System Reference

The closed rules β€” locked 2026-07-14

πŸ”„

Core Loop

STEP 1
Build Your Character

Choose a Faction (your stat bonuses + faction chip) and a Class (your special card access). Spend Level Points on stats, chips, traits, and cards.

STEP 2
Construct Your Deck

12-card deck, drawn down to a hand of 4 (the RPG max, not the board game’s 12). Cards are your action engine AND your resolution mechanic β€” one unified system for combat and skill checks.

STEP 3
Play a Card + Add Modifiers

To attack, check, or act β€” play a card from your hand and add stat + chip + gear bonuses. Meet or beat the target number to succeed.

STEP 4
Spend Chips Wisely β€” Ante Up

Chips boost your play mid-action. Spend an Attack chip for damage, a Defense chip to survive, a Draw chip to refill your hand. Spent chips are GONE until next in-game day.

STEP 5
The Dealer Runs the Table

The GM is The Dealer. They set target numbers, run NPC encounters using Color-Number threat tiers, and pace the campaign through the High Nooniverse.

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Resolution Mechanic

No dice. Cards resolve everything.

To make any check or attack: play a card from your hand and add modifiers (stat + chips + gear + faction/level bonuses). Meet or beat the Target Number to succeed.

Example Β· Lift a boulder: Card 5 + Tough 3 + other 2 = 10 vs Target 10. βœ“
Opposed Checks Β· Opposed checks (grapple, intimidation standoff): BOTH sides play a card and add modifiers. Higher total wins. No dice β€” ever.
πŸ“Š

6 Attributes

Tough[TGH]

Endurance, strength, raw grit

Agile[AGL]

Dexterity, stealth, quickness of hand

Sneak
Smart[SMR]

Knowledge, memory, reason

BooksmartFocusLingual
Sharp[SHP]

Aim, perception, wits

EyeAscertainFigureConjure Up
Charming[CHR]

Persuasion, presence, nerve

Bluff
Skill Check β†’ Stat Map
CheckStatDescriptionExample TN
EyeSharpSpot hidden things, catch a tell (natural)4
BluffCharmingConvince, intimidate, disguise (natural)10
SneakAgileMove silently, hide (natural)4
AscertainSharpRead people, put two and two together (natural)5
FocusSmartConcentration, steady the nerves (natural)5
FigureSharpDecipher transcripts, solve riddles (natural)5
BooksmartSmartKnowledge: history, geography, politics (1 pt)5
Conjure UpSharpCraft; jury-rig and fit gear, e.g. Conjure Up x7 to equip a scope (1 pt)7
ThievinSharp and/or SmartPick locks, crack safes, slip cuffs (1 pt)4
LingualSmartLanguages, one point per tongue5
πŸͺ™

Chip Economy β€” Ante Up

Purchase Β· Bought with Level Points (same pool as stats/traits) at character creation and on level-up.
Cost Β· Cost: 1 point per chip. Action chips cost 2 points each.
Spending Β· Spend chips during combat to "ante up" β€” boost a card play, buy an extra action, extend range, draw cards, etc.
Refresh Β· Spent chips do NOT refresh between scenes. They refresh only at the next in-game day (in-fiction rest).

This is the central gamble: your chip stack is a finite daily resource. Ante up big to win now, and you ride into the next fight short-handed.

Attack1pt

Add to attack value or damage output

Defense1pt

Block or reduce incoming damage

Speed1pt

Boost movement or act earlier in initiative

Range1pt

Extend weapon range

Action2pt

Gain an additional action this turn

Draw1pt

Draw additional cards from your deck

πŸ“ˆ

Level & Point Buy

LevelLevel PointsSpecial Card PtsStarter Tier
117+1
219+1
321+1Minion
423+1
525+12nd Character
627+2
729+1
831+1Main Character
933+1
1035+1
1137+1
1240+2
Point Costs
ItemCostNote
Speed +1+1pt
Range +1+1pt
Chip (standard)+1ptAttack, Defense, Speed, Range, Draw
Action chip+2ptMost expensive chip type
Shotgun (Range 6)+1ptWeapon trait
Rifle (Range 15)+2ptWeapon trait
Blade-1ptGrants points back
Body-2ptGrants points back
Character Trait+3pt
Blade Master+4pt
Acrobat+4pt
Quickdraw+4pt
3 HP Upgrade+2ptExtra HP block
Deck Rules
Deck Size: 12 cards
Starting Hand: 5 cards
Starting HP: 3 chips
Level-Up Trade-In: At level-up, trade in old cards and apply that card's point cost as credit toward new cards.
Main CharactersLvl 8
2nd CharactersLvl 5
Minion CharactersLvl 3
⚑

