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

116 unterschiedliche Karten.
Action
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Noon: One of your dudes calls out an opposing dude at their location. All dudes in both posses use their influence rather than their bullet rating for the shootout (but keep their bullet type). Your dude becomes a stud for this shootout.


4x 019 in Double Dealin'

 

Action
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Noon Job: Mark the town square (any player may oppose the job). If successful, gain 4 ghost rock. If not, each player with a dude in the opposing posse gains 4 ghost rock.


2x 135 in Doomtown: Reloaded Base Set

 

Action
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Headline

Shootout: Each dude in your posse gets +1 bullets. After each time any dude is aced as a casualty, the shooter in the other posse permanently gets 1 control point. Ace this card.


4x 019 in Nightmare at Noon

 

Action
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Condition

Play only if a dude has been aced this turn.

While this card is attached to your home, increase your maximum hand size by one. Discard this card when a dude you own is aced.

Noon Job: Mark your home. If successful, attach this card to your home and draw two cards.


4x 036 in The Light Shineth

 

Action
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Noon: Play a dude from your hand, reducing their cost by 4, to a minimum of 4; the cost cannot be reduced further. You may search your discard pile for a non-Gadget goods and attach it to that dude, reducing its cost by the amount this card reduced the dude's cost.


4x 036 in Ghost Town

 

Action
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Noon: Move your dude from one in-town deed you own to another in-town deed you own (without booting). Make another Noon play.


2x 143 in Doomtown: Reloaded Base Set

 

Action
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React: After an opponent declares the use of a Shootout or non-Cheatin' Resolution ability, boot a Gadget on a dude in your posse. Waive all costs of the ability, and that ability has no effect.


4x 022 in Dirty Deeds

 

Action
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Noon Job: Mark a location. Dudes at that location can join the defending posse without permission from the mark. If successful, discard all cards attached to the location. If it’s a deed or the town square, discard all wanted and Abomination dudes at the location, and send the rest home booted.


4x 021 in The Showstopper

 

Action
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Noon Job, Boot: Mark a dude. If the mark is not wanted, raise the bounty on each dude in your posse by 1. If successful, ace the mark.


2x 114 in Doomtown: Reloaded Base Set

 

Action
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Headline

Shootout: Each time a player reveals an illegal draw hand, that player takes two extra casualties that round. You may pay 2 ghost rock to place this card back into your hand.


4x 021 in Dirty Deeds

 

Action
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Noon: Choose a deed in play. It becomes Private. If you own and control that deed, gain 1 ghost rock for each dude controlled by another player at that deed.


2x 111 in Doomtown: Reloaded Base Set

 

Action
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Noon: Move your wanted dude to another location (without booting).


4x 019 in New Town, New Rules

 

Action
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React: Play when an opposing dude is discarded during the Upkeep phase. That dude remains in play instead. You control them until the end of the turn.

React: Play at the start of the Upkeep phase to give one of your dudes -2 upkeep until the end of the phase.


4x 038 in The Light Shineth

 

Action
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Noon: Choose a wanted dude. That dude gets +3 bullets and is a stud. If the dude is discarded or aced, the player responsible gains 4 extra ghost rock.


2x 117 in Doomtown: Reloaded Base Set

 

Action
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Cheatin' Resolution: Discard the cheatin' player's draw hand replace it with the top five cards of your deck (those cards still go to your discard pile).


2x 108 in Doomtown: Reloaded Base Set

 

Action
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Noon: A 2-stud Gunslinger token enters play at a wanted dude's location. The Gunslinger calls out that dude. who cannot refuse. Remove the Gunslinger token from the game after the shootout.


2x 126 in Doomtown: Reloaded Base Set

 

Action
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Noon: Ace a card in your discard pile to gain three ghost rock and draw a card.


4x 020 in Nightmare at Noon

 

Action
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Noon Job, Boot: Mark an opponent's home. Raise the bounty of each dude in your posse by 1. If successful, look at the opponent's play hand and ace a card from it.


4x 034 in Blood Moon Rising

 

Action
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Headline

Shootout: During this round’s resolution, both players gain +1 hand rank for each Horse in their posse. One dude in your posse becomes a stud until the end of the shootout.


4x 018 in The Showstopper

 

Action
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Resolution: Pay 5 ghost rock to lower a player's draw hand by 2 ranks.

Cheatin' Resolution: Lower a player's draw hand by 2 ranks.


