Die Kartensuche benötigt keine Registrierung, aber für die Nutzung des Deckbauers ist eine Registrierung notwenig.














Value:
Grid:
Costs:
Upkeep/Production:
Influence:
Control:
Bullets:

36 unterschiedliche Karten.
The Morgan Cattle Company
Dude
3Spade   4Kosten   0Upkeep   1Influence   0Draw   4Grit



(nicht auf deutsch erhältlich)


Mad Scientist 1

Noon: Boot a Gadget on Arnold to discard the top five cards of your deck. If one of those cards was an Out of Town deed, you may boot Arnold to place the deed into your hand.


4x 008 in Bad Medicine

 

The Morgan Cattle Company
Dude
9Spade   6Kosten   2Upkeep   2Influence   3Stud   14Grit

(nicht auf deutsch erhältlich)


React: After Arvid enters play, make a tradin' Noon play.


4x 006 in Election Day Slaughter

 

The Morgan Cattle Company
Dude
JSpade   6Kosten   1Upkeep   1Influence   1Stud   13Grit

(* noch nicht auf deutsch erhältlich)


While Billy has a Horse attached, he has +1 bullets and +1 influence.

Noon/Shootout: Boot Billy’s Horse to draw a card. You may boot a dude at this location.


4x 007 in A Grand Entrance

 

The Morgan Cattle Company
Dude
5Spade   3Kosten   1Upkeep   1Influence   0Stud   6Grit



(nicht auf deutsch erhältlich)


Mad Scientist 0

While Jen has a Horse, she gets +1 influence.

While Jen has a Gadget, she gets +2 bullets.


4x 012 in Faith and Fear

 

The Morgan Cattle Company
Dude
7Spade   3Kosten   0Upkeep   1Influence   1Draw   9Grit

(* noch nicht auf deutsch erhältlich)


Mad Scientist 0

While inventing a Horse or a Sidekick,Diego has +4 Mad Scientist skill.


4x 017 in Blood Moon Rising

 

The Morgan Cattle Company
Dude
6Spade   5Kosten   1Upkeep   1Influence   0Draw   7Grit



(nicht auf deutsch erhältlich)


Mad Scientist 1

Shootout Boot: Arden makes a mad scientist skill check against an opposing dude's grit. If successful, send that dude home booted.

If successful by 6 or more, ace the dude. If the pull is a spade or a joker, Arden suffers the same fate.


4x 005 in Election Day Slaughter

 

The Morgan Cattle Company
Dude
5Spade   3Kosten   1Upkeep   2Influence   0Draw   7Grit

(nicht auf deutsch erhältlich)


While Brian is unbooted and has no cards attached, he cannot be called out in the town square.

React: Before taking casualties, discard Brian to reduce your casualties by Brian's influence.


4x 010 in Dirty Deeds

 

The Morgan Cattle Company
Dude
5Spade   4Kosten   2Upkeep   3Influence   1Draw   9Grit

(nicht auf deutsch erhältlich)


React: When a dude is aced, pull. If the pull is higher than the dude's value, discard them instead.


4x 006 in Double Dealin'

 

The Morgan Cattle Company
Dude
6Spade   6Kosten   0Upkeep   1Influence   0Draw   7Grit



(nicht auf deutsch erhältlich)


Mad Scientist 2

Shootout, Pull: Choose your dude with a Weapon Gadget in this shootout. If the pull is a club, discard that dude. Otherwise, that Gadget gets +3 bullets.


2x 027 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
9Spade   6Kosten   1Upkeep   2Influence   0Draw   11Grit



(nicht auf deutsch erhältlich)


Experienced 1 - Mad Scientist 3

Shootout, Boot: Unboot a Gadget. You can use its abilities another time. If it's Experimental, unboot Elander. If it's a Weapon, it provides an extra +1 bullets and its dude becomes a stud.


4x 004 in No Turning Back

 

The Morgan Cattle Company
Dude
10Spade   9Kosten   2Upkeep   3Influence   1Stud   14Grit



(nicht auf deutsch erhältlich)


Mad Scientist 2

Noon, Boot: Discard a card from your hand to get a non-Weapon Gadget from your discard pile. Show the card and add it to your hand.