Initiative

  1. 1.Flip the top card of your deck at the start of combat.
  2. 2.Add your Speed stat to the Defense number on the flipped card.
  3. 3.The highest total goes first; turn order proceeds clockwise from there.
⬑

8 Factions (Hex Chips)

Factions are one of two character axes (the other is Class). Your faction is your hex chip token on the table. Faction gives stat bonuses + milestone perks at Level 6 and 12.

Lawman(Law)
+1 Smart / +1 Charming

Upholders of frontier justice. Smart and persuasive.

Lvl 6: +1 Card in Hand
Lvl 12: +1 Card in Hand & +1 Damage
Outlaw(Bandit)
+2 Sharp

They shoot first and ask questions never. Built to aim and fire.

Lvl 6: +1 Inventory
Lvl 12: +1 Inventory & +1 Damage
Native(Natives)
+1 Agile / +1 Speed

Swift and elusive. Masters of terrain and movement.

Lvl 6: +1 Movement
Lvl 12: +1 Movement & +1 Action
Soldier
+1 Tough / +1 Charming

Disciplined veterans. Hard to kill, hard to rattle.

Lvl 6: +1 Damage
Lvl 12: +1 Range & +1 Damage
Gunslinger(Bounty Hunter)
+1 Charming / +1 Sharp

They always get their mark. Dead or alive β€” your call.

Lvl 6: +1 Gold per Kill
Lvl 12: +2 Gold per Kill
Rebel
+1 Smart / start with 1 extra Defense chip

Rogues who play the angles. Clever and fortified.

Lvl 6: +1 Damage
Lvl 12: +1 Action & +1 Damage
Ninja
+1 Agile / ignore Object penalty

Phantom assassins. No terrain can slow them down.

Lvl 6: +1 Damage
Lvl 12: +1 Action & +1 Movement
Samurai
+1 Smart / +1 Speed

Code-bound warriors. Fast minds, faster blades.

Lvl 6: +1 Defense
Lvl 12: +1 Action & +1 Card in Hand
🎭

5 Classes

Classes determine which Special Cards you can access. Spend Special Card Points (separate from Level Points) to acquire them. Some require stat qualifications. Omni is the wildcard β€” pulls from any class.

Gunslinger

The classic Western archetype. Plays bounty-hunter style β€” versatile and deadly at range.

Special Cards
Return Fire2pt
Fanning Fire2pt
Dual Shooter1pt
Liquor Shot1pt

Sharpshooter

Precision over speed. Pick targets, pick them off.

Special Cards
Headshot2pt
In My Sights1pt
Fire Support?pt

Martial Artist

Close-range combat specialist. Throws, trips, and combos.

Special Cards
Berserk2pt
Blunt Trauma1pt
Trip1pt
Throw2pt
Tumble1pt
Combo Attack1pt

Physician

Field medic and support. Heals, buffs, keeps the crew alive.

Special Cards
Medical Kit2pt
Damage Buff1pt
Defense Buff1pt
Movement Buff1pt

Omni

Wildcard. Pulls special cards from ANY class. Unrivaled flexibility at higher point cost.

Special Cards
Covering Fire2pt
Move In1pt
Opportunist1pt
Not Dead Yet3pt
Last Shot3pt
Vendetta3pt
🎯

NPC Threat Tiers

The Dealer stats encounters using a Color-Number threat system. Each NPC is a pre-built card keyed to a tier β€” drop them in and run.

Red 1–3

High threat β€” veteran combatants, named enemies

Blue 1–3

Mid threat β€” trained fighters, skilled thugs

Green 1–3

Low threat β€” minions, untrained henchmen

Variants Β· Each tier has Attack (A) and Defense (D) variants β€” e.g. "Red 1 A" is an aggressive Red 1 build, "Red 1 D" is a defensive one.
Tier TagCharacterNote
Red 3Tom (Garrett cards)Major named villain
Red 2Rose (Gates cards)Named lieutenant
Blue 1Julius (pepperbox)Skilled thug
Blue 3GuardsTrained security
Green 1Buster and RalphMinor henchmen
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Gear & Economy

