NOTE: these FAQs have been written by me, however they are not the official ones, which hold in sanctioned tournaments -- even if, of course, most of the answers are essentially the same. You will find here also questions which are not-so-frequentyl-asked to be put in the official FAQ found on dV Games official site.
A. No. Even if these cards show the "regain one life point" symbol, only Beer cards, as a rule, can be played out of your turn.
A. Yes. As a rule of thumb, the Barrel works against all cards showing a BANG! symbol.
A. The cards of the eliminated player must be divided between Vera Custer and Vulture Sam. Who among Vera and Sam is next to the killed character, in clockwise order, chooses the first card (either randomly from the hand of the killed character, or among her "in play" cards). Then, the other one takes another card, and so on, until all cards of the eliminated player have been distributed between the two.
A. You will need just one Missed! only. Slab the Killer's ability applies to BANG! cards only.
A. Yes, you can use them in the following player's turn. In theory, this holds true for all other green cards also, but they cannot be used outside your turn.
A. The Dynamite must pass to the first player (in clockwise order) without a Dynamite already in play. So, if the Dynamite does not explode, it stays in front of the same player, because the other one has already another in play.
A. No: generally speaking, you can never have in front of you two cards which share the same name.
A. Yes, they are not Beer cards. However, you still cannot use them out of your turn to save your life.
A. If Tequila Joe suffers one life point only, it goes to 2 life points. However, if he is being eliminated by means of a Dynamite, you have to sum up all lost life points and gained life points to see if (and how) he survives. For example, if he was at 1 life point and the Dynamite explodes, Tequila Joe would go to -2 life points, so he will need two Beer cards to save his life (in this case, he will go to -2 + 4 = 2 life points).
A. No. Apache Kid's ability applies to cards played by other players only, thus during other players' turns. Therefore, he is unaffected by about half of the BANG! cards, by all Indians!, by Conestoga and by some Cat Balou and Panic! played against him. Other cards (General Store, Hideout, weapons, etc.) always works normally.
A. Just read the symbols. They both allow you to draw a card (from the hand of among "in play" cards) from any one player, regardless of the distance.
A. Any reachable distance.
A. If Bill Noface is the Sheriff, he has been shot 3 times, so he should draw 1+3=4 cards. Thus if the Thirst is in play, he draws 3 cards, while with the Train Arrival he draws 5 cards. If Bill Noface is not the Sheriff, he draws 2 cards with the Thirst and 4 cards with the Train Arrival.
A. Bill Noface enters in play with 5 cards, Pixie Pete with 3 cards.
A. Each time a ghost leaves play, Greg Digger regains 2 life points while Herb Hunter draws 2 cards from the deck.
A. Generally, no, since ghost enter in play with no life points. However, if Chuck Wengam regains one or more life points somehow (e.g. by use of Beer or Whisky) he can actually use his ability.
A. No, a meno che non abbia già copiato l'abilità di Lucky Duke nel turno precedente. Infatti l'abilità di Vera Custer si attiva nella fase 1 (prima di pescare), e la Prigione fa saltare del tutto questa fase. Quindi deve prima verificare se esce di Prigione: se non esce, non ha più nessuna abilità fino al suo prossimo turno.
A. A reachable distance.