Carnival Cowboys Play

How to play Carnival Cowboys

A match takes four cowboys and a 45-hex board. Here are the rules, the hazards of each map, and tactics for your first matches.

The goal

Be the last cowboy standing. Each of the four cowboys starts in a corner of the board with three lives. Bullets, bison, barrels and nearby dynamite each cost one life; some hazards are fatal at once.

Plan two actions, then everyone resolves together

Every round, every player secretly plans two actions. Then all the plans resolve at the same time: everyone’s Action 1, then everyone’s Action 2. You have ten seconds per action; if time runs out the game chooses Stay, and your plan is sent automatically.

Your rivals lock both of their actions before you choose yours, and nobody ever sees another player’s plan.

The four actions

Reload is the fourth action: it refills your six-shot chamber at the end of the round. You can move or stay in the round you reload, but not shoot.

Moving on the hex board

Shooting

Bullets and reloading

Your chamber holds six shots in every mode. When it is empty you must spend an action to Reload. In the free modes bullets cost nothing; in the Arena League every bullet you fire is one you bought, so a miss costs you.

Hazards on each map

Arena maps

Four maps exist only in the Arena League. The Arena draws each match’s map from its rotation, which can include these four alongside the six above; you find out which one you got when the match starts. The Drifter League and Training never play them.

Jail and bail: on the two prison maps, if the match ends in a draw (no cowboy left standing), nobody who went out in that last round is jailed. A jailed costume’s owner can pay bail in SPINFUN to free it early; the game’s Jail screen shows who is behind bars, the price, and whether bail is open.

Sundown: the land closes in

On every map except Mountain Summit, from round 5 the outermost ring of hexes glows red every two rounds. At the end of that round poison sticks burst out of it, and any cowboy still standing there dies. Once only the middle is left, one more hex closes every two rounds (High Noon), so every match ends.

If your shot takes out the last opponent, you win even if the land gets you in the same round.

Winning

The last cowboy standing wins. Places follow the order cowboys go out; cowboys knocked out in the same resolution share a place. If nobody is left standing, there is no winner.

Beginner tactics

  1. Stay off straight lines. A rival can only hit you along one of the six straight lines from his hex, at 1 or 2 hexes. Ending your turn out of line with everyone is the safest place to be.
  2. Shoot where they will be, not where they are. Shots are checked after everyone has moved, so aim at the hex a rival is likely to step into.
  3. Use the second hex wisely. A target two hexes away is only hit 60% of the time, and only if nobody stands in front. Close in for a sure hit.
  4. Count your bullets. Reloading takes an action. Reload when no rival is lined up with you, not when you are cornered.
  5. Hold your ground. Staying put makes your tile yours: a rival who tries to step in bounces back.
  6. Watch the red ring. From round 5 the outer ring closes every two rounds. Be off the red hexes by the end of the round they glow.
  7. Let rivals trade shots. Points for second and third place are real; staying alive while others fight is a strategy, but the closing land will push you in eventually.

Multiplayer and computer rivals

Entering the Drifter or Arena League looks for other players for up to 10 seconds. Any seat still empty is filled by a computer-played rival, shown with a blue plaque. Training is always you against computer-played rivals.

Points, leagues and prizes: Rewards and leagues FAQ.

Try it in Training