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BANG! High Noon» Forums » Variants

Subject: HN2: Russian Roulette rss

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L. Scott Johnson
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SPOILER WARNING

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Quote:

Russian Roulette
When it comes into play, starting from the Sheriff and proceeding clockwise, each player may discard a “Missed!”: the first player who does not accomplish it loses 2 life points.


Besides having a very big effect no matter what (which seems to be contrary to the HN ideals up to now), isn't this one more than a bit slanted against the Sheriff?

Not only does he have to discard first (and be the first to discard again should it go around the table -- i.e., if no one has any Missed!, the Sheriff loses 2 life; if everyone has only one Missed!, the Sheriff loses 2 life unless there are any Deputies (or a Renegade with more than 2 life) left and one of them correctly guesses the predicament and sacrifices himself to save the Sheriff, etc.), ...

but after the Sheriff's last turn before the card becomes active, every other player gets to take a turn (and, depending on range, play Bang! and/or Panic! or otherwise cause the Sheriff to lose life or cards) (whereas the player to his left has one fewer players to worry about, and the player to the Sheriff's right has no one to worry about at all).
 
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Richard Pardoe
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I tend to agree w/ this.

To simulate Russian Roulette - one must spin the barrel of the gun first. Simulate this by turning over the first card of the deck and look at the pip (not the suit) of the card. Then starting w/ the Sheriff, count around that many players (J=11, Q=12, K=13) and THAT player starts the Russian Roulette round.

Makes the event a bit more random and now forces more players to save a missed card.

One could even throw in that a red suit counts clockwise, the black suit counter clockwise if you want to make it even a bit more "random"

(Of course, this comment is based on the assumption that the cards in the bang deck are sufficiently distributed that this is an adequate solution.)


 
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