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Slingin' Cards, Buildin' Hands, and Takin' Names

A tactical board game of frontier duels where positioning, cards, and cunning determine who becomes a legend

Learn to Play

The Legend

The frontier is unforgiving. Only the smartest, fastest, and most cunning Slingers survive the deadly duels that forge legends.

Navigate the board strategically, equip powerful weapons and equipment, mount trusty steeds, and use action cards wisely to outmaneuver your opponents in tactical showdowns.

Every location offers new opportunities. Every card drawn could change your fate. Every die roll could be your last.

Game Overview:
  • Move across the grid-based game board
  • Each player starts with 99 health (customizable for faster games)
  • Use cards strategically to attack, defend, and survive
  • Last Slinger standing wins the duel!
🎲 Dice-Driven Combat
🗺️ Grid-Based Movement
🎴 90 Unique Cards
🤠 10 Characters

How to Play

Master the cards, control the board, survive the duel

Game Setup

🤠

Choose Your Slinger

Each player selects a character and takes their player piece and character info card

🗺️

Prepare the Board

Place 4 location cards on the map, aligning their grids with the game board

🎲

Determine Turn Order

Roll a six-sided die to decide who goes first

🎴

Deal Starting Hands

Each player draws 5 cards. Start with 99 health (or choose lower for a faster game)

📍

Place Characters

First player places their piece anywhere on the map, then clockwise each player does the same

⚔️

Begin the Duel!

You're ready to face off in the ultimate Slinger showdown

Card Types

Action

Action Cards

Use during your turn before declaring attack phase. Play as many as you want to set up your strategy.

Weapon

Weapons

Equip during setup or your turn. Swap weapons anytime before attack phase. Features attributes like Max Damage, Falloff, Melee, Dual Wield, and Cut Rope.

Equipment

Equipment

Equip during setup or before attack phase. Can only have 2 equipped at a time. Can only unequip if you have not used it's ability this turn.

Reaction

Reaction Cards

Use during attack phase when you're the target or the attacker. Perfect for turning the tables!

Steed

Steeds

Equip for bonus health and increased movement speed. Movement = dice roll × speed attribute. When attacked, steed takes damage first.

Health

Health Cards

Play anytime except during attack phase (even when jailed or hogtied!). Cannot heal past maximum health or heal steeds.

Illness

Illness Cards

Must be revealed immediately when drawn. Negative effects apply to you. If dealt in starting hand, discard and draw a new card.

Weapon & Card Attributes

Melee Melee

Can only be used at distance 0. Can be thrown for max damage in a single hit—target receives the weapon if hit, discarded if dodged.

Dual Wield Dual Wield

Equip two weapons with this attribute. Declare one as primary, roll normally, then reroll one die for the second weapon's attack.

Cut Rope Cut Rope

Can cut rope cards. If equipped, keep the weapon. If in hand, cut the rope but discard the weapon.

Max Damage Max Damage

The maximum damage a weapon can deal in a single attack.

Falloff Falloff

Distance penalty. Falloff value × distance from target = total falloff damage reduction.

Speed Speed

Steed attribute. Your movement = dice roll × speed. Higher speed = greater mobility!

Health Health

Health value of cards like steeds. Stacks on top of your health and takes damage first.

Rope Rope

Indicates a card is a rope restraint that can be cut by weapons with Cut Rope attribute.

What's in the Box

1 Game Board
4 Location Cards
90 Game Cards
2 Six-Sided Dice
1 Four-Sided Die
10 Player Pieces
10 Player Stands
10 Character Info Cards
1 Rule Booklet

Taking Your Turn

1

Draw Phase

Start your turn by drawing a card from the deck.

2

Action Phase

Play as many action cards as you want. Switch out weapons, equip weapons, and use equipment powers. Repeat as many times as you want before attack phase.

3

Movement Phase

At any point before attack phase, roll the 4-sided die for movement and move according to movement rules.

4

Attack Phase (Optional)

Declare an attack on a player. Allow them time to play reaction cards, then roll for attack following attack rules. Once attack phase begins, your turn ends.

5

End Turn

You can choose to end your turn at any point. At the end of your turn, if you have more than 6 cards, discard down to 6.

Important Notes:

  • You can end your turn at any point
  • Attack phase is optional - you don't have to attack
  • Once you enter attack phase, your turn ends immediately after
  • Hand limit is 6 cards at end of turn

Attacking - The Duel

Attacking in Slingers works like a duel. Even if you are the "attacker," you are also being attacked by your target.

