other playersabout the cards in their hand, or whether a card in your hand will hurt them or not.

    ATTACK DIFFICULTY ATTACK DIFFICULTY 

    In order to target another character witha Weapon card, you must first check theDif ficulty. The Dif ficulty to attack a characteris equal to the minimum  number of placesbetween the two characters, clockwise or counterclockwise, as shown in the picture.

    If a character is Harmless, he is not counted

    when you check the Dif ficulty of an attack. So,some characters may become “easier” targetstemporarily because someone is Harmless.

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    2

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      K  U S A  R  IG A  M A 

    S car t a 1 car t a in g ioco o dalla mano di un alt r o g iocat or e.Di sc a r d  1 c a r d   f r o m  pl a  y  o r   f r o m t he  ha nd  o  f  a no t he r   pl a  y e r .

    G

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    H

    A

    GE I  S H A G

    E

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    S

    H

     

    GEI SHA

     + 1

     P uo i g ioca re  1 a r ma  i n  p i ù a  t u r no

    .

    You  ma y  pla y 1 additio nal W ea po n 

    each tur n.

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    ECONC E N TR  A  Z ION E F

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    SFOCUS

     

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    The  Armor   card changes the Dif ficulty when other players  targetyou with an attack. Each  Armor  card you have in play increases theirDif ficulty by 1. You can attack the other players at the normal Dif ficulty.

    Example:  Player A has 2 Armor cards, so players B and F have Dif  ficulty 3 if they attack A, C

    and E have Dif  ficulty 4, and D has dif  ficulty 5. But, player A can attack the other players with thenormal Dif  ficulty shown in the picture.

    WEAPONS AND PARRIES WEAPONS AND PARRIESThe main way to deal wounds to other characters is to attack them by playinga Weapon card.

    Each Weapon card shows two numbers: The top number

    shows the maximum Dif fi

    culty  you may attack withthat card; the lower number shows how many woundsthat Weapon will deal if it hits.

    If you want to play a Weapon card to attack another character,you must:

    a)  Check the Dif ficulty for the target character; andb)  Check if your Weapon is good enough to equal or beat that Dif ficulty.

    Remember: You can never play a Weapon card against a Harmless character!

    If you are the target of a Weapon card, you may  immediately play aparry (a card with the symbol)—even though it is not your turn!—to parry the attack. A parried attack has no effect and deals no wounds.If you do not parry, the Weapon hits and you lose thenumber of Resilience Points shown on the Weapon card.

    If you lose your last Resilience Point, you are “Defeated” and become Harmless

    (see Defeating a Player   on page 7). If you are Defeated, any excess woundsare ignored.

    Discarded Resilience Points go back to the central pile. The Weapon is thendiscarded, whether the attack was parried or not.

    Note: You may only parry attacks that target you.

    Example:  Player A wants to attack player D. An attack from A to D has a Dif  ficulty of 3 (D hasno armor), so A will need a strong Weapon such as a Daikyū, Nodachi, or Naginata. A Bō or

    Wakizashi will not be enough. If D did have an Armor card, the Dif  ficulty would increase to 4,and even a Nodachi wouldn’t be enough!

     Player A uses her Daikyū card to attack. D does not play a parry , so he suffers 2 wounds: hewill be Defeated unless he had at least 3 Resilience Points before he was attacked!

     

    + 1

     G l i a l t r i g ioca to r i  t i a t tacca no co n 

     D ifco l tà + 1.

     All other  pla yers attack you at

    +1 Dif  cult y.

    A

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    A A R  M A  T UR  A  

    R

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    RARMOR

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    INOD A CHI

    33

    NODACHI

    3

    33

    NODACHI

     

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    P  A R  A T  A  

    RR

    Y

    PARRY 

     

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    DEFEATING A PLAYERDEFEATING A PLAYER If you lose your last Resilience Point, you are “Defeated”! You must give one ofyour Honor Points to the player who Defeated you. This also applies to theAction cards Battle Cry or Jujutsu. If you now have no Honor Points left, the gameends immediately (see End of the Game ).If you are Defeated, you become Harmless until the beginning of your next turn.

    END OF THE DECKEND OF THE DECK When the draw deck runs out of cards, re-shuf fle the discard pile and form anew draw deck. At the same time, each player must discard 1 Honor Point back into the box (this may cause the end of the game, see below).

    END OF THE GAMEEND OF THE GAME 

    At any time, if one or more players have no Honor Points  left, the game endsimmediately. All players now reveal their Role cards and add up their score. Yourscore is equal to the number of Honor Points you have, multiplied by a bonus thatdepends on your Role and the number of players in the game, as shown here:

    (With 4 players, only the Ninja withmore stars doubles his points.)

