BANG! CO-OP CAMPAIGN KIT

An Automated NPC System & Progression Campaign Tracking Guide

Section 1: Campaign Overview & Log

Core Campaign Rules

NPC Deck Setup & Automations: Treat NPCs as a collective threat. In general, they act with standard character cards but run on an automated logic loop. On an NPC's turn, draw 2 cards and play every offensive/equipment card legally valid. NPCs always target the character with the lowest current HP in weapon range. Tie-breakers fall to the closest player to their left.
Tactical AI Defense: NPCs automatically hoard Missed! and Beer cards in hand. They will immediately resolve these to negate player damage whenever targeted.
Gold Looting & Trading: Successfully eliminating an NPC earns the team Gold listed per stage. Gold is held individually. Players may freely gift gold to teammates only during the cleanup phase directly between stages.
Permadeath & Failure States: If any player character is eliminated, the campaign fails instantly. The party must restart the entire stage.
The Veterancy Milestone: If a character survives a full stage without suffering any damage, they permanently expand their Max Life Points by +1 (capped at an absolute maximum of +2 bonus life over their archetype base limit).

Stage Turn Order Initiative

• Sheriff Precedence: If a player character is using The Sheriff archetype, that player always takes the first turn of the stage.

• Posse Choice: If no Sheriff is present, the party selects which player takes the opening turn (or the player with the highest base Max HP opens).

• Clockwise Rotation: Turn order moves strictly clockwise around the table, alternating between players and automated NPCs based on their seated positions.

High-Card Draw NPC Placement

To ensure balanced combat distance and prevent bias, table positions for all players and spawning NPCs are determined randomly via high-card draw.

Step 1: Deal Cards

Shuffle the playing card deck. Deal one card face-up to every active player and to each NPC spawning in the encounter.

Step 2: Rank Seating

Arrange all combatants clockwise around the table in descending order of card rank (Ace high, down to 2).

Step 3: Break Ties

If two combatants draw equal values, resolve the tie by suit priority: Spades (♠) > Hearts (♥) > Diamonds (♦) > Clubs (♣).

Stg Scenario Name Gold Done Notes & Casualties
1 Ambush at Gold Canyon 1 G
2 High Noon Holdout 2 G
3 The Iron Horse Standoff 2 G
4 Whiskey Ridge Jailbreak 3 G
5 3:10 to Yuma 3 G
6 The Dust Gulch Telegraph 3 G
7 Riverboat Showdown 5 G
8 Ghost Town at Sundown 4 G
9 Red Rock Canyon Pass 4 G
10 The Badlands Blizzard 4 G
11 The Snake Oil Carnival 5 G
12 High Stakes Poker 4 G
13 The Bank Heist at Blackwood 5 G
14 Cattle Drive Stampede 3 G
15 The Hideout at Skeleton Canyon 5 G
16 O.K. Corral 6 G
17 The Dynamite Maze 5 G
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Section 2: Character Profile Sheet

Print this page out individually for each player in your posse to track personal progression.

Campaign Max HP Tracker

Cross off blocks as you earn permanent Veterancy rewards

Veterancy Bonuses:

Gold Stash Counter

Tally or erase your liquid unspent wealth balance

Available Gold: (G)

Permanent Learned Abilities Matrix

Unlock abilities using Gold between stages. Must meet required Campaign Stage Tier and Archetype Class restrictions.

Earned Ability Name Req. Tier Cost Class Restrictions Mechanical Rules Effect
Quick Hands Tier 1 4 Gold Universal (All Classes) Maximum hand size limit is permanently increased by +1 card.
Scavenger Tier 1 3 Gold Bounty Hunter, Scout, Gunslinger, Maverick Draw 1 card whenever an NPC is eliminated by any player.
Field Medic Tier 1 4 Gold Medic, Sheriff Whenever you play a Beer card to restore health, you gain +1 additional Life Point.
Marksman Tier 2 4 Gold Gunslinger, Bounty Hunter, Scout, Maverick Your combat expertise cuts through deception. Only true, physical Missed! cards can cancel out your Bang! attacks. All non-card passive character dodges or special defensive traits are entirely bypassed.
Gunslinger's Instinct Tier 2 5 Gold Gunslinger, Sheriff, Scout, Maverick Once per round, when targeted by an automated NPC's Bang!, draw 1 card before deciding whether to play a defense.
Saddlemaster Tier 2 3 Gold Sheriff, Scout You are immune to distance-reducing effects (Scopes, Dust Storms); NPCs must calculate distance to you using your un-modified base position.
Dual Wield Tier 3 5 Gold Gunslinger, Bounty Hunter, Maverick You handle iron like a natural devil. You are permitted to permanently equip two active firearm cards simultaneously in front of you. This allows you to legally fire up to two independent Bang! cards during a single turn. Bang! cards must be used with respect to each firearm distance. Firearms may be identical.
Iron Will Tier 3 5 Gold Sheriff, Medic Once per stage, when taking damage that would eliminate you, you are set to 1 HP instead and immediately draw 1 card.

