1
Select personality card
In turn order, each player chooses one available personality card; some personalities grant immediate actions
2
Adjust turn order
After all players choose, rearrange markers on the upper turn order track in ascending order according to personality card numbers
3
Choose an action
Place a cowboy from your reserve onto one of the action squares above the city map
4
Choose a parcel
Place a cowboy on any parcel to attempt purchasing it
5
Attack or defend a building
Place a cowboy on another player's building to attack it, or on your own building to defend it
6
Pass your turn
Move your marker to the first free position on the lower turn order track; you cannot place more cowboys this turn
7
Challenge opponents
You may place cowboys on squares already occupied by other players' cowboys, triggering duels
8
Resolve actions in sequence
Perform actions one by one according to the board sequence; cowboys return to general reserve after completing actions
9
Conduct duels
When multiple players occupy the same square, each rolls a die and adds their firepower (cowboys + revolvers in personal reserve)
10
Determine duel winner
Highest total wins the right to perform the action; winner's cowboy goes to general reserve
11
Handle duel losers
Losers do not perform the action; their cowboys return to their personal reserves
12
Break ties
The player with the lowest turn order number wins ties
13
Wages
No duel; receive $4 for each of your cowboys on this square (multiple cowboys allowed)
14
Ammunition
Win this action to receive the special 3-guns chip for the turn
15
Roads (single)
Win this action to receive 3 new roads for your personal reserve
16
Roads (multiple)
No duel; receive one road per cowboy placed here (multiple cowboys allowed)
17
Parcel purchase
Pay $1 plus $1 for every building, mountain, or house on or adjacent to the parcel (including diagonally)
18
Building construction
Pay the price shown to build on your parcel; parcel must be reached by a road (except ranches and mines)
19
Place required house
When building drugstore, mine, bank, saloon, church, or prison, also place a free house on any road-connected free parcel
20
Defer building placement
Keep purchased buildings to build later if placement conditions aren't met
21
Estate income
Automatically receive income from buildings based on neighboring buildings and houses; no cowboy needed
22
Attack buildings for income
Place cowboy on opponent's building; if successful, steal half the income (rounded down)
23
Parcels income
Win to receive $2 per parcel you own
24
Cowboy income
Win to receive $2 per firepower point in your reserve
25
Gambling income
Win to roll two dice and receive that amount in cash
26
Parcels victory points
Win to receive victory points equal to half your parcels (rounded down)
27
Estate victory points
Win to receive victory points equal to buildings on your parcels (excluding mountains and houses)
28
Cowboy victory points
Win to receive victory points equal to half your firepower (rounded down)
29
Buy victory points
Win to purchase victory points at $2, $3, $4, or $5 per point
30
Advance turn counter
Move token one square forward, blocking one victory points purchase square
31
Receive new cowboys
Take cowboys from general reserve: 4 after turn 1, 5 after turns 2 and 3 (maximum 10 in personal reserve)
32
Spend excess cash
Money beyond your personality card's cash limit must be spent; receive 1 victory point per $10 spent
33
Refresh building market
Shift unsold buildings toward lower-priced squares; draw new buildings for empty positions