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

51 unterschiedliche Karten.
Spell
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Hex

React Hex 6, Boot: When you reveal your draw hand in a shootout, boot this Huckster. Ace a card in your draw hand. Replace it with a card from your play hand.


2x 101 in Doomtown: Reloaded Base Set

 

Spell
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Miracle - Hymn

Noon Miracle 6, Boot: This blessed gains +1 influence and does not go home booted the next time they refuse a call out. Your other dudes get +1 influence for purposes of controlling locations. Your dudes cannot have their influence reduced by opposing abilities.


4x 033 in Blood Moon Rising

 

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Noon Hex 9, Boot: A dude at this or an adjacent location gets -1 influence and -1 bullets.

Shootout Hex 9, Boot: One opposing dude gets -2 bullets.


2x 103 in Doomtown: Reloaded Base Set

 

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Miracle

Noon Miracle 6, Boot: Boot this dude to choose a dude at this or an adjacent location, who gains bounty equal to this dude's Blessed skill.

Noon Miracle 7, Boot: Transfer one bounty from a dude at this or an adjacent location to your stash.


4x 017 in Frontier Justice

 

Spell
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Miracle

Cheatin' Resolution Miracle 7: One of your dudes gets +2 bullets and +2 influence and becomes a stud until after Sundown. If this is a shootout, reduce your casualties this round by 3.


4x 017 in No Turning Back

 

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Hex

Shootout Hex 4, Boot: One opposing dude gets -1 bullets and -2 value. If that dude is aced or discarded during this shootout, this Huckster permanently gets 1 control point.


4x 017 in Double Dealin'

 

Spell
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Spirit - Sidekick

Shootout Spirit X, Boot: X is the highest value among opposing dudes in this shootout. This shaman leaves the shootout and moves to another location. If this shaman was the mark of a job, the job automatically fails after the shootout ends.


4x 027 in Ghost Town

 

Spell
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Miracle

Noon/Shootout Miracle 9, Boot: This dude cannot be booted or moved by other players' card abilities. Unboot this dude.


4x 031 in The Light Shineth

 

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Hex - Melee

You may not cast this spell if there is an unbooted non-Melee Weapon in the opposing posse.

Shootout Hex 13, Boot: Reduce an opposing dude's value by 6. If this would reduce their value below 1, ace them, then search your discard pile for a Sidekick and attach it to this dude, reducing its cost by 2.


4x 015 in The Curtain Rises

 

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Hex

Cheatin' Resolution Hex 5, Boot: You may place a card from your draw hand into your play hand after resolution. If this is shootout, you suffer 3 less casualties this round.


4x 018 in Double Dealin'

 

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Miracle

Noon Job Miracle 6, Boot: Mark the town square. If successful, this dude gets control points (until the end of the turn) equal to the number of wanted dudes controlled by other players.


4x 028 in The Light Shineth

 

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Spirit - Totem

Can only attach to a deed, This deed gains the Holy Ground keyword. Shamans get +2 to their Shaman skill while at this deed.

Noon/Shootout Spirit 10, Boot: Unboot a dude at this deed, Make another play.


4x 033 in The Light Shineth

 

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Hex - Seedy

React Hex 5, Boot: Use after all players ante for lowball, if this dude is in the town square. If successful, move 1 ghost rock from the pot into your stash and increase this dude's bounty by 1.


4x 016 in Bad Medicine

 

Spell
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Miracle

Noon Miracle 9, Boot: If successful, mark the town square for a job. This dude is the leader. If the job succeeds, search your deck and discard pile for a dude whose grit is less than this Miracle's skill check. Play that dude, reducing their cost by 4. That dude permanently gets +1 influence. Ace this card.


4x 017 in Nightmare at Noon

 

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Hex

Noon Hex 5, Boot: Choose an ability printed on a dude at this or an adjacent location. The dude cannot use the ability until after the Sundown phase.


4x 017 in New Town, New Rules

 

Spell
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Miracle

Resolution Miracle 5, Boot: Reduce your casualties this round by this dude’s Blessed rating. Choose an opposing Abomination dude, who provides nothing to the posse’s stud and draw ratings during the next round of the shootout.


