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中文日本語
Duel West
500c

Duel West

決戰西部

Every card is a bullet, your deck is the magazine. Flip together, shout “Bang!” together — first to hit the target takes the turn.

Year
2026
Item no.
SS202606DW
Players
2-5
Play time
15 min
Age
10+
Designer
Chang Yu-Di, Tsai Huei-Chiang
Artist
Tsai Huei-Chiang
  • Fully simultaneous — no turn order, no downtime, a full game in 15 minutes
  • You never see your own deck order: reshuffle blind during Load Up and trust your memory and nerve
  • Winning makes it harder — scoring bullets are removed, so you enter the next round with a thinner magazine
  • Call “Hit!” wrongly and you sit out the next turn, so do the maths before you open your mouth
  • Four types of Target Card across 15 variants — the best line of play changes every turn

Duel West is a fast-paced card dueling game themed around the revolver. You are a gunslinger in a wilderness showdown: each card in your hand is a bullet, your deck is a fully loaded magazine, and the number on each card represents firepower.

Every turn a Target Card is revealed in the centre of the table, then everyone flips bullets from their own magazine at the same time, calling out “Bang!” with each flip. There are no player turns and nobody waits — you alone decide when to keep firing and when to stop.

The first player whose flipped cards meet the target shouts “Hit!” and everyone freezes. Win two rounds to become the Sharpshooter and rule the west.

Goal

The first player to win 2 rounds becomes the Sharpshooter and wins the game.

Within a round, the first player to collect 3 turn wins takes that round.

Components

  • 40 Bullet Cards (5 colour sets — green, red, yellow, blue, purple; 8 cards per set: 1×2, 2×2, 3×2, 4×1, 5×1)
  • 15 Target Cards
  • 3 rulebooks (Traditional Chinese, Japanese and English)

Setup

  • Shuffle all 15 Target Cards face-down into a Target Deck and place it in the centre of the table.
  • Each player takes one set of 8 Bullet Cards in their colour, shuffles it, and places it face-down in front of themselves as their personal Magazine Deck.
  • Important: you may not look at the order of your Magazine Deck at any point during the game.

Turn structure

Each turn proceeds through the following four phases in order:

  • Phase 1 · Discover the Target: flip 1 card from the top of the Target Deck and place it in the centre of the table. Target Cards left unclaimed in earlier turns stay on the table and are still valid this turn.
  • Phase 2 · Load Up: without looking at them, rearrange your Bullet Cards in any order — shuffling is also fine. Then place the deck face-down in front of you, ready to duel.
  • Phase 3 · Duel: all players simultaneously flip Bullet Cards from their Magazine Deck, one at a time, calling out “Bang!” with each flip. Nobody waits for anyone; each player decides when to flip and when to stop.
  • Phase 4 · Scoring & Cleanup: retrieve the bullets you flipped and reinsert them anywhere in your Magazine Deck; the winner draws 1 card at random from their own deck and sets it aside face-down as a scoring token (1 card per target achieved); discard any Target Cards that were achieved.

Hitting the target

When your flipped cards meet any active Target condition, immediately shout “Hit!” and all players stop flipping at once. The winner is then determined in this order:

  • Meets the target condition
  • Fewer cards flipped
  • Called “Hit!” first
  • Still tied — shared victory

Examples

The target is a sum exactly equal to 9. Amy flips 4, 2, 3 for a total of 9 and shouts “Hit!” — Amy wins.

The target is a sum that is a multiple of 4. Amy flips 1, 2, 3, 2 (total 8) and Brian flips 1, 1, 2 (total 4). Both meet the condition, but Brian used fewer cards, so Brian wins.

If two or more active Targets are on the table, resolve them one at a time after the first Hit — a player may win more than one target in the same turn.

Target Cards

There are 15 Target Cards in total, in four types, with multiple variants at different values for each type.

  • Exact Hit (8 / 9 / 10 / 11 / 12): the player whose running total is exactly equal to the target value wins.
  • Multiple Hit (3x / 4x / 5x / 6x / 7x): the player whose running total is exactly a multiple of the target number wins.
  • Fixed Count — High (2 max / 3 max): flip the specified number of cards and stop; the highest total wins, ties are shared victories.
  • Fixed Count — Low (2 min / 3 min / 4 min): flip the specified number of cards and stop; the lowest total wins, ties are shared victories.

End conditions

  • End of a round: any player who accumulates 3 scoring tokens immediately ends the round.
  • The winner stacks those 3 scoring Bullet Cards into a pile; they are removed from the game going forward, so that player enters the next round with a smaller Magazine Deck.
  • All other players retrieve their scoring Bullet Cards and return them to their Magazine Deck. If the Target Deck is exhausted, reshuffle all discarded Target Cards into a new deck.
  • End of the game: when any player wins 2 rounds, the game immediately ends and that player wins.

Special cases

  • No winner: if no player completes any target, no one wins the turn and all Target Cards remain on the table for the next turn.
  • False call: if a player shouts “Hit!” when the condition has not been met, the entire turn is replayed from the start and that player skips the next turn (they may not flip cards or participate in resolution).
  • You may not look at cards used as scoring tokens.

Gallery

Bullet Cards 1–5 and the four types of Target Card
Bullet Cards 1–5 and the four types of Target Card

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