2x 129 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose two dudes controlled by the same player in one location. Their controller moves one of those dudes to another location (without booting, and even if booted).


4x 034 in The Light Shineth

 

Action
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Noon: Move your dude to a deed that you own but do not control.


2x 138 in Doomtown: Reloaded Base Set

 

Action
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Cheatin' Resolution: The cheatin' player must boot one of their dudes. If in a shootout, that dude gets aced instead. If you have a legal hand, you choose the dude to boot or ace.

Errata/FAQ

2x 115 in Doomtown: Reloaded Base Set

 

Action
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Resolution: Choose a card in your draw hand with no duplicate value in that hand. Change that card to the suit of your choice.

Cheatin’ Resolution: Change one or two cards in your draw hand to the suit and value of your choice. Their new values cannot match another value in that hand. For the rest of the shootout, while your hand contains a legal flush or straight, you have +2 hand rank.


4x 017 in The Curtain Rises

 

Action
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Noon: Your dudes may attach goods and spells (as Shoppin') at locations you do not control, and as Shootout plays.

Errata/FAQ

2x 120 in Doomtown: Reloaded Base Set

 

Action
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Noon: Look at another player's hand. If that player has revealed an illegal draw hand this turn, you may choose one action, goods or spell card in their hand that does not have a Cheatin' ability. Discard that card.


4x 019 in No Turning Back

 

Action
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Condition

This dude has has +1 upkeep and -1 influence.

Cheatin' Resolution: The cheatin' player attaches this card to one of their dudes. Send that dude home booted. If this a shootout, you choose the dude.


4x 021 in Foul Play

 

Action
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Noon Job, Boot: Mark the town square. Each other player may unboot a dude in town. If successful, each other player must ace one of their dudes in town.


4x 021 in Election Day Slaughter

 

Action
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Noon Job: Mark an in-town deed. If successful, the deed permanently gains 1 control point.


2x 105 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose a deed that you control but do not own. Gain ghost rock, equal to its production.


2x 132 in Doomtown: Reloaded Base Set

 

Action
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Shootout: Your dude gets +1 bullets. If they are a Deputy, they become a stud. One opposing dude gets -2 bullets.


4x 037 in Faith and Fear

 

Action
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Condition - Con

While this card is attached to your home, it has +2 production. Discard this card from your home after a Cheatin' Resolution ability is used against you.

Noon, Job: Mark your home. If successful, attach this card to your home.


4x 033 in Ghost Town

 

Action
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Cheatin' Resolution: Choose up to two dudes controlled by you or the player with an illegal draw hand. If you revealed a legal hand, you may choose one additional dude. Move those dudes home. If this is a shootout, you may boot them.


4x 021 in Frontier Justice

 

Action
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Feat - Technique

If revealed for a Technique pull, you may unboot this dude, look at the top three cards of your deck, and discard any of them. Return the rest to your deck in the same order.

Noon/Shootout Technique: Place this card on top of your deck, or draw a card.


4x 018 in Bad Medicine

 

Action
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Condition

While attached to your home, each other player draws a card whenever you reveal an illegal draw hand.

Cheatin' Resolution: Attach this card to the cheatin' player's home and draw three cards.


4x 032 in Ghost Town

 

Action
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Condition

Discard this dude at the of the turn.

Noon Job, Boot: Mark a dude whose current influence, bullets, or value are lower than their printed values. If successful, boot the mark, attach this card to them, and your leader gets one permanent control point.


4x 039 in The Light Shineth

 

Action
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Noon: Choose your dude and an opposing dude at the same location. If your dude has more control points, boot all cards attached to the opposing dude. If your dude has more influence, boot the opposing dude. If your dude has more bounty, call out the opposing dude.


4x 039 in Ghost Town

 

Action
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Noon: Choose an opposing dude and pay ghost rock equal to their influence. That dude's controller either boots them and pays you 1 ghost rock, or gives that dude 1 bounty.

Noon: Give an opposing wanted dude 3 bounty.


4x 037 in Ghost Town

 

Action
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Noon: Unboot all your Horses at one location. Any abilities on the Horses that have been used can be used an extra time.


2x 130 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose a dude's ability that has been used. That ability can be used another time.


2x 141 in Doomtown: Reloaded Base Set

 

Action
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Technique - Tao of Bull Demon King

Shootout Tao Technique: This dude gets +1 Influence and gains the Harrowed keyword. Combo if your posse has equal or higher influence than the opposing posse.