4x 016 in The Showstopper

 

Spell
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Spirit

Noon Spirit 5, Boot: Move this dude to a Holy Ground location or to a location adjacent to one.

Shootout Spirit 7, Boot: This dude joins your posse at a Holy Ground location or a location adjacent to one. This dude becomes a stud.


4x 017 in The Showstopper

 

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Hex

Shootout Hex 5, Boot: Reduce your opponent's casualties by three this round. If you win this round, ace the opposing shooter. This acing effect cannot be prevented (even if the shooter is Harrowed).


4x 031 in Blood Moon Rising

 

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Miracle

Shootout Miracle 6, Boot: This Blessed gets +1 bullets and cannot be chosen as a casualty during this round of the shootout unless you lose by 3 or more ranks.


4x 030 in Faith and Fear

 

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Miracle

React Miracle 8, Boot: When another dude at this or an adjacent location is being discarded as a casualty, or aced (at any time), boot this Blessed. Send that dude home booted instead. That dude will not unboot during the Sundown phase at the end of this turn.


4x 029 in Faith and Fear

 

Spell
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Spirit

Noon, Spirit 9, Boot: A 1-Influence Ancestor Spirit token enters play at this location.


4x 034 in Immovable Object, Unstoppable Force

 

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Hex

Shootout Hex 9, Boot: Boot all other unbooted dudes.


4x 018 in No Turning Back

 

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Hex

Shootout Hex 4, Boot: This Huckster's bullet type becomes that of an opposing dude. If this Huckster has a lower bullet rating, they get a bullet bonus equal to the difference in ratings.

Shootout Hex 6, Boot: An opposing dude's bullet type becomes that of this Huckster. If this Huckster has a lower bullet rating, that dude suffers a bullet penalty equal to the difference in ratings.


4x 028 in Faith and Fear

 

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Spirit - Totem

Noon Spirit 5, Boot: A 2-stud Nature Spirit comes into play at this location or an adjacent deed and calls out a dude there.


4x 017 in Bad Medicine

 

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Miracle - Hymn

Shootout Miracle 4, Boot: All dudes in your posse get +1 bullets, and cannot have their bullets reduced or changed to a draw by other player's card effects.


4x 028 in Ghost Town

 

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Spirit

Cheatin' Resolution Spirit 5, Boot: Attach any number of goods or spells from your play hand (as shoppin') reducing the cost of each by 1. Draw cards until your hand is at its maximum size.


4x 018 in Foul Play

 

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Hex

Noon Hex X, Boot: X is the value of a dude at this or an adjacent location. Boot the dude.


4x 016 in New Town, New Rules

 

Spell
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Hex

Noon Hex 9, Boot: Choose another player's unbooted dude at this or an adjacent location. Move them to a location adjacent to where they are now (without booting).

Noon Hex 12, Boot: Move another player's booted dude at this location to an adjacent location.


4x 032 in Faith and Fear

 

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Hex

Noon/Shootout Hex 6, Boot: Choose a goods card attached to an opposing dude in this or an adjacent location. Boot it, and it loses all traits, abilities, and bullet bonuses. If it's Mystical or a Gadget, draw a card.


4x 030 in The Light Shineth

 

Spell
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Hex

Noon Hex X, Boot: X is the grit of a dude at this location. Take control of the dude until after the Sundown phase.


4x 017 in Election Day Slaughter

 

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Shootout Hex 8, Boot: Ace a card from your play hand. One Abomination from your Boot Hill enters play (pay all costs) and joins this Huckster's posse. Ace this card.


2x 104 in Doomtown: Reloaded Base Set

 

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Spirit - Totem

Noon Spirit X, Boot: X is the value of a dude at this location. Boot that dude.

Shootout Spirit X, Boot: X is the grit of an opposing dude. Send that dude home booted.


4x 032 in The Light Shineth

 

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Miracle

Shootout Miracle 8, Boot: If you win this round, your opponent suffers two additional casualties.

Shootout Miracle 12, Boot: Your opponent suffers two additional casualties this round. Ace this card.


4x 017 in Foul Play

 

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Hex

Noon Hex 7, Boot: Move this Huckster to any location.

