From system lock to release — every phase to get High Noon RPG on the table
The rules are carved in stone
Smart, Charm, Sharp, Agile, Speed, Tough
Play card + modifiers vs target number. No dice.
6 chip types, ante-up spending, daily refresh
1pt per chip, Action = 2pt
Two separate axes — 8 factions, 5 classes
Bandit, Bounty Hunter, Law, Native, Ninja, Rebel, Samurai, Soldier
Gunslinger, Sharpshooter, Martial Artist, Physician, Omni
Locked 2026-07-14
Flip top card, highest Attack goes first, clockwise
Level Points 17→40, Special Card Points per level
213 files / ~828 MB production art
System Decode complete 2026-07-14. All core mechanics confirmed from asset drop + Dwight Q&A.
Words hit the page
Get base High Noon rulebook for combat chapter mirror
Attributes, factions, classes, leveling, gear
Grid, movement, range, cover, LOS, initiative
Encounter building, threat tiers, pacing, rewards
NPC tier cards, named characters, faction notables
Saratoga, Floralita Belle, Garrett, factions
Cards, chips, and pages unite
Map each asset to its chapter/section
Player cards, special cards, NPC cards, loot cards
Chip economy visuals, ante-up examples
Faction cheat sheet integration
Stat icons, chip icons, class icons, weapon icons
Print-ready pages
Western/frontier book aesthetic, chapter heads, running feet
Front/back/spine. High Noon RPG wordmark.
Bleed, trim, DPI, color profile for print vendor
Proof PDF ready for proofreading pass
Kill-test the rules
Run the "Mystery" combat-free session template
Multiple threat tiers, chip economy balance
All 5 classes vs all 8 factions at levels 3/5/8/12
Compile all rules bugs and ambiguities
Apply playtest errata to master text
Hold it in your hands
Upload final PDF, order proof copy
Check color, trim, binding, paper weight
Apply any print-proof fixes
The final master. No more edits.
High Noon
Order quantity TBD
DriveThruRPG + direct
Product photos, social assets, promo copy
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