Camp Marketplace & Inventory Upgrades

Owned Item Name Type Cost Permanent Upgrade Mechanical Rules Text
Mustang Defensive 2 Gold Adds a permanent +1 distance modifier to how automated NPCs calculate their range targeting toward you.
Scope Offensive 2 Gold Decreases distance to all NPCs by a permanent -1 modifier.
Barrel Defensive 3 Gold Free defensive flip check when targeted by Bang!. Hearts count as Missed!.
Upgraded Gun Weapon 4 Gold Permanently swap starting Colt .45 for a Schofield or Remington.
Winchester Weapon 5 Gold The peak of long-range firepower. Your character permanently begins all subsequent campaign encounters with a Winchester equipped.
Beer Supply Consumable 1 Gold One-time use item carried to the next stage hand. Discard from hand at any point to instantly heal 1 lost Life Point.
Emergency Dodge Consumable 1 Gold One-time use defensive card added to your next starting hand. Discard to completely cancel out any single incoming NPC attack.
Heavy Ordnance Consumable 2 Gold One-time area card added to your next starting hand. Discard to trigger an automated Indians! or Gatling card effect on all active NPCs.
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Section 3: Campaign Stage Manual

Game Master Reference Matrix covering explicit rules and structural layouts for each encounter.

Stage & Scenario Objective Format Encounter Special Rules & Mechanics
Stage 1: Ambush at Gold Canyon Eliminate all automated threats. Introductory skirmish. Players are strictly barred from drawing, holding, or equipping any green cards or auxiliary blue modifications during this round.
Stage 2: High Noon Holdout Eliminate the Renegade NPC dead last. Activate the official High Noon expansion event deck. A brand new overarching environmental rule card is flipped at the initiation of every single gameplay round. Every automated NPC spawns with a pre-equipped Volcanic gun card. NPCs possess completely infinite Bang! card activation thresholds during their active turn sequences.
Stage 3: The Iron Horse Standoff Survive 8 full game cycles. High speed train fight. NPCs attack relentlessly while environmental hazard triggers dynamically shift positions every cycle.
Stage 4: Whiskey Ridge Jailbreak Equip weapon cards or defeat all guards. Players are captured and start with 0 cards in hand (stripped of items). To break free and win, all players must successfully find and equip any functional weapon asset.
Stage 5: 3:10 to Yuma Keep the Prisoner NPC alive for 7 full rounds. An extra neutral Prisoner character (3 HP, cardless) is positioned at farthest point from outlaws. NPCs optimize their range to shoot exclusively at the prisoner. Choose one player to act as Guard. Guard can burn personal cards to defend prisoner.
Stage 6: The Dust Gulch Telegraph Hold off the raiders long enough to send a wire to Tombstone requesting reinforcements. Telegraph Mechanic: At the start of each round, one player adjacent to the telegraph table may sacrifice their card draw to send 1 distress signal. The posse must send 4 total signals to clear the stage objective.
Stage 7: Riverboat Showdown Eradicate the river syndicate before the boat docks. Tight quarters: All weapon ranges are capped at a maximum of 2. At the end of every round, the player furthest to the right makes a check; flipping a Club means falling overboard and losing 1 turn swimming back.
Stage 8: Ghost Town at Sundown Simultaneously eliminate all threats. Defeated automated NPCs do not depart the table board permanently. Instead, they revive exactly 2 full game rounds later as a Zombie NPC holding 2 base HP pools.