4x 037 in Blood Moon Rising

 

Action
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Resolution: Discard a Hex from your dude in this posse to raise your draw hand rank by 2.


2x 136 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose one of your dudes. Other players cannot choose or affect that dude with Shootout abilities.


2x 118 in Doomtown: Reloaded Base Set

 

Action
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Noon: Place a dude from your discard pile into your hand.


2x 106 in Doomtown: Reloaded Base Set

 

Action
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Shootout: A 2-stud Gunslinger token enters play and joins your posse.


4x 020 in New Town, New Rules

 

Action
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Noon: Search your deck and/or discard pile for a Horse. You may attach it to one of your unbooted dudes (paying all costs).


4x 020 in Double Dealin'

 

Action
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React: After you take casualties for losing a round of a shootout, pull. For each dude you have (still in the posse) with a value higher than the pull, the winner takes 1 casualty.


2x 121 in Doomtown: Reloaded Base Set

 

Action
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Noon: Boot your Grifter and increase their bounty by 1 to gain 2 ghost rock. Boot an opposing card in the Grifter's location.


4x 020 in Dirty Deeds

 

Action
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(nicht auf deutsch erhältlich)


Condition

While this card is attached, this dude gets -1 bullets, -1 influence, -3 value, and the ability, "Noon, Boot: Discard one attached Incubation."

Noon: Attach this card to a booted dude at their home.


4x 020 in Frontier Justice

 

Action
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Condition

While this card is booted, reduce your shootout hand rank by 1.

If you reveal an illegal draw hand and the owner of this card has a legal hand, boot this card.

Cheatin' Resolution: Attach this card to the cheatin’ player’s home, booted. That player discards one random card from their play hand.


4x 017 in A Grand Entrance

 

Action
QClub   2Kosten   

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Resolution: Lower a player's draw hand by 1 rank.

Cheatin' Resolution: Lower a player's draw hand by 4 ranks.


4x 021 in Double Dealin'

 

Action
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Noon Job, Boot: Mark a dude. Your posse must have more total bullets than the marked dude. Raise the bounty of each dude in your posse by 1. If successful, discard the mark.


2x 123 in Doomtown: Reloaded Base Set

 

Action
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Noon: You can discard as many of your cards as you like during Sundown.


2x 107 in Doomtown: Reloaded Base Set

 

Action
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(* noch nicht auf deutsch erhältlich)


Cheatin' Resolution: Return a deed owned by the cheatin’ player to their hand. If played during lowball, the cheatin’ player may instead boot two of their dudes, moving them to that deed (if they are not already there).


4x 020 in A Grand Entrance

 

Action
JClub   1Kosten   

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Condition

This dude can only move to adjacent locations and home, and cannot boot to pay the cost of abilities.

Increase this dude's upkeep by 1 for each other Condition they have.

Noon: Attach to any dude with value 6 or lower.


4x 021 in The Curtain Rises

 

Action
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Cheatin' Resolution: Discard a spell from your dude in this posse and pull. Your draw hand rank equals the value of your pull (to a maximum rank of 11).


2x 131 in Doomtown: Reloaded Base Set

 

Action
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Shootout: Boot your dude to reduce another dude’s bullet rating by your dude’s bullet rating. If their bullet rating is 0 (or less), boot them.


4x 018 in New Town, New Rules

 

Action
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Shootout: Reduce a dude's bullets by their influence. The dude's controller may move them home booted (even if already booted).


2x 109 in Doomtown: Reloaded Base Set

 

Action
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(nicht auf deutsch erhältlich)


Resolution: Discard a Miracle from a dude in your posse to reduce your casualties by three. If your opponent has an illegal draw hand, reduce your casualties by five instead.


4x 020 in Foul Play

 

Action
JClub   1Kosten   

(nicht auf deutsch erhältlich)


Noon Job: Mark the town square. If successful, your leader permanently gets +1 influence and 1 control point. Ace this card whether or not the job succeeds.


4x 040 in Faith and Fear

 

Action
QClub   0Kosten   

(nicht auf deutsch erhältlich)


Shootout: Unboot one of your dudes in this posse.


2x 139 in Doomtown: Reloaded Base Set

 

Action
10Club   0Kosten   

(* noch nicht auf deutsch erhältlich)


Cheatin' Resolution: Search your deck and discard for an in-town deed and play it, reducing its cost by 5. If this card is played during lowball, pay ghost rock equal to the deed's production or discard it.