1

Declare Target

Declare your target for attack and allow them time to play reaction cards. As the attacker, you may also play "Dodge" and dodge equivalent cards (e.g., "Perfect Dodge").

2

Roll the Dice

Roll both 6-sided dice. The numbers rolled indicate the number of shots hit for the attack. The attacker takes the higher roll, the target takes the lower roll.

3

Calculate Damage

Apply any shots hit modifiers (equipment, etc.) to get total shots hit.

Damage Calculation Formula

Step 1: Calculate Falloff

Distance from target × Weapon Falloff = Total Falloff

Step 2: Damage Per Shot

Max Damage - Total Falloff = Damage Per Shot

Step 3: Total Damage

Shots Hit × Damage Per Shot = Total Damage

Step 4: Apply Damage

Subtract total damage from target's health

Movement

📍 Roll for Movement

During your turn, use the 4-sided die to get your movement roll.

⚡ Apply Modifiers

Apply any buffs to your movement (steeds, equipment, etc.) to get your final maximum movement.

🧭 Free Direction

You can move in any direction you would like and even change directions throughout your movement. Move horizontally, vertically, and diagonally.

🚫 Movement Restrictions

You cannot move through a square occupied by another player and you cannot land in a square occupied by another player.

Winning the Game

Victory Condition

To win the game, you must be the last person standing. When a player's health hits 0, they are no longer in the game.

⚖️ Tie Game

A game can end in a tie if the last 2 players' health hit 0 during the final attack (attack target's damage is still applied to the attacker even if the target's health hits 0).

Death

1

Player Eliminated

When a player's health hits 0, they are out of the game. Remove their game piece from the board.

2

Loot the Corpse

Starting with the player who dealt the finishing blow and continuing in the order of play, each player can select 1 card from the dead player's cards (equipped cards as well as cards from their hand).

3

Clean Up

Discard any extra cards from the dead player. Make sure every player discards back down to 6 or less cards.

Locations on the Map

Strategic buildings offer unique advantages and restrictions

Jail

Jail

  • A player may only enter jail if sent there by a card
  • While in jail, you can only use health cards or cards that can be used to get out of jail
  • Get out of jail cards must be used as soon as you enter jail
  • The standard jail sentence is 1 turn unless specified otherwise
  • Cards that change your location (e.g., "Last Call") can get you out of jail if used by another player
  • You can be attacked while in jail
  • After the player who sent you to jail completes their next turn, your sentence is over and you must move 1 square to leave the jail
Trading Post

Trading Post

  • Trading in the game is only allowed if both players are in the trading post
  • Players can freely enter and leave the trading post
  • Players cannot attack or be attacked while in the trading post
Saloon

Saloon

  • Players can freely enter and leave the saloon
  • While in the saloon during your turn, you may discard as many cards as you would like and receive 5 health for each card you discard
  • Players in the saloon can only attack and be attacked by other players in the saloon
Jack's Firearm Emporium

Jack's Firearm Emporium

  • Players can freely enter and leave Jack's Firearm Emporium
  • While in the emporium during your turn, you can discard 3 cards to go through the deck and choose any weapon card to add to your hand. Shuffle the deck after this
  • Players can attack and be attacked by anyone in Jack's Firearm Emporium

How a Round Works

1

Starting the Round

Each player ensures they have 99 health. Refresh any used cards. Determine first player if not already decided.

2

Player Turns

Players take turns in order. On your turn, follow the steps in "Taking Your Turn".

3

Ending the Round

The round ends when a player reaches 0 health or after a set number of turns. Determine rewards or penalties.

The Slingers

Ten unique gunslingers, each with their own story, style, and reason to fight

👆 Tap any character card to reveal their special abilities

Menk

Menk

A young wannabe hero—it's no surprise. He was told his entire life his dad was a true war hero, how can a guy not idolize something like that. He wears his father's gear like some kinda ghost of justice. Truth be told, he's a good shot and he's killed before—defending a friend.

Menk

Special Ability

When involved in combat, roll a 6-sided die:

1-4: Nothing happens
5+: Dodge the attack avoiding all incoming damage

Daliore

Daliore

Not gonna lie, she's kind of a psycho. One minute she's a good flirt and drinking buddy, next second she's got two revolvers pressed to your temple. You can't predict what you'll do that will send her off into a rampage. They used to send her in alone to clear out enemy strongholds—she had a better temper then.

Daliore

Special Ability

No limit on equipment cards.

