# The five possible actions from which a player may choose on every turn are:

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3 One final discarding note: 6's may never be discarded unless every other card in the player's hand (except other 6's) would count as positive points if the game ended immediately (see cards). As the hand progresses, and players accumulate guns and collections (see scoring) the draw pile will grow smaller. It will also be depleted many times in the average hand. Each time this happens the dealer should simply take the discard pile (except for the top discarded card), shuffle it, and turn it over to become the new draw pile. The Ending of a Hand: Each hand can end in one of two ways: 1. When all the 10's and a.22 have been laid on the table, or 2. When all four aces have been distributed as protection for cowboys (see shooting) In case 1, the player who laid down the.22 or last 10 is credited with ending the hand. In case 2, the player who took the shot which caused the last cowboy to get protection is credited with ending the hand. Any player holding a 10 or a.22 in his/her hand at the end of the game is guilty of delaying the game. As soon as one of the two cases above is met so that the hand is ended, all players lay down their hands for everyone to see, and each player's points (see scoring) are tallied up and added to his/her running total from any previous hands. * A discrepancy exists between the guy who invented the game, Jeff, and my wife, Melissa, regarding discarding. The rules I have recorded here reflect, you guessed it, Melissa's preference. Jeff contends that drawing the top card from the discard pile constitutes an action, and may not be done if another action is taken that turn. Jeff also says discarding a five and drawing two cards to replace it is a distinct action. Melissa says these two rules are silly and unnecessarily restrictive. I've tried both ways and I think Melissa's way tends to be more fun. Feel free to decide for yourselves.

4 Scoring Ending a hand (see How to Play) Positive Points +30 Delay of game (see How to Play) Negative Points 's +10 6's -20 Cowboy (individual kings) +25 Harlot (individual queens) -25 Couple (shacking up - king and queen of the same suit during a hand)* Orphanage (good - all the jacks) +25 Marriage (king and queen of the same suit at the end of a hand)* (evil - three sixes) Harem (all the queens) +100 Family (ace, king, queen, jack of the same suit) Gang (all the kings) Posse (all the kings and aces) +200 * With the exception of Couples, all points are tallied at the end of the hand. When a hand ends, the player who ended it gets the 30 points for ending, and each player tallies up the positive and negative points he/she has in his/her hand and on the board (as with 10's). Couples are different. On any turn, a player may show a couple (actually show a king and queen of the same suit to the other players) at which point the scorekeeper will write down 25 points and the suit of the couple. Each player may get one couple of each suit in each hand (up to 100 points). No player may get points for the same couple twice in a hand even if the couple seems to have separation anxiety and keeps getting back together in his/her hand. If a couple is still together at the end of the hand, they're married, and sadly, when a cowboy marries a harlot, its negative points.

5 Guns & Shooting All About Guns As play progresses, players will accumulate "guns" in their hands (combinations of cards outlined below). On any turn, a player may pull out ONE gun (assuming the player is not taking another action - see How to Play). To pull a gun, the player actually lays down the cards making up the gun (eg - a 3 and an 8) on the board in front of him/her. The total number of cards held in the player's hand will be reduced by the number of cards laid down. On any turn after a gun has been pulled (again, assuming the player is not taking another action) the player may shoot at another player with the gun. If the player has pulled multiple guns across previous turns, each gun may be fired each turn. Yes - you can shoot each gun you have on the table in each turn that you decide to shoot (though you don't have to)..22 two 2's of any suit Can shoot unprotected cowboys Can backfire (getting you a 6 instead of a cowboy) Can end a hand if pulled out after all the 10's have been played Can cost you a delay of game if you are holding it when a hand ends.38 a 3 and an 8 of any suit Can shoot unprotected cowboys.357 a 3, a 5, and a 7 of any suit Can shoot unprotected cowboys.357 quick draw a 3, a 5, and a 7 in the same suit Can shoot unprotected cowboys Can shoot the gun out of another players hand (getting the gun for you).45 a 4 and a 5 in the same suit Can shoot unprotected cowboys Can shoot protected cowboys All About Shooting To shoot an unprotected cowboy (a king without an ace protecting it), the shooter declares which gun he/she will be using and asks another player (the victim) "Can I shoot you?" At this point, one of four things can happen. 1. Backfire - If the shooter is using a.22 and the victim is holding a 6, the victim can give the shooter the 6 (and the shooter must take it). 2. Quick draw - If the victim is holding.357 quick draw, he/she may immediately pull it out AND take the gun which the shooter is using. The victim may shoot with both guns on his/her next turn. (Once drawn quickly and laid on the board, it functions like a normal.357; it can shoot at unprotected cowboys but cannot be used as a quick draw again.) 3. Nothing - If the victim does not have an unprotected cowboy (and the two cases above do not apply) the victim just says "No". In this case, the shooter misses. 4. Shot is Fired - If, on the other hand, the victim does have an unprotected cowboy (and cases 1 and 2 above do not apply), then the shooter may flip over the top card from the draw pile (laying it on the discard pile) to determine whether or not the victim has been hit by the shot. It is the suit of this shot card which determines the accuracy of the shot. Shot Misses - If the victim is holding an unprotected cowboy of the SAME suit as the shot, the shot misses, AND (as a reward for the nimble skill displayed in ducking a bullet) the cowboy receives a deputy's badge as protection (an ace of the same suit from the ace pile). Only a.45 can shoot a protected cowboy (see below). Shot Hits - If the victim is holding one or more unprotected cowboys, all of which are of

8 A 3 can be used as part of a.38 or.357 (guns). Three Two A 2 can be used as part of a.22 (the weakest gun). A player who is shot at by a.22 can give the shooter a 6 rather than giving up a cowboy or receiving protection (see shooting). When all four 10's and a.22 have been played on the board, the hand ends. The player who ends a hand receives positive points. If a player is left holding a.22 at the end of a hand, the player is guilty of delaying the game and the.22 brings negative points. Ace (Badge) Aces are used in an unusual way. They protect cowboys of the same suit, making them more difficult for other players to shoot (see shooting). The four aces are kept in a separate pile by themselves during the game, and and are only distributed when, due to bad shooting, a cowboy receives an ace as protection (again, see shooting). An ace can be passed with a cowboy, but once a cowboy has become protected, the ace can not be separated from the cowboy unless the cowboy is discarded, at which time the ace goes back to the ace pile and is available for distribution again. When all four aces have been distributed, the hand is over. The player who took the shot which caused the last ace to be distributed gets positive points for ending the game.

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