Stage 9: Red Rock Canyon Pass Fight through the narrow bottleneck canyon where the Clanton Gang has set up an ambush. High Ground: NPCs start on elevated cliffs. Players cannot attack NPCs at Range 1 unless they equip a Scope or discard a Mustang card from hand.
Stage 10: The Badlands Blizzard Escape the pass by eliminating the tracking hunting party. Frostbite rule: At the start of each round, all players must draw a card. If it is a Black suit (Spades/Clubs), that player suffers 1 point of unavoidable cold damage unless they discard a Beer card to stay warm.
Stage 11: The Snake Oil Carnival Unmask and defeat the fraudulent Doctor and his brainwashed henchmen. Hall of Mirrors: Players cannot target specific NPCs directly with standard attacks unless they first discard 1 card from hand to find the true target.
Stage 12: High Stakes Poker Eliminate the calculating card sharps. Enables a gamble sub-phase at turn starts. Players can completely discard 1 hand asset to flip a deck card. Pulling a Heart instantly heals the player for 1 lost HP point.
Stage 13: The Bank Heist at Blackwood Defend the vault safe for 6 full rounds without letting the Vault Door HP drop to zero. Place a dynamic Vault Door object into the turn sequence with 10 HP. On their turn, automated NPCs prioritize attacking the Vault Door if within range. Players can discard blue equipment cards to repair the door (+2 HP per card).
Stage 14: Cattle Drive Stampede Eliminate all active Rustlers. At the turn start, if an NPC draws a Diamond suit card, a chaotic stampede erupts. The closest player is forced to immediately discard 1 in-play asset card.
Stage 15: The Hideout at Skeleton Canyon Breach the inner sanctum of the Clanton stronghold and capture the battle plans for Tombstone. Fortified Gates: Players must deal a total of 10 damage to the Stronghold Door before they can directly target the interior boss.
Stage 16: O.K. Corral Eliminate the legendary Clanton Gang to restore law to Tombstone. The ultimate showdown. All combatants start with their weapon range capped at 1 for the first round (No Cover). High Noon environmental effects remain active for the duration of the stage.
Stage 17: The Dynamite Maze Eradicate the final rogue elements. A single live Dynamite item card is placed permanently into active play. It is hard-forced to pass linearly down the turn order line at the conclusion of every turn sequence.
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Section 4: Events, NPC Stat Blocks & Archetypes

The Wild West Event Deck Mechanics

Construct a 10-card secondary event deck using standard playing cards (Ace through 10). Flip a card at the start of each round.

Card Value Event Name Global Environmental Effect Rule
Ace / 2 Dust Storm Visibility drops to zero. All player and NPC weapon cards have their operational range reduced to exactly 1.
3 / 4 Gold Rush The local veins are overflowing. Any NPC eliminated during this active round drops an extra +1 bonus Gold reward.
5 / 6 Bounty Hunter Bypasses proximity targeting loops. All automated NPCs completely focus their guns on the player with the lowest health.
7 / 8 Gunslinger Duel The air grows heavy. The restriction on playing only one Bang! card per turn is completely lifted for all players.
9 / 10 Quick Draw Reflexes spike. The draw phase for all players and NPCs is increased from the baseline of 2 cards up to 3 cards.

