
Character Name: Lee Van Kliff.
Inspired by: Lee Van Cleef, who played in numerous villian roles in Western films, such as the Bad in The Good, the Bad, and the Ugly.
Life Points: 4.
Ability Type: Offensive.
Ability: "During his turn, he may discard a BANG! to repeat the effect of a brown-bordered card he just played."
Activation: After he has played a brown card during the playing phase of his turn.
Cards enhanced by Lee Van Kliff's ability: BANG!, Indians!, Springfield, Punch, Gatling, Duel, Beer, Whisky, Tequila, Saloon, Cat Balou, Brawl, Panic!, Rag Time, Stagecoach, Wells Fargo, and General Store.
Good roles for Lee Van Kliff: Outlaw, Deputy, Renegade.
Characters that counter Lee Van Kliff well: Slab the Killer (his attacks are very difficult for Lee Van Kliff to defend, and he doesn't want to store 2 Missed! in his hand anyway), Willy the Kid (Willy the Kid's strong offense can be hard for Lee Van Kliff to respond to), Calamity Janet (her conversion ability allows her to avoid most of Lee Van Kliff's offensive combos), to some extent El Gringo (after taking a hit from his brown card, he has a good chance of stealing the BANG! required for replication from Lee Van Kliff's hand), Jesse Jones (he can steal BANG! from his hand), Belle Star (Lee Van Kliff's defensive cards in play will do him no good against her, and he cannot replicate his cards out of turn), at times Sean Mallory (when he has a good hand built up he can fend off Lee Van Kliff's attacks and fight back), somewhat Apache Kid (when Indians! or diamond BANG! are played against him they have no effect, and neither do their replications; however, a diamond BANG! may be used to replicate the effect of a non-diamond offensive card to hurt Apache Kid), and Flint Westwood (he can swap out a non-BANG! from his hand to hopefully steal BANG! and powerful brown cards Lee Van Kliff was hoping to replicate).
Characters that Lee Van Kliff counters well: Elena Fuente (He can replicate the effects of Duel and Indians! against her, as well as hit her with devastating offensive combos), Gary Looter (Able to discard BANG! to replicate brown card effects makes it quite unlikely he will exceed his card limit), Big Spencer (his ability to almost always produce some sort of offensive combo makes it very unlikely that Big Spencer will be able to protect himself from his attacks).
2-player value: Excellent. While he can no longer gain more life points by replicating the effects of Beer, he should have a very strong offensive position.
General Strategy as Lee Van Kliff: One of the most important things to remember about Lee Van Kliff is that discarding a BANG! does not replicate a card, but its effect. This means that the brown cards that require discarding another card to play them are much more powerful for Lee Van Kliff if he has a BANG! available. If he replicated the card, he would have to discard a card again. But since he replicates the effect, he gets the powerful effect at no extra cost! Thing of how powerful it is to Brawl, Rag Time, or Springfield twice in a row! Or how much health he can regain with a Whisky, or help another ally with a Tequila. Lee Van Kliff should never forget this. One other point on his replicating effects versus cards: if he plays a Wells Fargo or Stagecoach and replicates their effect, a new Wild West Show event card is not brought into play. This only occurs when cards are played, not their effects replicated (see Wild West Show FAQ Q19).
Next, Lee Van Kliff should be aware that he can use his ability as many times as he likes during his turn. No rules in Wild West Show or questions/answers in the FAQ preclude him from doing so. While using his ability more than once is dependent on having 4 brown cards in his hand that can be used during his turn (2 of which would have to be BANG!), this is a definite possibility. This is especially the case when Lee Van Kliff uses cards that allow him to draw more during his turn (besides the obvious ones, don't forget about Derringer or steal cards like Panic!, Conestoga, or Rag Time). Some of these like Wells Fargo and Stagecoach you will definitely want to replicate. The cards drawn will most likely allow you to use his replication ability again during the same turn.
As a final clear up about his ability, when he replicates the effect of a card, he does not have to select the same target with the replication. Thus, I could play a Springfield against one player, and then replicate the Springfield's effect against another player. This is cleared up in the Wild West Show FAQ Q13.