2x 032 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
4Spade   3Kosten   0Upkeep   0Influence   2Draw   6Grit



(nicht auf deutsch erhältlich)


Mad Scientist 0 - Grifter

React: At the start of the game, if there are no deeds in your hand, reveal it and discard the top 10 cards from your deck. You may discard a card from your hand to put a Ranch or Improvement from your discard pile into your hand.


4x 005 in Frontier Justice

 

The Morgan Cattle Company
Dude
ASpade   3Kosten   0Upkeep   2Influence   0Draw   3Grit

(nicht auf deutsch erhältlich)


When Irving joins a posse, gain 1 ghost rock.


2x 025 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
7Spade   7Kosten   1Upkeep   2Influence   1Stud   10Grit



(nicht auf deutsch erhältlich)


Mad Scientist 0

When James joins a posse, place 4 ghost rock on him. The ghost rock may be used to pay for Shootout abilities (it is not a bounty). Discard his unused ghost rock after the shootout.


2x 028 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
9Spade   5Kosten   1Upkeep   1Influence   2Stud   12Grit

(nicht auf deutsch erhältlich)


Shootout: If Jarrett has a Horse, swap him with one of your dudes in the posse (Jarrett joins the posse. The other dude moves to Jarrett's location and is no longer in the posse).


2x 031 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
8Spade   4Kosten   0Upkeep   1Influence   2Draw   11Grit

(nicht auf deutsch erhältlich)


Noon: Unboot Jon's Horse. You may use the Horse's ability an additional time.


2x 029 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
2Spade   3Kosten   0Upkeep   0Influence   1Draw   3Grit



(nicht auf deutsch erhältlich)


Mad Scientist 2

Noon, Boot: If Kyle is at a Ranch, unboot the Ranch. Its abilities may be used an additional time this turn.


4x 005 in New Town, New Rules

 

The Morgan Cattle Company
Dude
8Spade   6Kosten   2Upkeep   3Influence   1Stud   12Grit

(nicht auf deutsch erhältlich)


Lane gets +2 bullets while he has a Horse.


2x 030 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
10Spade   8Kosten   2Upkeep   3Influence   2Stud   15Grit



(nicht auf deutsch erhältlich)


Experienced 1

Noon: Boot Lane's Horse to choose an opposing dude at an adjacent deed. Boot that dude. Lane moves to that deed and calls out the chosen dude.


4x 013 in Faith and Fear

 

The Morgan Cattle Company
Dude
KSpade   8Kosten   3Upkeep   5Influence   0Draw   18Grit



(nicht auf deutsch erhältlich)


Huckster 2

When Lillian enters a posse, place 3 ghost rock on her. The ghost rock may be used to pay for Shootout abilities (it is not a bounty). Discard her unused ghost rock after the shootout.

Shootout, Pay X Ghost Rock: X of your dudes in any location(s) join Lillians posse (moving if necessary).


4x 006 in New Town, New Rules

 

The Morgan Cattle Company
Dude
QSpade   8Kosten   2Upkeep   2Influence   0Stud   14Grit



(nicht auf deutsch erhältlich)


Mad Scientist 2

Repeat Noon, Pay 1 Ghost Rock: Make a Mad Scientist skill test against a difficulty of 10. If successful, unboot one of your dudes at this or an adjacent location.


4x 006 in Frontier Justice

 

The Morgan Cattle Company
Dude
6Spade   2Kosten   1Upkeep   1Influence   2Draw   9Grit



(nicht auf deutsch erhältlich)


Mad Scientist 1

You may include a Sidekick goods in your starting posse as if it were a dude, and attach it to Sky at the start of the game. If it's a Gadget, shuffle your deck, and Sky invents it as normal.


4x 007 in Foul Play

 

The Morgan Cattle Company
Dude
2Spade   1Kosten   0Upkeep   0Influence   2Draw   4Grit

(nicht auf deutsch erhältlich)


Noon/Shootout: Move a Gadget from your dude in this or an adjacent location to another of your dudes in this or an adjacent location.


4x 007 in Bad Medicine

 

The Morgan Cattle Company
Dude
10Spade   2Kosten   0Upkeep   0Influence   2Draw   12Grit

(* noch nicht auf deutsch erhältlich)


Noon Job, Boot: Mark your home. If successful, search your discard pile for a Horse and attach it to any one of your dudes, reducing its cost by 1.