Stage NPC Stat Blocks & Abilities

Stg Enemies Spawning Base HP Unique Enemy Passive Abilities & Traits
1 2 Skirmishers 3 HP Standard Outlaw rules apply. No modifications or special passive traits. NPCs get first turn.
2 2 Outlaws + 1 Renegade 4 HP The Renegade acts as a bodyguard, drawing fire if positioned directly adjacent to an Outlaw.
3 3 Gunrunners 4 HP Infinite Bang! capability due to starting with integrated Volcanic weapons.
4 3 Prison Guards 4 HP Lockdown: Guards gain a temporary +1 distance shield until a player equips a weapon.
5 2 Outlaws 4 HP Bullseye: Their Bang! attacks require players to discard two defenses to protect Prisoner.
6 3 Wire-Cutters 3 HP Sabotage: Wire-Cutters always target the player standing closest to the telegraph station.
7 1 River Captain, 2 Enforcers 6 HP (Captain), 4 HP (Enforcers) Captains Orders: As long as the River Captain is alive, all Enforcers draw 3 cards per turn instead of 2.
8 3 Ghoul Raiders 4 HP Undead: Revive 2 rounds after death as a 2 HP Zombie if any teammate lives.
9 2 Canyon Snipers, 2 Outlaw Blockers 4 HP Deadeye: Snipers treat standard Bang! cards as un-blockable attacks unless the target discards 2 Missed! cards.
10 3 Trackers 4 HP Winter-Hardened: Trackers are immune to environmental cold damage.
11 Doctor Miracle, 3 Devotees 5 HP (Doctor), 3 HP (Devotees) Elixir of Life: Whenever a Devotee is eliminated, Doctor Miracle heals 1 lost HP instantly.
12 2 Card Sharps 4 HP Cheaters: NPCs flip twice on card checks and choose their preferred outcome.
13 2 Demolitionists, 2 Safecrackers 4 HP Breech Charges: Demolitionists deal double damage (2 HP) when targeting the Vault Door directly.
14 3 Rustlers 4 HP Stampede: Drawing a Diamond suit forces the closest player to discard a card.
15 Gang Enforcer, 3 Clanton Loyalists 6 HP (Enforcer), 4 HP (Loyalists) Last Stand: When the Gang Enforcer reaches 1 HP, his attacks deal double damage for the rest of the stage.
16 Ike Clanton, Frank McLaury, Tom McLaury 6 HP (Ike), 5 HP (Frank), 5 HP (Tom) Brotherhood: Whenever an NPC is eliminated, the remaining gang members instantly gain +1 Max HP and draw 2 cards immediately.
17 2 Demolition Saboteurs 5 HP Blast Shield: Saboteurs are completely immune to any table-active Dynamite damage.

Player Archetypes Class Systems

Instead of drawing generic characters, players choose a class below. Stack these traits over your chosen standard character card ability.

The Gunslinger 🤠 Standard HP

Fan the Hammer: Once per turn, you may discard any two combat cards from your hand to instantly unleash a free, un-blockable Bang! effect on an NPC within your current weapon's range loop.

The Sheriff 🛡️ +1 Max HP

Protect the Innocent: Whenever an automated NPC fires a Bang! targeting a fellow squad member within your direct weapon range, you can discard 1 Missed! card from your own hand to block it.

Doc 🩹 Standard HP

Field Dressing: During your main draw phase, you may substitute your second card draw to choose a teammate in range and instantly restore 1 lost Life Point from their active track.

The Bounty Hunter 💰 Standard HP

Dead or Alive: Whenever you deal the definitive, fatal strike that completely eliminates any NPC from the board, you extract an extra bonus reward of +1 Gold into your stash.

The Scout 🎯 -1 Max HP

Eagle Eye: Your natural visibility is supreme. You possess an innate, permanent Scope effect (-1 range calculation to all targets) and can hold an extra +1 max hand size card capacity.

The Maverick Standard HP

Wild Card: Unpredictable and resourceful. Once per turn, you may play any card from your hand face down to count as either a standard Bang! or a Missed! card.

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Section 5: The Blood & Dust Campaign

An immersive 17-act campaign overview for the Posse Leader.

PROLOGUE: THE SHADOW OVER TOMBSTONE "The Arizona Territory is bleeding. What started as scattered cattle rustling and dry-gulch bushwhackings has metastasized into a syndicate conspiracy led by the notorious Clanton Gang. From mountain passes to saloon poker tables, law and order have broken down completely. The local authorities are either paid off, dead, or hunkered down behind locked doors. It falls upon your posse—a ragtag assembly of gunslingers, lawmen, and wanderers—to trace the trail of corruption from its roots in Gold Canyon all the way to a final, explosive showdown in Tombstone."

Act I: Local Outbreak (Stages 1–3)

The campaign opens with standard range trouble. A routine trek turns deadly during the Ambush at Gold Canyon, where your posse barely survives a barrage from local bushwhackers. Retreating into the nearest settlement leads straight into a High Noon Holdout, forcing you to defend the town perimeter against armed Outlaws and an elusive Renegade. Interrogating the surviving gunmen reveals a coordinated plot: the gang was holding the town to distract from a major raid on The Iron Horse Standoff. Boarding the speeding locomotive, your team secures the payroll safe and recovers financial ledgers pointing toward a far larger syndicate network.

