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