pistols
WeaponAttackRange (sq)Note
Masterful Revolver410
Percussion Revolver38
Repeater Pistol39
Derringer35Concealable
Pepperbox35Multi-barrel
Single Action Revolver38
rifles
WeaponAttackRange (sq)Note
Revolver Rifle418
Bolt Action520
Repeater Rifle416
Elephant Rifle620Heavy, high damage
shotguns
WeaponAttackRange (sq)Note
Sawed-Off98Range falloff, devastating up close
Break-Action710
Pump Action712
Ammunition
Explosive RoundsArea damage
BuckshotSpread pattern
SlugsSingle-target penetration
Consumables & Pharmacy
CategoryItemEffect
General GoodsCoffee BeansMinor buff
General GoodsCanned BeansSustenance
General GoodsCigarettesCalm / social
General GoodsAromatic BittersRemedy
General GoodsJerkySustenance
General GoodsHunting KnifeMelee weapon
General GoodsBlack KnifeConcealable melee
PharmacyMedical KitHeal 5 HP
PharmacySnake OilHeal 3 HP
PharmacyRevival TonicRevive + 3 HP
πŸͺ™

Two Chip Systems

Tracker chips vs. Spendable RPG chips β€” know the difference

High Noon uses two physically distinct chip sets that serve entirely different purposes. Mixing them up at the table is the single most common rules error in a first session.

Tracker Chips (Base Game)
Small β€” half-inch diameter
RedCharacter health. Do NOT start with a chip on the 1st HP square.
BlueTracks loot-card / timed-card usage and equipped items.
GreenPoison + marks object/effect locations on the map.

These chips TRACK STATE. They are never spent or wagered β€” they move to indicate what is currently true about a character or the board.

RPG Chips (Spendable Ante-Up)
Large β€” real poker-chip size
AttackDefenseSpeedRangeAction (2pt)Draw

These chips are SPENT to boost a play. Ante up before a card is played: add damage, gain movement, draw more cards, buy an extra action. Spent chips do not return until the next in-game day. The large physical size is intentional β€” if it is big, you spend it.

Big chip = spend it. Small chip = it is keeping score.
πŸ”„

The Turn β€” 3 Phases

Every character's turn in High Noon RPG follows the same three-phase structure, clockwise around the table. This is identical to the base skirmish game β€” the RPG carries it forward unchanged.

1Movement
  • Β·Move up to your Speed in squares.
  • Β·Forward, back, left, or right only β€” NO diagonal movement.
  • Β·Crossing an obstacle (orange) or a loot crate costs +1 movement (2 total for that square).
2Action
  • Β·1 action + unlimited Free Actions.
  • Β·Actions: Play a Card (attack / special / equipped weapon), Loot a Crate, Loot a Body, Equip an Item (blue chip), Pass Item(s) to one adjacent ally.
  • Β·Free-action cards must still be played during the Action Phase.
  • Β·Drop Item is always a Free Action.
3Draw 3 Cards
  • Β·Draw exactly 3 cards from your deck.
  • Β·Hand maximum is 12. If you need to draw but your hand would exceed 12, discard down to 9 first, then draw.
  • Β·Reshuffled discard becomes a new deck when the deck runs empty.
RPG Note Β· The base game ends after 12 rounds. The RPG drops this cap entirely β€” campaigns run as long as the story demands. The 3-phase turn structure carries over unchanged; only the round ceiling is removed.
πŸ’₯

Combat Resolution

Combat in High Noon RPG mirrors the base skirmish rulebook exactly. Target must be within Range + Line of Sight before any attack is legal.

1
Initiation

Announce attacker + target. Choose a card from hand OR an equipped Weapon Card. Optionally spend an Ammunition Card (advance blue chip on it).

2
Defense

Defender may play a Defense Card face-up.

3
Calculate Attack

Total Attack = card Attack value + ammo/ability modifiers.

4
Cover Halving

If the defender is behind cover (cover between attacker and defender, and attacker is NOT sharing that obstacle): Attack Γ· 2, rounded UP. Applied before the defense step.

5
Calculate Defense

Total Defense = card Defend value + gear/ability modifiers.

6
Damage

Damage = Attack βˆ’ Defense. Assign first to damage-absorbing gear (move blue chip), then to character HP (move red chip). Skull square = dead.