Act II: The Money & Supply Trail (Stages 4–7)

To decipher the captured ledgers, the posse executes a midnight raid in the Whiskey Ridge Jailbreak, extracting a captive syndicate lieutenant before he can be silenced. Escorting this high-value witness aboard the 3:10 to Yuma train proves treacherous as hired guns try to eliminate him on the platform. Knowing federal intervention is required, you hold off saboteurs during The Dust Gulch Telegraph to wire your findings to Washington. The trail of illegal funds leads to a riverboat casino for a high-stakes Riverboat Showdown, where you corner the syndicate's bankroller and seize documents detailing massive arms buys.

Act III: Wilderness Pursuit & Investigation (Stages 8–11)

Following the arms trail into the wilderness, your party survives a chilling night surrounded by stealthy stalkers in Ghost Town at Sundown. Pushing deeper into enemy territory requires navigating a lethal sniper bottleneck at Red Rock Canyon Pass and braving freezing temperatures in The Badlands Blizzard. Descending from the mountains into warmer valleys, you discover how the weapons were being smuggled: hidden inside traveling wagons during The Snake Oil Carnival, where you unmask the criminal doctor running the operation.

Act IV: The Clanton Network (Stages 12–15)

With the syndicate feeling the pressure, your posse goes undercover in High Stakes Poker to buy critical intelligence regarding the inner circle. You strike a blow to their war chest by stopping The Bank Heist at Blackwood and survive a desperate retaliation attempt when the gang triggers a Cattle Drive Stampede to crush your team. Following the trail of retreating raiders, you assault their main regional fortress during The Hideout at Skeleton Canyon, breaching the stronghold gates and discovering battle plans targeted directly at Tombstone.

Act V: The Climax & Aftermath (Stages 16–17)

The campaign reaches its climax in the heart of Tombstone at the legendary O.K. Corral. In a close-quarters shootout, your posse faces Ike Clanton and his top lieutenants to shatter their control over the territory once and for all. However, the surviving zealots refuse to surrender quietly. Driven into a corner, they fall back into a rigged silver mine for The Dynamite Maze. In a final race against time, you must eliminate the remaining explosives experts and disarm the charges before Tombstone is leveled in a cloud of dust and fire.

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Section 7: Posse Leader Read-Aloud Scripts

Read the corresponding intro script to the table before drawing cards or placing figures for each stage.

STAGE 1: AMBUSH AT GOLD CANYON ACT I — LOCAL OUTBREAK

"The midday heat in Gold Canyon is thick enough to choke on. You were expecting a quiet ride into town, but the sudden crack of rifle fire off the canyon walls says otherwise. Dust kicks up at your feet as armed bushwhackers drop down from the rim rocks. Draw your steel—there's no talking your way out of this dry gulch."

STAGE 2: HIGH NOON HOLDOUT ACT I — LOCAL OUTBREAK

"You make it into town, but the streets are deserted and the shutters are barred tight. A lone church bell rings twelve times. Outlaws step into the dusty main street from behind the saloon and bank, guns drawn and ready. One of them grins—a wild-eyed renegade leading the pack. Hold the line until the sun sets."

STAGE 3: THE IRON HORSE STANDOFF ACT I — LOCAL OUTBREAK

"Interrogating the survivors pointed straight to the railroad. You leap onto the running boards of the speeding train just as a gang of armed robbers forces open the payroll car. Wind howls through the open doors as the locomotive thunders down the tracks. Secure that safe before they uncouple the cars!"

STAGE 4: WHISKEY RIDGE JAILBREAK ACT II — THE MONEY & SUPPLY TRAIL

"The financial ledgers from the train point to a crooked lieutenant sitting in the county lockup. If you want answers, you have to get him out before his own men silence him. Keep your boots quiet and your weapons holstered as long as you can—if those guards raise the alarm, this jailhouse becomes a death trap."

STAGE 5: 3:10 TO YUMA ACT II — THE MONEY & SUPPLY TRAIL

"With the informant secured, you arrive at the platform just as steam belches from the Yuma express. But the syndicate isn't letting their lieutenant talk to federal judges. Hired guns emerge from behind the water tower and freight crates. Keep that prisoner breathing until he steps onto that train!"

STAGE 6: THE DUST GULCH TELEGRAPH ACT II — THE MONEY & SUPPLY TRAIL

"Federal aid is days away unless you alert the marshal in Washington. You barricade yourselves inside the small Dust Gulch telegraph office while wire-cutters swarm the perimeter. Cover the operator while the key clicks out your distress signal—every letter sent brings help closer!"