Shootout Hex 7, Boot: Move this Huckster to join your posse. You may make another Shootout play.


2x 102 in Doomtown: Reloaded Base Set

 

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Miracle

Shootout Miracle 7, Boot: Dudes cannot be aced or discarded during this shootout, except as a casualty for losing the round or due to their owner's card abilities or traits. Reduce your casualties this round by 1.


4x 018 in Frontier Justice

 

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Hex

Noon Hex 7, Boot: Look at one or two random cards in an opponent's hand. You may ace this card to ace a non-unique card you looked at.


4x 030 in Ghost Town

 

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Spirit - Totem

Attaches only to deeds. This deed has +1 production.

Noon Spirit 6, Boot: Boot this deed to gain 2 ghost rock.


4x 016 in The Curtain Rises

 

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Miracle

Noon Miracle 10, Boot: Boot this Blessed to unboot another dude at this or an adjacent location.


4x 034 in Faith and Fear

 

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Hex

Shootout Hex X, Boot: Choose a dude in this shootout. X is that dude's grit. If successful, send the dude home booted. If successful by 6 or more, ace the dude instead. If unsuccessful, move this Huckster home booted.


2x 100 in Doomtown: Reloaded Base Set

 

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Spirit

Shootout Spirit 10, Boot: A 2-stud Nature Spirit token enters play and joins your posse.


4x 032 in Immovable Object, Unstoppable Force

 

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Spirit

Noon Spirit 7, Boot: Discard a card to draw a card.

Noon Spirit 10, Boot: If this Shaman is not at your home, draw two cards, then discard two cards.


4x 031 in Immovable Object, Unstoppable Force

 

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Spirit - Totem

This location is adjacent to each other location that has a Spirit Trail attached.

Noon Spirit 6, Boot: Move your dude from this location (without booting, and even if booted).


4x 033 in Immovable Object, Unstoppable Force

 

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Spirit

Noon Spirit 5, Boot: This dude gets +3 bullets, becomes a stud, and other players' card effects cannot boot them or send them home booted. These effects end if this dude leaves this location (or at the end of the turn).


4x 029 in The Light Shineth

 

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Hex

Noon Hex 5: If successful, mark the town square for a job. If the job succeeds, immediately play an Abomination from your hand reducing its cost by 6 ghost rock (paying all other costs), The Abomination permanently gets 1 control point.


4x 018 in Election Day Slaughter

 

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Spirit - Sidekick

Shootout Spirit 6, Boot: Look at the top five cards of your deck. You may discard up to three of them. You may boot this Shaman to draw a card.


4x 016 in A Grand Entrance

 

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Miracle

Noon Miracle 7: Choose a dude with a Melee Weapon. While they have that Weapon (this turn), they get +1 bullets, become a stud, and cannot be affected by opposing spells.


4x 018 in Nightmare at Noon

 

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Miracle

Shootout Miracle 9, Boot: Root this Blessed to search your deck and/or discard pile for an action card, reveal it, and place it in our hand. Discard this spell.


4x 031 in Faith and Fear

 

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Spirit - Totem

Token dudes at this location gain the Harrowed keyword.

Shootout Spirit 8, Boot: A 2-stud Nature Spirit token enters play, booted, and joins your posse.


4x 035 in Immovable Object, Unstoppable Force

 

Spell
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Spirit - Totem

This deed gains the Holy Ground keyword and does not unboot during Sundown.

Noon Spirit 7, Boot: Move one of your dudes to a location adjacent to this Shaman. You may unboot this deed to give this Shaman 1 control point until they move.


4x 032 in Blood Moon Rising

 

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Spirit

Resolution Spirit 4, Boot: All dudes in your posse gain the Harrowed keyword until the end of this round. If your opponent has an illegal draw hand, a 2-stud Harrowed Nature Spirit enters play and joins your posse, and gains the Harrowed keyword.


4x 029 in Ghost Town

 

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Miracle

Noon Miracle 6, Boon: Move one of your dudes to this Blessed's location (from any location, without booting).

Shootout Miracle 7, Boot: One of your dudes in any location joins this Blessed's posse (moving if necessary). Unboot that Dude.


4x 033 in Faith and Fear

 



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