Body type:
Poker accordion proof — 8 panels of 63.5×88.9mm (2.5×3.5in), 3mm margins, 7pt body.
Each side is a 254mm strip of four panels, folded concertina-style down to one poker-card footprint. Panels are in reading order 1–8. A panel outlined in red holds more than fits. Everything is sized in mm/pt, so print at 100% and it matches.
Print LANDSCAPE — the 254mm strip needs the 11in edge, not the 8.5in one.
SIDE A — panels 1–4 (front of the strip)
solid = CUTdashed = FOLDcorner ticks = trim marks

Cards for Cowboys

A push-your-luck deck builder

Build the biggest Herd of Cows.

2–4 players · 20–40 min
Full rules: cardsforcowboys.com/rules

Every player starts with these 10

Reading the Cards

Every card is laid out the same way. Four places to look:

1 2 3 4
  1. Suit — top-right. Shows on the back too, so you know the risk before you draw.
  2. What it does — the middle. Any mix of $, Cows, Bandits, Jail or an Explosive.
  3. Cost — bottom-left. What you pay to buy it. Always a plain $, never in a circle.
  4. Act — bottom-right. Hats. Only used when you build the Store.

Starter cards have no cost and no hats — both bottom corners are empty. That's how you tell your 10 starters from the Store cards.

Suits & Symbols

River
Safe. No Bandits.
Cactus
Up to 1 Bandit.
Rattlesnake
1–2 Bandits, best rewards.

The six symbols

$
Money to spend this round.

Cow
Goes to your Herd.

Bandit
3rd in a round busts you.

Double Bandit
Counts as 2.

Jail
Cancels 1 Bandit.

Explosive
One-time use, on your turn.

Setup

  1. Each player takes an identical 10-card starter deck. Shuffle it face-down as your draw pile.
  2. Split the 54 Store cards into three Act decks by the hats (18 per Act). Shuffle each separately.
  3. Build the Store once, face-down, back to front: Act 3 back, Act 2 middle, Act 1 front. Each Act is 2 rows6 rows at every player count; only the width changes.
  4. Stagger every other row by half a card, so two cards cover the one above. Flip the front row face-up.
Act 3 Act 2 Act 1 (front)
PlayersPer rowPer Act
2510
3714
4918
↑ This bar must measure exactly 100 mm with a ruler. If it doesn't, the print was scaled — set Scale to 100%, not "Fit to page".
SIDE B — panels 5–8 (back of the strip)
solid = CUTdashed = FOLDcorner ticks = trim marks

Sequence of Play

1. Draw

Bust. The moment you have 3 Bandits, you bust: score nothing, no buy, everything you drew goes to discard.

2. Buy

Always reveal. As soon as a card leaves the Store, turn face-up anything behind it no longer covered.

Two cards cover the one behind.
Both gone → it flips face-up.

Who goes first

  1. Most $ this round — that player chooses who buys first.
  2. Tied? Most Cows this round.
  3. Still tied? Most cards drawn.
  4. Still tied? Drawn-card cost by position, 1st vs 1st.
  5. Still tied? Random draw.

Play continues clockwise, skipping busted players. Same every round.

Final Scoring

The Store empties once, and that ends the game. When the final card is bought or burned, the buy phase stops — anyone yet to take a turn misses it. If you didn't bust, you still score the Cows you drew.

Then, in one final showdown, everyone — including anyone who just busted — lays out their whole deck and adds every Cow they own to their Herd. Most Cows wins.

Tied? Most $ in your deck → most cards in your deck → share the win.

Clarifications

Cards for Cowboys

A push-your-luck deck builder

Build the biggest Herd of Cows.

Full rules, the card list and a free digital version:
cardsforcowboys.com

2–4 players · 20–40 min

↑ This bar must measure exactly 100 mm with a ruler. If it doesn't, the print was scaled — set Scale to 100%, not "Fit to page".