STAGE 7: RIVERBOAT SHOWDOWN ACT II — THE MONEY & SUPPLY TRAIL

"The wire leads to a floating casino churning up the muddy waters of the river. You step past velvet curtains and card tables directly into a trap set by the river syndicate. The quarters are cramped, the guards are heavy-handed, and a wrong step over the railing means swimming with the catfish."

STAGE 8: GHOST TOWN AT SUNDOWN ACT III — WILDERNESS PURSUIT

"The sun dips below the horizon, bathing the derelict mining town of Sundown in crimson shade. Wind rattles rusty hinges and loose tin roofs. Shadows stretch across the dirt road— shadows that move against the wind. Shadows that carry loaded revolvers. Watch your step; the dark is full of eyes."

STAGE 9: RED ROCK CANYON PASS ACT III — WILDERNESS PURSUIT

"Towering red sandstone cliffs pinch the trail into a narrow choke point. High above, sunlight glints off rifle barrels set in sniper nests. You're pinned down in the open while snipers cover every inch of sand below. Find cover, sight your targets, and punch through this bottleneck!"

STAGE 10: THE BADLANDS BLIZZARD ACT III — WILDERNESS PURSUIT

"A howling mountain gale buries the pass in whiteout snow. Freezing frostbite bites at your hands and lungs, making every breath burn like fire. Through the swirling snow come the syndicate's hardened trackers, accustomed to the cold and hunting you like wolves. Keep moving or freeze solid."

STAGE 11: THE SNAKE OIL CARNIVAL ACT III — WILDERNESS PURSUIT

"Steam calliopes play distorted tunes amidst the tents of a traveling carnival. Behind the painted glass and mirrors lies an underground gun-running network organized by 'Doctor Miracle'. In this hall of illusions, don't trust what your eyes tell you—make sure your shot finds real flesh and blood."

STAGE 12: HIGH STAKES POKER ACT IV — THE CLANTON NETWORK

"The smoke-filled backroom of the Grand Hotel hosts the highest-stakes poker game in the territory. The pit boss and card sharks around this table hold the key to the Clanton Gang's hideout. Play your cards right, bet wisely, but keep one hand hovering over your holster when the dealing turns bad."

STAGE 13: THE BANK HEIST AT BLACKWOOD ACT IV — THE CLANTON NETWORK

"Explosives shatter the quiet morning air in Blackwood! The syndicate is looting the town bank to fund their private army. Safecrackers are working the lock while demolitionists prepare heavy breech charges to blow the vault wide open. Reinforce that heavy steel door before they drain the bank!"

STAGE 14: CATTLE DRIVE STAMPEDE ACT IV — THE CLANTON NETWORK

"The ground vibrates beneath your boots before you hear the thunder. Outlaw wranglers have spooked a herd of five hundred longhorns, driving them straight down the gulch toward your posse! Hooves tear up the earth and horn tips gleam in the dirt cloud. Stand firm, shoot the wranglers, and dodge the horns!"

STAGE 15: THE HIDEOUT AT SKELETON CANYON ACT IV — THE CLANTON NETWORK

"Nestled deep within Skeleton Canyon stands the heavily fortified stone fortress of the Clanton Gang. Iron-reinforced gates block the entrance while loyalist riflemen fire down from log battlements. Batter down those gates and breach the inner court—their main army stands between you and Tombstone!"

STAGE 16: O.K. CORRAL ACT V — THE CLIMAX & AFTERMATH

"Tombstone, Arizona. The air is cold, crisp, and dead silent near the entrance to the O.K. Corral. Ike Clanton and the McLaury brothers stand thirty feet away with hands hovering over their gun belts. No cover. No retreat. Just thirty seconds that will write territory history. Draw!"

STAGE 17: THE DYNAMITE MAZE ACT V — THE CLIMAX & AFTERMATH

"The Clanton leadership is dead, but the surviving zealots have retreated into the silver mine shafts running under Tombstone. Crate after crate of dynamite sits rigged with burning short-fuses. Smoke fills the tunnels as frantic zealots drop lit sticks at your feet. Find the mastermind, cut the fuses, and save Tombstone!"

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