4x 039 in Blood Moon Rising

 

Action
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Noon Job: Mark an opposing dude. Boot up to two cards attached to the mark. If the job succeeds, send the mark home booted, and you may ace any two booted cards attached to the mark.


4x 019 in Bad Medicine

 

Action
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Headline

Shootout: Each dude in one posse gets -1 bullets. Each dude in the shootout with 0 or 1 bullets becomes a draw.


4x 021 in Nightmare at Noon

 

Action
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Headline

Shootout: Shootout, React, and non-Cheatin' Resolution cannot be used during this shootout. As a Shootout play, any player may discard two random cards from their hand to end this effect.


4x 021 in Bad Medicine

 

Action
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Noon: Ace a dude you own and control to gain ghost rock equal to their cost.

Resolution: Ace a dude you own and control to reduce your casualties this round to zero. Choose a dude who gets +2 bullets and becomes a stud. Your dudes cannot flee this round.


4x 021 in No Turning Back

 

Action
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Noon Job: Mark a wanted dude with at least 2 bounty. If successful, ace the mark; also, your leader (if still in play) permanently gets 1 control point.


4x 020 in No Turning Back

 

Action
KClub   1Kosten   

(* noch nicht auf deutsch erhältlich)


Technique

Noon Job, Boot: Mark the town square and ace this card. If successful, each Kung Fu dude in your posse makes a technique check, adding 4 to the pull. Each dude who succeeds permanently gets 1 control point.


4x 021 in A Grand Entrance

 

Action
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Noon: Draw a card.

Cheatin' Resolution: Gain 3 ghost rock.


2x 122 in Doomtown: Reloaded Base Set

 

Action
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Resolution: If your posse has a higher total bullet rating than the opposing posse, boot your shooter to increase your hand rank by two.


4x 019 in Foul Play

 

Action
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Technique

Shootout Technique: Discard the top five cards of your deck. Search your discard pile for a Tao of the Zhu Bajie and add it to your hand. Whenever this dude uses a Technique that reduces an opposing dude's bullets, influence, or value, reduce it by an additional 1.


4x 034 in Ghost Town

 

Action
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Shootout: Choose a dude. They must be selected as the first casualty. If that dude is chosen as the shooter, they get -3 bullets (minimum 0).


2x 124 in Doomtown: Reloaded Base Set

 

Action
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Shootout: Boot your dude in this posse to send a dude in the other posse home booted. Your dude gets -1 bullets (minimum 0).


2x 119 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose one or more of your unbooted Kung Fu dudes and select a location. Each chosen dude performs a Kung Fu test. Each dude that succeeds moves to that location (without booting).


4x 038 in Ghost Town

 

Action
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Resolution: Boot your stud dude in this posse. Your opponent must ace a dude in their posse with lower bullets than your dude's bullets.


2x 142 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose one of your dudes who can attach Miracles as a shootout play and at any location. If the dude is not Blessed, they gain Blessed 0, but must discard all attached miracles after Sundown.


4x 039 in Faith and Fear

 

Action
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(* noch nicht auf deutsch erhältlich)


Condition - Con

Boot this card whenever you reveal an illegal draw hand. While this card is unbooted, increase your shootout hand rank by 1; if not, decrease it by 1.

Noon: Attach this card to your home, booted.


4x 019 in The Curtain Rises

 

Action
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Technique - Tao of the Jade Rabbit

Shootout Tao Technique: Choose an opposing dude. Make that dude a draw and this dude a stud. Those dudes cannot leave this shootout. If played as a combo, the opposing dude boots all their attached cards and must be chosen as the first casualty this round.


4x 023 in Dirty Deeds

 

Action
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Technique - Tao of the Jade Rabbit

Shootout Tao Technique: If successful, send this dude home booted. If your dude was unbooted when you played this card, you may also send an opposing dude home booted. Combo if there is a stud in the opposing posse.


4x 035 in The Light Shineth

 

Action
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Technique - Tao of the Jade Rabbit

Shootout Tao Technique: If successful, move this dude into your posse. You may unboot this dude. Combo if your posse does not have more dudes than the opposing posse.


4x 039 in Immovable Object, Unstoppable Force

 

Action
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Technique - Tao of Zhu Baije

Shootout Tao Technique: If successful, choose a dude. Boot that dude and give them –2 value. Combo if the affected dude has lower value than this dude.


4x 038 in Immovable Object, Unstoppable Force

 

Action
10Club   1Kosten   

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Noon Job: Mark the town square (any player may oppose the job). If successful, put a dude or deed into play from your discard pile, reducing its cost by 5 ghost rock.


