Faith and Fear

Faith and Fear

Pine Box mit 148 Karten

Veröffentlichung Deutsch: nicht geplant
Veröffentlichung Englisch: 04/2015

Weitere Produktinfos

Englische Version bei Spiele-Offensive Amazon.de

Erste Pine Box.

Dieses Erweiterung enthält 36 neue Spielerkarten (je 4x), 4 neue Outfitkarten (je 1x) und 1 Regelblatt.

Für diese Erweiterung wird das Basisspiel benötigt.

Diese Erweiterung ist ursprünglich nach dem ersten Handlungsbogen erschienen.

Kartenübersicht

The Fourth Ring
Outfit
18Starting Treasury   +3Production   

(nicht auf deutsch erhältlich)


Your Abomination dudes get +1 influence while in the town square.

Noon, Boot: Boot your Abomination in the town square to gain 1 ghost rock. Boot an opposing dude in the town square.


1x 001 in Faith and Fear

 

The Law Dogs
Outfit
19Starting Treasury   +3Production   

(nicht auf deutsch erhältlich)


Noon, Repeat: Boot a Gadget or spell attached to your dude to have them call out an unbooted or wanted dude (at your dude's location).


1x 002 in Faith and Fear

 

The Morgan Cattle Company
Outfit
18Starting Treasury   +3Production   

(nicht auf deutsch erhältlich)


React, Boot: Before pulling for a skill check, increase the difficulty by 2. If successful, gain one ghost rock, and unboot the dude if they booted to use the skill or ability.


1x 003 in Faith and Fear

 

The Sloane Gang
Outfit
17Starting Treasury   +3Production   

(nicht auf deutsch erhältlich)


Your dudes with 4 or more bounty are worth +1 control point.

Noon Job: Boot this card (not the job's leader) to mark the town square. If successful and your leader is still in the posse, give them 2 bounty then gain ghost rock equal to their bullet rating, to a maximum of 4.


1x 004 in Faith and Fear

 

The Fourth Ring
Dude
2Spade   2Kosten   0Upkeep   0Influence   1Draw   3Grit



(nicht auf deutsch erhältlich)


Abomination - Non-Unique

Shootout, Boot: One opposing dude gets -1 bullets and -1 value.


4x 005 in Faith and Fear

 

The Fourth Ring
Dude
4Spade   4Kosten   0Upkeep   1Influence   0Stud   5Grit



(nicht auf deutsch erhältlich)


Huckster 1

Valeria can invent Mystical Gadgets using her Huckster skill (as if it were Mad Scientist).


4x 006 in Faith and Fear

 

The Fourth Ring
Dude
9Spade   7Kosten   0Upkeep   1Influence   1Stud   11Grit



(nicht auf deutsch erhältlich)


Experienced 1 - Huckster 1

Shootout: Boot a Hex or Mystical goods attached to Micah to give an opposing dude -3 value.


4x 007 in Faith and Fear

 

The Law Dogs
Dude
3Spade   3Kosten   0Upkeep   0Influence   0Draw   3Grit



(nicht auf deutsch erhältlich)


Blessed 2

Noon, Boot: Perry makes a Blessed skill check of difficulty 9. If successful, unboot Perry and a Law Dog at this or an adjacent location.


4x 008 in Faith and Fear

 

The Law Dogs
Dude
JSpade   4Kosten   1Upkeep   2Influence   0Draw   13Grit



(nicht auf deutsch erhältlich)


Mad Scientist 0

Zoe can only invent Weapon Gadget cards.

Zoe gets a bonus to her Mad Scientist skill equal to the number of Deputies at her location.


4x 009 in Faith and Fear

 

The Law Dogs
Dude
QSpade   7Kosten   1Upkeep   1Influence   2Stud   15Grit



(nicht auf deutsch erhältlich)


Deputy - Experienced 1 - Blessed 1

Abram cannot use his ability in the first round of shootout.

Shootout: Abram gets +1 bullets. Boot all Weapons in the opposing posse and reduce their bullet bonuses to 0.


4x 010 in Faith and Fear

 

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

 

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
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 Sloane Gang
Dude
ASpade   2Kosten   3Upkeep   2Influence   4Draw   7Grit



(nicht auf deutsch erhältlich)


Grifter

React, Boot: At the start of the game, discard five cards from your deck. You may place one of those cards in your hand. If that card was an action card that starts a job, unboot The Fixer.