    You can also score points for: Daimyo cards:  Each Daimyo in your hand is worth 1 Honor Point (unless

    you are the Ronin). Daimyo points are never doubled or tripled. Daimyo cards in the Ronin’s hand are worth 0 Honor Points.

     Deadly Strike:  If the game ends because you were defeated by a player onyour team, your team suffers a penalty of 3 Honor Points.

    Now, add up the score for all players on your team: The Shogun adds his points

    together with the Samurai(s); Ninjas add their points together; the Ronin playsalone. The team with the highest score wins a “Victory of Honor”! If there is a tiebetween the Ninjas and any other team, the Ninjas win. If there is a tie betweenthe Shogun and Samurai team and the Ronin, the Shogun/Samurai team wins.

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    Shogun

    Samurai

    Ninja

    Ronin

    3 players 4 players 5 players 6 players 7 players

    x 1 (fewer stars)x 2 (more stars)

    x 2

    x 2 x 2

    x 2

    x 1 x 1 x 1 x 1

    x 1 x 1

    x 1 x 1 x 1

    x 3 x 3

    x 1

    – –

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    Example:  At the end of a 6-player game, the Shogun has 1 Honor Point, the Samurai has 3, theRonin has 3, and the Ninjas have 2, 3, and 0. The Shogun/Samurai team scores 1 + (3x2) = 7 points.The Ninja team scores 2 + 3 + 0 = 5 points. The Ronin scores 3x3 = 9 points, so it looks like he’s goingto win. But, both the Samurai and the Shogun each have 1 Daimyo card in their hands, so the total

     for their team is 7 + 1 + 1 = 9 points. Since they are tied with the Ronin, they win!

    “VICTORY OF THE SWORDMASTER”“VICTORY OF THE SWORDMASTER”If at any time there is only one player with any Resilience Points, the gameends immediately, and that player’s team wins the game. This special victoryis called a “Victory of the Swordmaster”.

    Important: The Victory of the Swordmaster is not awarded if the game endsbecause a player was Defeated by a member of his own team! (The game endsanyway, but count your scores as above.)

    SPECIAL RULES FOR 3 PLAYERS SPECIAL RULES FOR 3 PLAYERSOne player is randomly dealt the Shogun card. The other two players are Ninjas.

    The Shogun begins with 6 Honor Points, and each Ninja starts with 3 Honor Points.

    The game is played as normal, with the following exceptions:

      The Shogun draws 1 additional card  per turn during his draw phase

    (normally, 3 cards instead of 2).  The Shogun may play an additional Weapon card  during his turn

    (normally, 2 cards instead of 1). The Shogun doubles his Honor Points at the end of the game. The Shogun never loses an Honor Point due to Bushido . If he has to, he

     just discards the Bushido. The Victory of the Swordmaster does not apply.

     

    OTHER CARDSOTHER CARDS The golden rule: whenever a card contradicts the rules, the card takes precedence!

    Battle Cry: Each of the other players must either play a parry(provided they have one!) or suffer 1 wound. Harmless players are not affected by the Battle Cry.

    Breathing: You regain all your lost Resilience Points (i.e., you healall of your wounds). Then, 1 other player of your choice (not you!)draws 1 card from the deck. You cannot heal other players. Breathing  can be played even if you have all of your Resilience Points.

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    Recu per a t ut t i i t uoi  punt i r esist enza.U n alt r o g iocat or e a t ua scelt a  pesca 1 car t a dal mazzo.Re  g a in a ll   y o ur  Re si l ie nc e  P o i nt s. Ano t he r  pl a  y e r  o  f y o ur  c ho i c e  d r a w s 1 c a r d   f r o m t he  d e c k .

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    R E  S P I R A Z I O N E R

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    BREAT HI NG

     T u t t i g l i a l t r i g io ca to

     r i s ce lgo no

    se s ca r ta re  o s u b

     i re  1  fe r i ta.

     A ll ot he r p la ye rs c hoose

     to 

    d isca rd o r s u f  f e r 1  w

    o u nd.

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    O

     

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     G R  I D O  D I  B A  T T A  G L I A 

    B

     

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    BA T TLECR Y

     

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    Bushido: Play this card in front of any player, regardless of Dif ficulty andeven if he is Harmless.If Bushido is in front of you at the end of your Recover Phase, you must flipover and discard the top card in the deck. The effect of Bushido dependson the card you turn over:

     If it is a Weapon: you must either discard a Weapon card from your hand

    or discard 1 Honor Point (to the box). If you discard a Weapon, Bushido ispassed to the player on your left (who must make the same check on histurn). If you instead lose 1 Honor Point, Bushido is discarded;

     If it is not a Weapon: Bushido is passed to the player on your left, whomust make the same check on his turn (and so on).