4x 005 in The Curtain Rises

 

The Morgan Cattle Company
Dude
QSpade   6Kosten   3Upkeep   4Influence   2Draw   18Grit

(nicht auf deutsch erhältlich)


Max is worth 1 control point while you control 2 or more Ranches.

Your other dudes at Ranches get +1 influence and +3 value.


2x 034 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
7Spade   4Kosten   1Upkeep   1Influence   1Stud   9Grit

(nicht auf deutsch erhältlich)


Shootout, Boot: Look at a number of random cards in an opponent's hand equal to Nathan's bullet value. You may discard one action card you saw.


4x 004 in Nightmare at Noon

 

The Morgan Cattle Company
Dude
8Spade   5Kosten   0Upkeep   1Influence   0Stud   9Grit

(* noch nicht auf deutsch erhältlich)


Nicholas has a bullet bonus equal to the number of Gadgets you control. This bonus cannot exceed +4.


4x 007 in The Showstopper

 

The Morgan Cattle Company
Dude
QSpade   3Kosten   1Upkeep   0Influence   2Stud   14Grit

(* noch nicht auf deutsch erhältlich)


Gadget - Difficulty 6

You can include POST-A-TRON in your starting gang. If you do, you must invent it after shuffling your deck, waiving the ghost rock cost of inventing. Discard POST-A-TRON if you will fail to, or cannot, invent it.

Noon, Boot: If POST-A-TRON is at the town square, gain 3 ghost rock.


4x 018 in Blood Moon Rising

 

The Morgan Cattle Company
Dude
4Spade   5Kosten   1Upkeep   2Influence   1Draw   7Grit



(nicht auf deutsch erhältlich)


Mad Scientist 1

Noon: Discard a Gadget from Eustace to move him to another location (without hooting).


2x 026 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
JSpade   7Kosten   1Upkeep   2Influence   1Stud   14Grit

(nicht auf deutsch erhältlich)


Shootout, Pay 1-4 Ghost Rock: Rémy gets +1 bullets for each ghost rock spent, to a maximum rating of 5 bullets.


2x 033 in Doomtown: Reloaded Base Set

 

The Morgan Cattle Company
Dude
7Spade   5Kosten   1Upkeep   1Influence   3Draw   11Grit

(nicht auf deutsch erhältlich)


Noon, Boot, Pay 1 Ghost Rock: Discard a goods card attached to a dude at this location. Sammy gains 1 bounty. If the discarded goods card was a Horse, pull. If the pull is higher than the Horse's value, attach it to Sammy instead.


4x 016 in The Light Shineth

 

The Morgan Cattle Company
Dude
KSpade   9Kosten   3Upkeep   3Influence   4Stud   20Grit



(nicht auf deutsch erhältlich)


Experienced 1

If your outfit is The Sloane Gang , Sloane's cost is reduced by the number of wanted dudes you control.

When Sloane enters play, unboot each of your wanted dudes. Sloane gets 1 bounty for each dude you unbooted.


4x 017 in The Light Shineth

 

The Morgan Cattle Company
Dude
3Spade   4Kosten   2Upkeep   3Influence   1Draw   7Grit

(nicht auf deutsch erhältlich)


Noon Boot, Pay 1 Ghost Rock: Gain ghost rock equal to the production of a deed you control but do not own.


4x 005 in Double Dealin'

 

The Morgan Cattle Company
Dude
JSpade   7Kosten   2Upkeep   4Influence   1Draw   16Grit



(nicht auf deutsch erhältlich)


Experienced 1

If your outfit is The Morgan Cattle Company, Lula has -1 upkeep per control point you have.

Whenever you gain ghost rock from an ability during High Noon, gain 1 ghost rock.


4x 007 in Ghost Town

 

The Morgan Cattle Company
Dude
JSpade   8Kosten   1Upkeep   2Influence   2Stud   15Grit

(nicht auf deutsch erhältlich)


React: When a shootout play aces, discards, or sends another of your dudes home booted, send them home booted instead. Warren joins the posse (moving if necessary).


4x 005 in Nightmare at Noon

 

The Morgan Cattle Company
Dude
ASpade   3Kosten   1Upkeep   1Influence   1Draw   3Grit



(nicht auf deutsch erhältlich)


Mad Scientist 2

Noon, Boot: Play a Ranch or Out of Town deed (as Shoppin'), or invent a Gadget. Reduce the cost by William's Mad Scientist skill.


4x 011 in Faith and Fear

 



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