2x 133 in Doomtown: Reloaded Base Set

 

Action
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Resolution: Discard a Sidekick in your posse to reduce your casualties this round by two. Unboot the Sidekick's dude. Send an opposing dude home booted.


4x 031 in Ghost Town

 

Action
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Noon: Gain 1 ghost rock.


2x 127 in Doomtown: Reloaded Base Set

 

Action
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Noon: Boot your Horse to send a dude without a Horse at this location home booted.


4x 019 in Election Day Slaughter

 

Action
8Club   1Kosten   

(* noch nicht auf deutsch erhältlich)


Headline

Shootout: Boot or discard a spell or Mystical goods from a dude in your posse. Send all A-value dudes and 0-bullet dudes home booted. Return all Sidekicks in this shootout to their owner’s hand.


4x 019 in The Showstopper

 

Action
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React: After a dude accepts your callout, but before posses are formed, boot your leader or their attached Horse to move your dude then the mark to an adjacent location that is not your home. Boot the mark.


4x 019 in Frontier Justice

 

Action
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Noon: Choose a dude. That dude gets -1 influence while at any location except home.


2x 128 in Doomtown: Reloaded Base Set

 

Action
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Noon: Choose any number of your dudes, each with a Horse, at one location. Move them to an adjacent location that has an opposing dude without a Horse. Boot that dude. You may call that dude out.


2x 125 in Doomtown: Reloaded Base Set

 

Action
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(* noch nicht auf deutsch erhältlich)


Technique

Shootout Technique: Discard the top 5 cards of your deck. Search your discard pile for a Tao of the Jade Rabbit and add it to your hand. Whenever this dude moves during this shootout, they gain +1 bullets until the end of the shootout.


4x 018 in The Curtain Rises

 

Action
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Shootout: Play a dude from your hand into your posse, reducing their cost by 5. When the shootout ends, pay 3 ghost rock or discard that dude.


4x 018 in A Grand Entrance

 

Action
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Technique

Noon Technique: If successful, this dude has +1 influence and +2 Kung Fu while not at home, and you may discard up to five cards from the top of your deck.


4x 036 in Immovable Object, Unstoppable Force

 

Action
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Noon: Choose an opposing dude.That dude gains +2 influence, +7 value, and cannot be called out this turn. Boot the chosen dude.


4x 035 in Blood Moon Rising

 

Action
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(* noch nicht auf deutsch erhältlich)


Feat

If you pull this card for a skill test, you may immediately use its ability.

React: After one of your dudes successfully invents an Experimental Gadget, or succeeds with any other skill test by 5 or more, they permanently gain 1 control point.


4x 020 in The Showstopper

 

Action
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(* noch nicht auf deutsch erhältlich)


Headline

Shootout: All dudes controlled by the owner of this location are studs. Those dudes cannot flee the shootout. For the remainder of the shootout, the owner of this location suffers one less casualty each round.


4x 019 in A Grand Entrance

 

Action
9Club   1Kosten   

(nicht auf deutsch erhältlich)


Noon Job: Mark the town square. If successful, discard up to five cards from the top of your deck, then attach up to three different goods cards from your discard pile to your dudes, reducing their cost by 2 each. If this job was unopposed, unboot your leader.


4x 020 in Bad Medicine

 

Action
10Club   0Kosten   

(* noch nicht auf deutsch erhältlich)


React: After you mark a location for a job, choose an opposing dude. That dude cannot join the mark's posse and is not affected by the job effects.


4x 020 in The Curtain Rises

 

Action
3Club   0Kosten   

(nicht auf deutsch erhältlich)


Shootout: Choose a dude in this shootout. That dude gets -2 bullets (minimum 0) and becomes a draw.


2x 113 in Doomtown: Reloaded Base Set

 

Action
4Club   0Kosten   

(nicht auf deutsch erhältlich)


Shootout: Boot one or more dudes in your posse. As you boot each dude, choose a dude in the opposing posse with a lower bullet rating. Boot the chosen dude, or send them home if they are already booted.


4x 035 in Faith and Fear

 

Action
9Club   0Kosten   

(nicht auf deutsch erhältlich)


React: After your call-out is accepted, the mark must form their posse before you form yours. The mark gets -2 bullets (until the end of the shootout).


4x 020 in Election Day Slaughter

 

Action
QClub   0Kosten   

(nicht auf deutsch erhältlich)


React: After you take casualties for losing a round of a shootout, your opponent takes 1 casualty unless each dude in their posse has higher bullets than the highest bullets among your casualties.