While it is tempting to come out at the beginning of the game with guns blazing, Lee Van Kliff needs to take things slowly if possible. He should not try to make any quick enemies, since his ability will not work in a defensive manner for the most part. He can only use his ability on his turn, and so this eliminates the ability to replicate the effects of out of turn cards like Missed! and Dodge. He can still use his ability to replicate the effects of life point modifiers on his turn, but he cannot use it to replicate last chance Beer (except in rare cases where a last chance Beer was played during Lee Van Kliff's own turn, say to deal with Dynamite or losing a Duel played on on his turn when he is at his last life point). This means that Lee Van Kliff should use the early game to get some important defensive cards in play: defensive sight modifiers, a Barrel, and some defensive green cards. Besides providing defenses, they also keep him from maintaining cards in his hand that he cannot replicate (Missed!, Dodge), making room for more useful cards.
Once those are in place, Lee Van Kliff should try to build up a powerful attack combo. He should try to pair the BANG! with other offensive cards, not wasting a replication on a BANG! unless necessary. Duels are poor choices to replicate as entering into Duels often requires discarding the BANG! he needs for replication. Indians! and Gatling are powerful cards to replicate, but he should remember that they affect his allies as well. Springfield is a beautiful card to replicate if his rival is out of range. Punch can be replicated if it is all you have left. Supplement your replication attacks with green offensive cards if possible. The target of your offensive combo should probably be the weakest link, especially if you are a Deputy or Renegade (or Sheriff), and have a good chance at scoring a card bonus for eliminating an Outlaw. You will probably be able to utilize those cards that turn. You will find that being able to discard BANG! will make it so that you rarely exceed your card limit. Anyway, when hitting your target, think of how your replication ability can be used to weaken his defenses. You can replicate Panic!, Rag Time, Brawl, and Rag Time against your target to remove defensive cards he has in play and that are in his hand. Combine that with an offensive combo and you are in business. When unable to eliminate an enemy, try to keep at least a BANG! in your hand by the end of your turn to protect yourself from Indians!. It is often worth taken the hit from a Duel, if you can afford it, so that you have BANG! ready in your hand.
Playing against Lee Van Kliff: Lee Van Kliff is a very powerful enemy. So powerful, in fact, that many other players—including his unknowing allies—will probably make some efforts to weaken him in the early game. Once it is ascertained which team (if any) he belongs to, there are a few strategies you can use to weaken him. First, remember that his ability only works on his turn. This means that Jail will nullify his ability for a round. It also means that his replicating ability will not work on defensive cards like Missed! or Dodge, and it will not work on out of turn last chance Beers. Of course, he can still use his ability to replicate the effect of Beer (or other life point modifiers) on his own turn. Nonetheless, Lee Van Kliff is more open to attacks than you might expect. He will try to compensate his weaker defensive state with either cards he has in play (Mustang, Barrel, etc.) or a really strong offensive stance. As long as you try to hit him hard, he will be hard pressed to always use his BANG! in offensive ways.
Second, since his replication ability is dependent upon having BANG! in his hand to discard, you can weaken him by removing his BANG!. You can do so by playing Duel, Indians!, and stealing or discarding cards from his hand. Also pay attention to when BANG! appear due to a General Store; make efforts to keep him from getting it, as well as powerful brown cards that he could replicate with a BANG!.



















True Friend. Each player gets another character. At the beginning of each turn he chooses which one is active. The new character has the same distance constraints. If one of the characters dies, so does the other.

Hanging. If a player does not get out of jail, he must "draw!" a second time. Unless it is a heart, he dies. The player that played Jail is responsible for his death.
Bank Robbery. When this card comes into play each player, in a clockwise order beginning with Sheriff, must discard a BANG! or Missed!, or lose a life point. This goes on continuously until only 1 player in a cycle discards a card. That player draws 10 cards and does not have to discard down to his card limit at the end of his next turn. However, there is now an additional 3 card bonus for eliminating him anytime during the game.
Dust Storm. Each player that has cards in play must discard them, or lose 1 life point for each card he chooses to keep.
Zombies. Eliminated players return to life with 2 cards and 2 life points, but they have no abilities and can never have more than 2 life points. They must kill their killer (if he is not another zombie) and the Sheriff to win. The only cards that can hurt them are hearts.
Gamble/Roulette. Each player skips phase 1 of his turn, and instead must bet any number of cards (up to the amount of cards he has in his hand and in play) on whether or not the card on top of the deck is red or black. "Draw!" If he is correct, he draws as many cards as he bet. If he is wrong, he must discard that many.
Injured/Wounded. If a player is hit by a BANG!, he must "draw!" On diamonds, he loses a life point and must "draw!" again until he either does not "draw!" a diamond or dies.
