1
Draw cards
Each player shuffles their deck and draws 6 cards (7 for Doc)
2
Reveal Goals
Marshal moves top card from Upcoming Goals to Current Goals zone (Marshal & Prisoners)
3
Flip Round card
First player turns over the next Round card
4
Normal turn
Players play their action cards face up
5
Tunnel turn
Players play their action cards face down
6
Speed-up turn
Players play two action cards in sequence (face up)
7
Reverse turn
Turn order goes anticlockwise, starting with the first player
8
Turmoil turn
Players choose their actions and reveal simultaneously (Horses & Stagecoach)
9
Jarring turn
Players cannot play Shoot or Punch cards this round (Marshal & Prisoners)
10
Play or draw
For each turn space on the Round card, each player may play 1 action card to central pile OR draw 3 cards from their deck
11
Drink Whiskey
On Normal turns only, drink half a Whiskey Flask and use its effect (Horses & Stagecoach)
12
Search for Brilliant Idea
Search your deck for the Brilliant Idea card, add to hand, then shuffle deck (Marshal & Prisoners)
13
Resolve actions
First player turns over the central pile and actions are performed one by one
14
Move inside train
Move forward or backward 1 car
15
Move on roof
Move forward or backward 1-3 cars
16
Move to Stagecoach
Move between train and Stagecoach roofs as part of a Move action (1 step) (Horses & Stagecoach)
17
Marshal Move+
If played on Normal turn, Marshal can immediately play another card
18
Change levels
Move from inside to roof of train/Stagecoach, or vice versa
19
Mei's diagonal jump
When using Floor Change, Mei may jump diagonally to an adjacent car
20
Marshal Floor Change+
If played on Normal turn, Marshal can immediately play another card
21
Take Loot
Take a Loot token in the same location if available
22
Take Whiskey
Whiskey Flasks may also be taken as Loot (Horses & Stagecoach)
23
Double Rob
Take 2 Loot tokens if you have your trusty sidekick Prisoner (Marshal & Prisoners)
24
Shoot inside
Shoot a Bandit in an adjacent car
25
Shoot on roof
Shoot one of the closest Bandits in either forward or backward direction
26
Hit target
Give target a Bullet card from your supply
27
Stagecoach shooting
Bandits in Stagecoach may shoot Bandits in adjacent train car and vice versa (Horses & Stagecoach)
28
Roof shooting
Bandits on Stagecoach roof may shoot any Bandit on train roof and vice versa (Horses & Stagecoach)
29
Shotgun blocks
Shotgun blocks line of sight when shooting on roof (Horses & Stagecoach)
30
Tuco's ability
Tuco may shoot through the roof of a car (up or down)
31
Django's ability
Django's Shoot action knocks target back to next car (without knocking off train)
32
Shoot Marshal
Bandits may shoot the Marshal (Marshal & Prisoners)
33
Marshal double shot
Marshal can shoot 2 Bandits with same action, one Bullet from each gun (Marshal & Prisoners)
34
Punch target
Choose a Bandit in same location; pick one of their Loot tokens to drop on floor; move target forward or backward one car (same level)
35
Cheyenne's ability
Cheyenne takes a Purse (not Jewel or Strongbox) dropped when punching
36
Stagecoach knockback
Punch knockback may be between Stagecoach and adjacent train car (Horses & Stagecoach)
37
Punch Shotgun
Must punch Shotgun to release his Strongbox; he is knocked to roof of adjacent train car (Horses & Stagecoach)
38
Punch Marshal
Take top Brawler card and keep it; move Marshal to adjacent car, not Stagecoach (Marshal & Prisoners)
39
Move Marshal
Move Marshal pawn forward or backward one car (inside only)
40
Trigger escape
When Marshal enters Bandit's location, Bandit takes Neutral Bullet and escapes to roof
41
Ride horse
If Horse is adjacent to player's pawn, ride Horse 0-3 cars forward or backward, dismounting inside train or Stagecoach
42
Copy action
Not on or in prison car: Copy last Bandit action played that is not a Brilliant Idea
43
Escape cell
In cell of prison car: Move to corridor or roof
44
Free Prisoner
On roof or corridor of prison car: Take a Prisoner card if you don't have one
45
Free Bandit
On roof or corridor of prison car: Move imprisoned Bandit to your location; he must give you 1 Loot token of his choice if he has one
46
Arrest Bandit
Choose 1 Bandit in same space; place them in prison cell and take their Wanted Poster
47
Ghost's stealth
In first turn of each round, Ghost may play his card face-down
48
Doc's expertise
Doc draws 7 cards each round instead of 6
49
Belle's charm
If another possible target exists for Shoot or Punch, Belle may not be targeted
50
Take Hostage
When a Bandit enters Stagecoach for any reason, they must take a Hostage card if they don't have one
51
Hostage effects
Each Hostage provides ransom value but may impose negative effects
52
Shotgun encounter
If Bandit ends turn in Shotgun's location, take Neutral Bullet and run to adjacent car's roof
53
Passing Shotgun
If Bandit passes Shotgun, take Neutral Bullet
54
Cannot shoot Shotgun
Shotgun cannot be targeted by Shoot actions
55
Your trusty sidekick
If Prisoner matches your character, you may take 2 Loot tokens with Rob action
56
Another bandit's sidekick
If Prisoner matches another Bandit, you gain that Bandit's special ability
57
Extended Penalties
Disarmed (Shoot cards have no effect), Wounded Knee (Floor Change cards have no effect), Shoulder Injury (Punch cards have no effect) last until end of Round
58
Instant Penalties
Got 'Im (Marshal takes your Prisoner card), Drop That Bag (Marshal takes your Mailbag)
59
Move Stagecoach
Move Stagecoach one car backward; keep Shotgun adjacent (Horses & Stagecoach)
60
Return action cards
Give back action cards to players
61
Pass first player
Next player clockwise becomes new First player