Quick Specs
Party / Bluffing / Negotiation
135+
~1.4/5 (Light)
4–8 (best at 6–8)
~30–45 min
Simultaneous Selection, Bluffing, Negotiation, Set Collection (loot), Take-That, Player Elimination (light)

Cash’n Guns is the game where everyone smiles, points foam guns at each other, and immediately becomes the kind of person you would not trust with the group chat admin password. It’s loud, theatrical, and ridiculously easy to teach—part bluffing game, part negotiation circus, and part “I can’t believe you shot me over a diamond.”
What it is
This is a party game about splitting loot after a heist, except nobody wants to split it nicely. Each round you’re staring down your friends, deciding who to threaten, who to backstab, and who to pretend you’re totally not mad at (you are). The rules are simple, but the table energy is the whole point.
The setup
Everyone starts as a gangster with a foam gun and a pile of “bullet” and “blank” cards. Loot cards are revealed each round—cash, gems, paintings, and other shiny reasons to behave badly. Then everyone chooses who they’re pointing at… and tries to look innocent while doing it.
How it plays
Each round has a classic rhythm. Loot appears. Players aim at someone. Then everyone secretly chooses whether they’re firing a real bullet or a blank. On the reveal, anyone who gets shot usually backs off (because getting hit has consequences), and the survivors negotiate how to split what’s left. The tension comes from the mind games: do you shoot now to prove you’re serious, or save bullets for later and bluff with confidence? Do you stand your ground because the loot is worth it, or fold because you’re pretty sure three people hate you this round?
It’s basically a social standoff generator. Every decision is readable, deniable, and very funny in hindsight.
Why the pacing works
- Early game: everyone is brave, chaotic, and firing blanks like they’re doing improv
- Midgame: bullets start to matter, grudges become a currency, and deals get shady fast
- Late game: players are calculating, alliances are temporary, and the table is one bad decision away from loud betrayal
Table feel
Cash’n Guns thrives on big groups and big personalities. Turns are quick, the table is always involved, and the physical comedy of the standoff makes even non-gamers immediately “get it.” Interaction is direct, confrontational (in a silly way), and the negotiation can get spicy—so it’s best with a group that can trash-talk and laugh without taking anything personally.
Who it’s for
- Groups who love bluffing, shouting, and chaotic negotiation
- Players who enjoy reading people and making deals that last exactly one round
- Best at 6–8 when the standoff feels like a full scene
- You’ll like it if you want a party game that creates instant stories
Less ideal for
- Quiet groups or players who hate confrontation, targeting, or being put on the spot
- Tables where “take-that” moments feel personal instead of playful
- Anyone who dislikes light elimination or falling behind after a rough round
Desert Meeples Beginner Tip + Verdict
New to Cash’n Guns? Don’t spend your real bullets too early just to make a point—save them for when the loot is actually worth starting a small war. Also, watch who aims at you before you decide to be brave. Courage is great, but so is leaving with your dignity (and at least one painting).
Verdict: Cash’n Guns is pure party drama: simple rules, nonstop interaction, and hilarious betrayals you’ll quote for weeks. Play it with the right crowd and it turns your table into a chaotic movie scene—just with more giggling and fewer actual consequences.