Happy Hour/Burlesque/Saloon Dance. When this card is brought into play, each player must "draw!" All players that "drew!" hearts must rotate places in a clockwise order.
Miracle Elixir. At the beginning of their turn, each player must "draw!" On hearts, he gains 2 life points. On diamonds, he draws 2 cards. On clubs, he loses his character ability for the turn. On spades, he loses a life point.
Fog of War. If Indians! are played, 2 BANG! must be discarded in defense. Otherwise, a life point is lost for each BANG! not discarded.
Betrayal. All players except the Sheriff turn in their role cards. These roles are shuffled and dealt out at random.
Contraband. When this card comes into play, each player may discard his gun card in play to draw 3 cards. For each card exchanged, place a discarded Indians! back into the deck and then shuffle it.
Nitroglycerine. During this round, Dynamite explodes on both 2-9 of spades and 2-9 clubs.
Compassion. Bang! may not be played against players with no cards in their hands.
Hunting Ammo. BANG! produce 2 hits during this round.
Love Song. Whenever a player plays a card, he must sing the description of that card to the beat of a song. Otherwise, the played card has no effect.
Corrupt Sheriff. Each player must give 1 card to the Sheriff during their drawing phase.
Independence Day BANG! may be discarded to play Beer.
Coffin. At the beginning of his turn, each player except the Sheriff may opt to regain 1 life point instead of playing during his turn. Whoever does so will be considered by others as eliminated until his next turn.
Accident. Any player that plays a BANG! must "draw!" On spades, his attack misses his target and he immediately loses 1 life point and must discard a gun card if he has one in play.
Massacre. Whenever 1 player eliminates another, he draws 3 cards on top of any other bonuses.
Gift. Once during his turn, a player may give a card from his hand to another.
Final Hour. All players see each other at distance 1 by default, but this is modified by cards in play. During their turns, players may only play BANG! or put guns in play.
Backfire/Rebound/Deflection. 2 Effects: Missed! and BANG! a player you see at distance 1.
Ace Up Your Sleeve. Draw the card on top of the discard pile.
Union Pacific. Draw 4 Cards.
Peace Pipe. Indians! do not effect this player.
Packing Mule. You may carry 4 more cards in your hand than your life points allow. However, you may not have any horse in play at the same time as Packing Mule.
Hidden Weapon. You can have 2 weapons in play, and play a BANG! with each during your turn.
Sun Glare. Like Jail, this card is played in front of a player. At the beginning of his turn, he "draws!" On hearts, discard Sun Glare and play normally. Otherwise, he sees other players at a distance -1 until the end of his turn. He then discards Sun Glare.
Memento. All clubs you play, use, discard, or "draw!" are converted into hearts.
Shotgun. Gun, Distance 1. 2 Missed! must be played to avoid BANG! fired from this gun.
Vienna. 4 Health. Once on her turn, she can play any brown card as a Duel.
Colonel Mortimer. 4 Health. He can play a diamond BANG! at any player, regardless of the distance at which he sees that player.
Elder Brothers. 4 Health. At the beginning of the game, you get 4 other characters, which have only 1 life point each. Flip over and play with the first you received. Upon losing a life point, replace that character with the next one in order. If you regain a life point, revert to the character you played with before losing the life point.
John Ford. 4 Health. Once on his turn, he may discard a BANG! to force another player to change his character with the character that player uses as a life point counter.
Freddie Sikes/Old Sikes. 3 Health. For each life point he is missing, the distance by which he is seen by others is increased.
Joe. 4 Health. Whenever a player discards or steals a card from Joe, he may play a BANG! against that player. If that player takes a hit, Joe regains the card that was removed from him.
Sergio Leone. 4 Health. Once during his turn he may discard a BANG! to swap out a discarded event card for the card on top of the event deck.
Emma Small. Whenever she plays a BANG! that produces a hit, she draws a card.
Rooster Cogburn. 4 Health. He can have 2 weapons in play and fire a BANG! with each during his turn.
Sartana. 4 Health. When he plays a BANG!, his target must play a Missed! with a higher value than his BANG! to avoid the hit.
Loco. 4 Health. When he eliminates a player, he draws 3 cards.
Pat Barrett. 4 Health. Once on his turn, he may discard a gun card to play a Jail.
Django. 4 Health. Once during his turn, he can discard 2 BANG! to fire a Gatling.