When under half health:
+1 to attack roll

Sabja

Sabja

In a land of gunpowder and steel, Sabja is an anomaly. A silent warrior who prefers to speak with his fists. His origins are as mysterious as the desert mirages, but his deadly, dance-like fighting style can disarm a gunslinger in the blink of an eye. He is a phantom of the frontier, a living testament that the quickest hand in the West doesn't always belong to a gunman.

Sabja

Special Ability

Punches do 3 damage

+1 damage with melee weapons

+1 to movement roll for each equipped melee weapon

Ruby

Ruby

The young barkeep—quite the firecracker for such a small little miss. Her Pa used to run the good saloon, 'til he got himself into some trouble in a card game with some circus folk, left all the duties of the watering hole to his only daughter. Ruby won't start the fight, but she'll sure finish it, especially to protect her saloon and her town.

Ruby

Special Ability

Discard a card in the saloon for +10 health

If last call is played go through the deck and pick any card then reshuffle

+1 to attack roll if in the saloon

Noises

Noises

Another mystery. Sure, he's a talkative enough fella, lots of brief words of wisdom to give, but I'm not sure even he remembers his past. Many pin him to be a "soul walker" or some kinda shaman, and who can blame them? The dude walks blindfolded with no guide, and he knows exactly where to look when he wants to talk to you—a little spooky.

Noises

Special Ability

-1 to opponents attack roll

When attacking, if roll is 6+, there is no falloff.

Fhangs

Fhangs

He's one of those Lonely Wanderer type fellas, hiking town to town, hobble to hobble, mostly getting by on his own two feet. This tall son of a gun is not too keen to being questioned, he don't really talk much to begin with. He walks like an upright frog with his massive grit covered shotgun slung on his shoulder, and he will rip your torso in half without batting an eye.

Fhangs

Special Ability

Can use "Double Barrel Shotgun" from up to 5 squares away

+2 to attack roll when "Double Barrel Shotgun" is equipped

+1 to movement roll if not equipped

Fereen

Fereen

The boss lady—a truly menacing figure. Her prissy outfit is always pristine and starchy and if you cause even a spec of stain to fall upon her person, you will be met with adversity like you've never seen before. She is an owner, a proprietor and a fierce opponent to any who try to muddy up her prim and pristine operations.

Fereen

Special Ability

Discard any card to leave jail

Any time you deal damage to another player, attacked player must give you a card of their choice (excluding illness cards).

Ghala

Ghala

An agent, living as a soldier of fortune. She's spent her life as a warrior for her own purposes, mainly as a means to survive. Contracts and bloodshed mean shelter and a warm meal. Connection is not worth her time and her collection of books picked off corpses is ever growing.

Ghala

Special Ability

When only wielding a single weapon:
-0.5 to falloff
+1 to damage per shot

Panch

Panch

You gotta love this guy. Don't speak a lick of English, but if he sizes you up to be a good fella, he'll be your friend till the end of time. A true enjoyer of life, he wears the flashiest clothing his daughters can create and loves nothing more than to stop and have a meal with companions.

Panch

Special Ability

-2 to movement roll

-2 to opponents attack roll

No hand limit

Treech

Treech

A slippery little blood sucker. He may act tough with his big sister standing besides him, but this greasy con man is as two-faced and cowardly as they come. That crooked smile is always just to distract you from whatever twisted thing he's planning.

Treech

Special Ability

Can roll for movement before or after attacking

Draw an additional card each turn

?

Boone

Coming Soon... This mysterious Slinger's story will be revealed in future updates. Stay tuned to learn about their past and what drives them to the duel.

Boone

Special Ability

+1 Speed to steeds

+1 to attack roll when on a steed

Discard 3 cards to send any player to jail (as if you played a Sheriff card)

?

Sage

Coming Soon... This mysterious Slinger's story will be revealed in future updates. Stay tuned to learn about their past and what drives them to the duel.

Sage

Special Ability

Cannot be sent to jail

Rope cards do not affect her

When she uses rope cards, they cannot be cut

The Trail

Follow the development journey and get exclusive Slinger Spotlights

Coming Soon

Slinger Spotlight: The Quickdraw

Discover the fastest hand in the West and the deadly tactics that make The Quickdraw a force to be reckoned with.

Read More →
Coming Soon

Behind the Cards: Designing the Showdown

A look at how we balanced risk and reward in the core card mechanics of Slingers.

Read More →
Coming Soon

Character Art Reveal: Week 1

Get an exclusive first look at the incredible artwork bringing our Slingers to life.

Read More →

Join the Posse

Get exclusive card reveals, Slinger Spotlights, and be the first to know when Slingers launches