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 →
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 PlayThe 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.
Master the cards, control the board, survive the duel
Each player selects a character and takes their player piece and character info card
Place 4 location cards on the map, aligning their grids with the game board
Roll a six-sided die to decide who goes first
Each player draws 5 cards. Start with 99 health (or choose lower for a faster game)
First player places their piece anywhere on the map, then clockwise each player does the same
You're ready to face off in the ultimate Slinger showdown
Use during your turn before declaring attack phase. Play as many as you want to set up your strategy.
Equip during setup or your turn. Swap weapons anytime before attack phase. Features attributes like Max Damage, Falloff, Melee, Dual Wield, and Cut Rope.
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.
Use during attack phase when you're the target or the attacker. Perfect for turning the tables!
Equip for bonus health and increased movement speed. Movement = dice roll × speed attribute. When attacked, steed takes damage first.
Play anytime except during attack phase (even when jailed or hogtied!). Cannot heal past maximum health or heal steeds.
Must be revealed immediately when drawn. Negative effects apply to you. If dealt in starting hand, discard and draw a new card.
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.
Equip two weapons with this attribute. Declare one as primary, roll normally, then reroll one die for the second weapon's attack.
Can cut rope cards. If equipped, keep the weapon. If in hand, cut the rope but discard the weapon.
The maximum damage a weapon can deal in a single attack.
Distance penalty. Falloff value × distance from target = total falloff damage reduction.
Steed attribute. Your movement = dice roll × speed. Higher speed = greater mobility!
Health value of cards like steeds. Stacks on top of your health and takes damage first.
Indicates a card is a rope restraint that can be cut by weapons with Cut Rope attribute.
Start your turn by drawing a card from the deck.
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.
At any point before attack phase, roll the 4-sided die for movement and move according to movement rules.
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.
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.
Attacking in Slingers works like a duel. Even if you are the "attacker," you are also being attacked by your 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").
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.
Apply any shots hit modifiers (equipment, etc.) to get total shots hit.
Distance from target × Weapon Falloff = Total Falloff
Max Damage - Total Falloff = Damage Per Shot
Shots Hit × Damage Per Shot = Total Damage
Subtract total damage from target's health
During your turn, use the 4-sided die to get your movement roll.
Apply any buffs to your movement (steeds, equipment, etc.) to get your final maximum movement.
You can move in any direction you would like and even change directions throughout your movement. Move horizontally, vertically, and diagonally.
You cannot move through a square occupied by another player and you cannot land in a square occupied by another player.
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.
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).
When a player's health hits 0, they are out of the game. Remove their game piece from the board.
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).
Discard any extra cards from the dead player. Make sure every player discards back down to 6 or less cards.
Strategic buildings offer unique advantages and restrictions
Each player ensures they have 99 health. Refresh any used cards. Determine first player if not already decided.
Players take turns in order. On your turn, follow the steps in "Taking Your Turn".
The round ends when a player reaches 0 health or after a set number of turns. Determine rewards or penalties.
Ten unique gunslingers, each with their own story, style, and reason to fight
👆 Tap any character card to reveal their special abilities
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.
When involved in combat, roll a 6-sided die:
1-4: Nothing happens
5+: Dodge the attack avoiding all incoming damage
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.
No limit on equipment cards.
When under half health:
+1 to attack roll
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.
Punches do 3 damage
+1 damage with melee weapons
+1 to movement roll for each equipped melee weapon
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.
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
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.
-1 to opponents attack roll
When attacking, if roll is 6+, there is no falloff.
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.
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
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.
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).
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.
When only wielding a single weapon:
-0.5 to falloff
+1 to damage per shot
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.
-2 to movement roll
-2 to opponents attack roll
No hand limit
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.
Can roll for movement before or after attacking
Draw an additional card each turn
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.
+1
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)
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.
Cannot be sent to jail
Rope cards do not affect her
When she uses rope cards, they cannot be cut
Follow the development journey and get exclusive Slinger Spotlights
Discover the fastest hand in the West and the deadly tactics that make The Quickdraw a force to be reckoned with.
Read More →A look at how we balanced risk and reward in the core card mechanics of Slingers.
Read More →Get an exclusive first look at the incredible artwork bringing our Slingers to life.
Read More →Get exclusive card reveals, Slinger Spotlights, and be the first to know when Slingers launches