Line of Sight & Range
Β·Target must be within Range (in squares) AND in Line of Sight.
Β·LOS is straight orthogonal OR diagonal.
Β·Walls block LOS and movement entirely.
Β·Doors are presumed SHUT β€” block LOS unless the ammo is SLUG.
Β·Windows: adjacent = straight + diagonal LOS; non-adjacent = straight only; non-adjacent attacker suffers cover.
Β·You may fire through your own teammates (cover penalty applies). You may NEVER fire through opponents.
Ammunition Types
TypeNote
BladeEdged weapons
BodyUnarmed strikes
PistolHandguns
RifleIf attack deals damage, +1 extra damage
BuckshotShotgun spread pattern
SlugIgnores 1 square of cover AND doors
⛰️

Elevation

The Elevation Expansion adds vertical terrain. Elevation is marked with a triangle icon (bordered in blue); the number below is the rank. All elevation rules are canon and fold into the RPG book.

Combat Bonus

Being on a higher rank than your opponent grants +1 Attack and +1 Defense. This bonus does NOT stack β€” it is always +1 regardless of how many ranks higher you are.

See Over Cover

For each rank above your target, ignore one entire object of cover β€” provided that cover object is physically below you. (Example: Miranda on a balcony at rank 2 ignores the table between her and LeRoy Gang 1 on rank 0.)

Movement Up

The ONLY way to move up in rank is via a Passage (own icon, e.g. stairs). Passages cost no movement penalty.

Jump Down

Jumping down costs no movement penalty but deals 1 damage per rank dropped. Jumping from rank 3 to the ground = 3 damage.

Line of Sight with Elevation
Β·Normal orthogonal + diagonal LOS rules still apply on each elevation level.
Β·Windows apply on each level β€” treat them as if the same window exists at that height.
Β·Edge-distance rule (rank 1 difference): the lower character must be more than 6 squares from the elevation edge for BOTH characters to have LOS. Once the lower character is within 6 squares of the edge, the higher character must be within that same number of squares too β€” or neither can see/attack (except thrown items).
Β·Multi-rank: multiply the square requirement by the rank difference (6-square requirement at rank 1 β†’ 12 squares at rank 2).
Β·Diagonal targets use the same square number as straight β€” rank difference does not further affect diagonal.
Β·Attacking from adjacent elevations is NOT considered melee.
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Marketplace

The Marketplace Expansion adds a physical economy layer. Three stores, 36 item cards, and a gold-tracking ashtray per player. Buying is a Free Action β€” you can shop, use, and shop again in the same turn.

πŸ”«
Gunsmith

Weapons and ranged equipment

βš’οΈ
Blacksmith

Armor, melee weapons, and metalwork

πŸ›’
General Store

Consumables, tools, and general goods

Β·Each store has 4 shelf slots filled from shuffled item-card decks.
Β·During your Action Phase, buying any item you can carry is a FREE ACTION. No limit on purchases per turn within the Action phase.
Β·Each item has a Gold Value (top-right corner). Slide that amount from Earned to Spent on your Ashtray. You cannot overspend.
Β·SPENT GOLD STILL COUNTS toward victory β€” both sides of the Ashtray total at end game.
Zone Control

Requires Jenkins Bros / Abernathy Gang / Monco & McAtte tiles. Each store is tied to a starting tile. Control a store by having your characters INSIDE the building (not boardwalk) totaling β‰₯2 Gold Value combined. The posse with the most Gold Value inside controls it. Ties = all tied posses may buy. Controlled store = ONLY that posse buys (from anywhere on the map). Leave the building = lose control; empty store = open to all.

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Cards Errata

Official corrections β€” these supersede printed cards

Official card errata from highnoongame.com/cards-errata. Per the Amendments page: "anything here is final and supersedes any printed material." The RPG book will use corrected text throughout.

Telescopic ScopeLong Range SightRevolver Buttstock

Once equipped, this item is NOT counted as inventory. You get the inventory slot back; the item travels with the weapon it is equipped to.

Coffee Beans

Benefits begin the FOLLOWING turn. Track the next 3 turns on the 3 squares. Unused turns still burn β€” use them or lose them.

Pepperbox DerringerDouble Derringer

The FIRST attack on your turn must be with this card to fire the remaining shots as free actions in the same turn. You cannot use another weapon first and then claim the "remaining shots."

Note Β· Additional errata exist for Repeater Rifle, Steel Chest Plate, Dead or Alive, and Return Fire β€” see cards-errata.txt for full corrected text. Rules Errata page at highnoongame.com/ruleserrata is listed as "Coming soon" as of 2026-07-15.