    In both cases, your turn is then played as normal.Only 1 Bushido in play is allowed: you cannot play Bushido  if another Bushido  card is already in play.

    Daimyo:  You may play this card to draw 2 cards from the deck.However, if this card is in your hand at the end of the game it is worth 1Honor Point. Daimyo Honor points are never doubled or tripled. Daimyo cards in the Ronin’s hand are worth 0 Honor Points.

    Diversion:  Draw 1 random card from the hand of any other player(regardless of Dif ficulty) and add it to your hand.

    Fast Draw: When you hit another character with a Weapon card, youdeal 1 additional wound for each Fast Draw you have in play.

    Focus: On your turn, you may play 1 additional Weapon card for eachFocus you have in play.

    Geisha: Force 1 player to discard 1 card (regardless of Dif ficulty). Youmay choose any Property card in play, or one drawn randomly from theplayer’s hand.

     Jujutsu:  Each of the other players must either play 1 Weapon card(provided they have one!) or suffer 1 wound. Harmless players are not affected by the  Jujutsu.

    Tea Ceremony: Draw 3 cards from the deck. Each of the other playersdraws 1 card from the deck.

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     T utti g li a lt ri giocato ri sce lgo no se 

    sca rtare  u n ’a rma o s u bi re 1 fe rita.

     All other  pla yers choose to discard 1 

     W ea pon or su ff er 1  wound.

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    UJ U J I T S U 

    U

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    U J U J UTSU

     + 1

     Le  tue a r m i  i n iggo no  1 fe r ita  i n 

     p iù.

    Your W ea po ns deal 1 additio nal wou nd

    .

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    E E  S T R  A  Z IO N E   V E  LOC E F

     

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    WFAS T  DRA W

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    O B U SH I DOB

    U

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    D

    OBUSHI DO

    A l t uo t u r no g i ra 1ca r ta. Se è u n ’a r ma: s

    ca r ta

     1 a r ma e passaBus h ido, o pe rd i 1 p u n to o n

    o re

    e sca r ta Bus h ido. Se no: passa Bus h ido.

     At your tur n ,  ip 1 card. I f  a W ea po n: d iscard 1 

     W ea po n a nd  pass B us h ido , or lose 1 Ho nor Po i nt

    a nd d iscard B us h ido. I f  not: pass B us h ido.

     Pesca  3 ca r te da l  mazzo.  T u t t i g l i a

     l tr i 

    g ioca to r i  pesca no  1 ca r ta da l mazz

    o.

    Dra w 3 cards  f ro m the deck.  All other 

     pla yers dra w 1 card f ro m the deck.

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    ÈC E R  I MON I A   D E  L  T È T

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    N

    Y

     TEA  CEREMON Y

     + 1 

    P uoi g ioc ar e  1 ar ma in più a t ur no.Y o u ma  y   p l a  y  1 a d d i t i o na l  W e a  p o n e a c h t ur n.

     

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    C O N C E N T R A Z I O N E O

     

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    d i u n a lt ro g ioca to re.

    Dra w 1 ra ndo m card f ro m the ha nd 

    o f  a n y other  pla yer.

    D

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    E D I S TR  A  Z  ION E D

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    S c ar t a 1 c ar t a i n g i o c o  o  d al l a mano  d i  un al t r o  g i o c at o r e .D i s c a r d  1 c a r d   f  r o m   p l a  y  o r   f  r o m  t h e  h a n d  o  f   a n o t h e r   p l a  y e r .

    G

     

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    G E I  S H A  

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     + 1 

    P esca 2 car t e dal mazzo. V ale 1  punt o onor e se in mano a ne  par t it a.Dr a w  2 c a r d s  f r o m t he  d e c k .  Aw a r d s 1 H o no r  P o i nt  if  i n ha nd  a t   g a me  e nd .

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    D A I  MY O D

     

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    DAI MY O

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    THE CHARACTERS THE CHARACTERSUnless your Character card says otherwise, you may use your abilities as manytimes as you wish (if possible).

    Benkei (5): All other players have +1 Dif ficulty when they attack you.

    Chiyome (4): You can only be wounded by Weapon cards. You are notaffected by Jujutsu and Battle Cry cards. You are affected normally by otherAction cards, such as Tea Ceremony.