4x 014 in Faith and Fear

 

The Sloane Gang
Dude
2Spade   3Kosten   0Upkeep   1Influence   1Draw   4Grit



(nicht auf deutsch erhältlich)


Huckster 0

Add Maria's bounty to each Huckster skill check she makes while in a shootout.


4x 015 in Faith and Fear

 

The Sloane Gang
Dude
6Spade   3Kosten   0Upkeep   1Influence   0Draw   7Grit

(nicht auf deutsch erhältlich)


Noon: Move one bounty from one of your dudes to another of your dudes.


4x 016 in Faith and Fear

 

Dude
8Spade   6Kosten   0Upkeep   1Influence   2Draw   11Grit



(nicht auf deutsch erhältlich)


Union - Blessed 0

Shootout: Boot a Miracle on Sister Lois to give a dude in your posse +1 bullets and +3 value.


4x 017 in Faith and Fear

 

Dude
9Spade   6Kosten   1Upkeep   2Influence   1Draw   12Grit



(nicht auf deutsch erhältlich)


Confederate - Blessed 2

Noon: Boot a Miracle attached to Félix to look at the top card of your deck.


4x 018 in Faith and Fear

 

Dude
QSpade   7Kosten   3Upkeep   3Influence   1Stud   16Grit



(nicht auf deutsch erhältlich)


Huckster 3

While your dudes are at in-town deeds, they gain the ability: "Noon, Boot: If this dude has 1 or more influence, give Nicodemus a control point."

At the end of Sundown, or if he is ever at home, Nicodemus loses all his control points.


4x 019 in Faith and Fear

 

Deed
2Diamond   3Kosten   +1Production   1Control   



(nicht auf deutsch erhältlich)


Private

After a player plays a non-Gadget goods, this deed's controller gains 1 ghost rock.


4x 020 in Faith and Fear

 

Deed
JDiamond   2Kosten   +1Production   1Control   



(nicht auf deutsch erhältlich)


Private - Government

Comes into play booted.

Controller Noon, Boot: Choose another player's dude. The dude's owner either pays the dude's upkeep or discards that dude. Reduce the dude's upkeep to 0 until after the next Upkeep phase.


4x 021 in Faith and Fear

 

Deed
QDiamond   2Kosten   +1Production   1Control   



(nicht auf deutsch erhältlich)


Private - Holy Ground

Abominations at this location get -1 bullets.

The controller's dudes get +1 to their skill ratings while at this deed.


4x 022 in Faith and Fear

 

Deed
KDiamond   4Kosten   +0Production   2Control   



(nicht auf deutsch erhältlich)


Private

Dudes not controlled by this deed's owner boot after moving here.

Controller Noon, Boot: Move a non-dude card from your Boot Hill to your discard pile.


4x 023 in Faith and Fear

 

Goods
AHeart   1Kosten   +?Influence   



(nicht auf deutsch erhältlich)


Attire

While in the town square, this dude gets a bonus to their influence equal to their bounty.


4x 024 in Faith and Fear

 

Goods
JHeart   2Kosten   



(nicht auf deutsch erhältlich)


Mystical - Horse - Gadget - Difficulty 8

React, Boot: When forming or joining a posse, this dude and unbooted Abominations at this dude's location do not have to boot to join the posse (this does not allow a booted dude to join a posse).

Shootout, Boot: Play an Abomination from your hand into your posse (paying all costs).


4x 025 in Faith and Fear

 

Goods
QHeart   2Kosten   +2Stud



(nicht auf deutsch erhältlich)


Weapon - Gadget - Difficulty 9

This dude is a stud. This card cannot be traded, and is not affected by other players' card effects.


4x 026 in Faith and Fear

 

Goods
KHeart   4Kosten   +3Draw



(nicht auf deutsch erhältlich)


Unique - Mystical - Weapon - Melee

If there is an unbooted non-Melee Weapon in the opposing posse, this goods provides no bullet bonus.

Shootout, Boot: If this dude is Blessed, they cannot be a casualty in the next round of the shootout (they are not protected this round). If you win this round, the loser takes 1 additional casualty.


4x 027 in Faith and Fear

 

Spell
2Heart   1Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
4Heart   1Kosten   



(nicht auf deutsch erhältlich)


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
6Heart   0Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
8Heart   2Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
9Heart   1Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
10Heart   0Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
QHeart   1Kosten   



(nicht auf deutsch erhältlich)


Miracle

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


4x 034 in Faith and Fear

 

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
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
6Club   0Kosten   

(nicht auf deutsch erhältlich)


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
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
9Club   0Kosten   

(nicht auf deutsch erhältlich)


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
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

 



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