2x 140 in Doomtown: Reloaded Base Set

 

Action
6Club   0Kosten   

(nicht auf deutsch erhältlich)


Noon Job: Your Mad Scientist leads a job that marks an in-town location. If successful, choose a Gadget in your hand or discard pile. Your leader invents it without booting, reducing its difficulty and cost by 5. If you marked the town square, the Gadget permanently gets 1 control point.


4x 035 in Ghost Town

 

Action
JClub   0Kosten   

(* noch nicht auf deutsch erhältlich)


Resolution: Boot or discard your stud dude. If that dude was a Deputy, send the opposing shooter home booted. Send all dudes in your posse home booted.


4x 040 in Blood Moon Rising

 

Action
3Club   0Kosten   

(nicht auf deutsch erhältlich)


Shootout: Move one of your dudes into your posse. That dude becomes a stud.


2x 112 in Doomtown: Reloaded Base Set

 

Action
JClub   0Kosten   

(nicht auf deutsch erhältlich)


Noon: Boot your dude at a deed you don't own to take ghost rock from the owner up to the production of that deed. Raise the bounty on your dude by the amount of ghost rock taken.


2x 137 in Doomtown: Reloaded Base Set

 

Action
8Club   0Kosten   

(nicht auf deutsch erhältlich)


Cheatin' Resolution: Choose and discard one or two cards in an opponent's illegal hand. Replace them with cards drawn from the top of their owner's deck. If your hand is legal, then for each card discarded, your opponent must either pay you 1 ghost rock or ace the card.


4x 038 in Faith and Fear

 

Action
10Club   0Kosten   

(nicht auf deutsch erhältlich)


Noon: Boot a wanted dude.

Noon: Boot a card worth one or more control points.


4x 021 in New Town, New Rules

 

Action
2Club   0Kosten   

(nicht auf deutsch erhältlich)


Noon: Choose a Private deed you own. Other players' dudes there must move home booted, or gain 1 bounty each.


2x 110 in Doomtown: Reloaded Base Set

 

Action
8Club   1Kosten   



(nicht auf deutsch erhältlich)


Condition

While attached to a deed, this card attaches to the first dude to move here (the winner chooses in case of a tie).

A dude with this card attached has +1 upkeep.

Noon: Attach this card to a deed.


4x 037 in The Light Shineth

 

Action
7Club   0Kosten   

(* noch nicht auf deutsch erhältlich)


Technique - Tao of Bull Demon King

Shootout Tao Technique: Reduce your casualties this round by one. Combo if you control this location.


4x 038 in Blood Moon Rising

 

Action
5Club   0Kosten   

(nicht auf deutsch erhältlich)


Noon: Choose a dude and pull. If the pull equals or exceeds their grit, boot them. If it exceeds their grit by 6 or more, send them home booted.


4x 036 in Faith and Fear

 

Action
10Club   0Kosten   

(nicht auf deutsch erhältlich)


Shootout: Choose a dude. Boot that dude and their attached cards. That dude gets -1 bullets and cannot use their abilities. Their attached cards lose all traits, abilities, and bullet bonuses.

Errata/FAQ

2x 134 in Doomtown: Reloaded Base Set

 

Action
4Club   0Kosten   

(nicht auf deutsch erhältlich)


Noon: One of your dudes gets +2 bullets.


2x 116 in Doomtown: Reloaded Base Set

 

Action
4Club   1Kosten   

(* noch nicht auf deutsch erhältlich)


React: After an unbooted dude accepts a callout, but before posses are formed, swap the location of either the mark or leader with a dude at an adjacent location controlled by the same player. The chosen dude replaces the original mark or leader in the shootout.


4x 036 in Blood Moon Rising

 

Action
2Club   0Kosten   



(nicht auf deutsch erhältlich)


Technique - Tao of Zhu Baije

Shootout Tao Technique: If successful, this dude gets +1 bullets and an opposing dude gets -1 bullets. Combo if this dude has higher bullets than the affected dude.


4x 037 in Immovable Object, Unstoppable Force

 

Action
JClub   0Kosten   



(nicht auf deutsch erhältlich)


Technique - Tao of Zhu Baije

Shootout Tao Technique, Boot: If successful, all opposing dudes with value lower than this dude's bullets are sent home booted.


4x 040 in Immovable Object, Unstoppable Force

 



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