    Goemon (5): You may play 1 additional Weapon card during your turn. So,if you have 1 Focus in play, you may play up to 3 Weapon cards each turn.

    Ginchiyo (4): You take 1 wound less than normal when attacked by any

    Weapon, to a minimum of 1 wound. E.g., a Nodachi  would only deal 2wounds to you instead of 3, but a Shuriken still inflicts 1 wound.

    Hanzō (4): You may play a Weapon card from your hand as a parry ,unless it is the only card in your hand. You may use this ability even inresponse to cards such as  Jujutsu.

    Hideyoshi (4):  You draw 1 card more than normal during the DrawPhase of your turn.

    Ieyasu (5): During your Draw Phase, you may take the top card of thediscard pile as your first draw. Any other cards you draw must comefrom the draw deck.

    Kojirō (5): Your Weapons can hit any Dif ficulty, regardless of the valueon your Weapon card.

    Musashi (5): If you successfully attack another character with a Weapon

    card, you inflict 1 additional wound. This does not apply to cards that arenot Weapons, like  Jujutsu.

    Nobunaga (5):  During your Play Phase, you may discard 1 ResiliencePoint to draw 1 card from the deck. You may not use your last ResiliencePoint in this way.

    Tomoe (5): Each time you successfully attack another character with aWeapon card, you draw 1 card from the deck. You only draw 1 card, even

    if your Weapon does more than 1 wound.

    Ushiwaka (4): Each time you suffer a wound from a Weapon card, youdraw 1 card from the deck (so 3 wounds = 3 cards).

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     STRATEGY TIPS

      Remember that a player with no cards in his hand is Harmless, andcannot be the target of most cards, especially Weapons. Try to empty

    your hand so you are Harmless! If another player is Harmless becausehe has no cards in hand, you can play a Tea Ceremony or Breathing card tomake him draw one, so he becomes a target again!

     Play your Properties! Their effects add together, and you can become verydeadly with just a couple of Focus or Fast Draw cards. Plus, they take upspace and are of little use when in your hand.

     Beware of the Ronin! Especially with 6 or 7 players. Keep in mind that he

    triples his Honor Points. Try to spot your teammate(s) early so you canmake an effective team. Never let a player have too many Honor Points,unless you can truly trust him—which will happen very rarely! Andkeep an eye on anyone who plays a Daimyo to draw cards.

     If you are the Ronin, you might disguise your Role by acting like a Ninjaor Samurai from the beginning, trying to be consistent with your choiceduring the game. Try to get the other players of the team you choose to

    be suspicious of each other, so they don’t know who the Ronin is. At thevery end of the game, you might Defeat a weak character, regardless ofhis Role, to get the precious Honor Points.

      Justify your actions by talking, if necessary, especially if you are theRonin. If you are convincing, you may befuddle the other players!

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    i l y thet er y

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    The designer wishes to thank: Christian “Sirk” Zoli, Flavia Meconi, Claudia Colantoni,

    Stefano “Fefo” Cultrera, Dario De Fazi, Francesco “Batman” Barducci, Cristiana Sclano,

    Valerio Frau, Federico Marini, Massimiliano Rosati, Sandro Calafiore and his Bologna

    group (Luca and Davide Fazzi, Andrea Venturoli, Gabriele Lorenzini, Fabio Valentini and

    Noplet Iaccarino), Damiàn “Maligno” Del Valle and his group, Jakub Nauš and his group.

    Game Idea: Emiliano SciarraDevelopment: Roberto Corbelli, Sergio RosciniArtwork: Werther Dell’EderaColors: Stefano Simeone

    English Translation: Roberto Corbelli, William Niebling

      SAMURAI SWORD

      Copyright © MMXII  daVinci Editrice S.r.l.  Via Bozza, 8

      06073 Corciano (PG)  All rights reserved.

    For questions, comments or suggestions: 

    www.dvgiochi.com [email protected]

    This game is based on the

    BANG!® Game System™In 2002, a new Sheriff rode into town…BANG! is the best-selling, award-winning,

    Wild West shoot-out card game. The original mechanics of the

    BANG! Game System feature: The distance between the players is an actual part of the game! Unique character combinations make every game different!

     Different goals and secret roles for each player create tension

    and surprises with every play! The “draw” mechanic and the many different types of cards

    add depth to the game!

    Game idea, development, design, artwork, packaging, the BANG! name

    and logo, the Samurai Sword name and logo, and the dV GIOCHI nameand logo are all Copyright, and Trademarks or Registered Trademarksof daVinci Editrice S.r.l. All Rights Reserved.

    GAME SYSTEM

    ®

    ®®