OBJECTIVE OF 25 OUTLAWS: The objective of 25 Outlaws is to be the only player that has at least one Outlaw and $100.

NUMBER OF PLAYERS: 2 to 5 Players

MATERIALS: 25 Playing Cards, 20 Poker Cards, 75 10 Dollar Poker Chips, 15 Fifty Dollar Poker Chips, 25 Reward Cards, 10 Sheriff Cards, 5 Rule Cards, 5 Hand Markers, 2 Dice, 1 Bank Card, and Instructions

TYPE OF GAME: Party Card Game

AUDIENCE: Ages 17 and Up


25 Outlaws is a fun western game that is perfect for the strategic player. Each player creates an entourage of outlaws that represent them throughout the game. Outlaws attempt to holdup others, robbing them blind. Players are removed from the game when they lose their money and outlaws. Attempt to keep your crew alive and your money safe!


Firstly, the players will choose their Outlaws by choosing a set of five Outlaws. This will make up their gang. Each player must then shuffle their five outlaws, discarding two of them into the box. Players can look at their own outlaws, but they must hide the identities from the other players.

The outlaws are placed in a row in front of their players. Each one of the outlaws will begin with 5 $10 chips and 1 $50 chip. The outlaws of each gang will then take turns playing poker hands. The bank card is placed in the middle of the table, creating the space for the bank. A player will shuffle each of the three decks separately, placing them face down on the table.

The game is ready to begin.


 Each round has four parts, which include the following: poker, buying reward cards, holdups, and drawing wanted cards. To begin the poker round, the players will play a hand of Old West 3-Card Poker.

Firstly, each player will identify the outlaw that they will use for the round. Then everyone will pay the $10 ante, as nobody is allowed to sit out this round. The dealer will then deal two cards to each player from the shuffled deck. One card, which is the card for players to use to complete their hand. Standard poker cards apply for the first round.

After the round of poker is finished, the players are able to buy a reward card, giving one of their outlaws an advantage. They can be bought by any outlaw, but they are only allowed to buy one at a time. The outlaw must pay $30 the bank. Rewards may be played at any time, but they cannot be moved to another outlaw.

During the holdup phase, the dealer has the option to rob another outlaw using a holdup. The dealer uses any of their outlaws to hold up any of an opponent’s outlaws by announcing the attack. The opponent may fight back.

If they choose to fight back, the outlaws will duel with each other. If they choose to cower, they give the winner half of their outlaw’s money. There may only be one holdup during a round, and if the dealer passes, then the round comes to an end and a new round begins. If an outlaw holds someone up, they immediately become wanted, forcing them to draw a wanted card and place it facing up beside the outlaw.

The round comes to an end after any holdups have been finished. The roll of the dealer moves counterclockwise around the group. Players are removed from the game if they do not have $100 or they have no more outlaws in their group. The gameplay continues in this manner until only one player remains.


Dueling occurs between two outlaws during a holdup. Both cards are revealed, showing their quick draw speeds. If the number is higher, the outlaws are faster. The outlaw will stay face up for the rest of the game.

Each player will then roll a die. If a Sheriff is in the duel, another player must roll for them. The number on the die is added to the number of the quick draw found on the outlaw’s card. Reward points are then added. The player who has the highest number wins the duel.


When there is only one player that remains with at least one outlaw and $100, the game comes to an end. The round stops immediately, even if there are more turns to be had. The player with the outlaw and the money is determined to be the winner.

Nakoa Davis