Nightmare at Noon

Nightmare at Noon

Saddlebag mit 88 Karten

Veröffentlichung Deutsch: nicht geplant
Veröffentlichung Englisch: 08/2015

Weitere Produktinfos

Englische Version bei Amazon.de

Drittes Saddlebag aus dem zweiten Handlungsbogen.

Dieses Saddlebag enthält 21 neue Spielerkarten (je 4x), 1 korrigierte Spielerkarte ("Bad Company") aus dem Basisspiel und 1 Regelblatt.

Für diese Erweiterung wird das Basisspiel benötigt.

Kartenübersicht

The Fourth Ring
Dude
ASpade   5Kosten   0Upkeep   0Influence   3Draw   4Grit



(nicht auf deutsch erhältlich)


Abomination

Junior cannot be aced by card abilities.

React: When Junior enters play during High Noon, you may search your deck and discard pile for a non-Gadget Mystical goods and either ace it or attach it to one of your dudes in this location (paying all costs).


4x 001 in Nightmare at Noon

 

The Fourth Ring
Dude
6Spade   4Kosten   1Upkeep   1Influence   2Draw   9Grit

(nicht auf deutsch erhältlich)


Whenever a dude refuses a call out from Mister Miss, that dude gets -3 influence until after Sundown.


4x 002 in Nightmare at Noon

 

The Law Dogs
Dude
9Spade   6Kosten   0Upkeep   1Influence   0Stud   10Grit



(nicht auf deutsch erhältlich)


Blessed 1

While Mary is the only dude in your posse, she gets +1 bullets for each dude in the opposing posse.


4x 003 in Nightmare at Noon

 

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
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 Sloane Gang
Dude
10Spade   4Kosten   1Upkeep   1Influence   1Stud   12Grit

(nicht auf deutsch erhältlich)


Jack can have two Weapons attached.


4x 006 in Nightmare at Noon

 

Dude
4Spade   4Kosten   0Upkeep   0Influence   3Draw   7Grit

(nicht auf deutsch erhältlich)


John cannot attach Weapons.

After each shootout play (including passing), if you have more cards in your hand than each other player (individually), John becomes a stud. If not, John becomes a draw.


4x 007 in Nightmare at Noon

 

Dude
5Spade   8Kosten   1Upkeep   2Influence   0Draw   7Grit



(nicht auf deutsch erhältlich)


Experienced 1 - Huckster 3

Noon: Unboot a Hex at this or an adjacent location. Its abilities may be used an additional time.


4x 008 in Nightmare at Noon

 

Dude
KSpade   3Kosten   1Upkeep   0Influence   2Draw   15Grit

(nicht auf deutsch erhältlich)


While at an Out of Town deed, McDroste is worth 1 control point.

While McDroste is at a deed, reduce its production by 3 (minimum 0).

Noon, Boot: Choose a dude at this deed. Reduce their influence to 0 until after the next Upkeep phase.


4x 009 in Nightmare at Noon

 

Deed
6Diamond   3Kosten   +1Production   1Control   



(nicht auf deutsch erhältlich)


Public - Casino

After each time a Resolution ability on an action card is used, the controller gains one ghost rock.

Controller Noon, Boot: If you used a Cheatin' resolution this turn, draw a card.


4x 010 in Nightmare at Noon

 

Deed
8Diamond   4Kosten   +2Production   0Control   



(nicht auf deutsch erhältlich)


Private - Strike - Out of Town

During the Upkeep phase, add or remove ghost rock from this deed so that it has two ghost rock on it.

The controller may use ghost rock from this deed to pay for abilities on Gadgets.


4x 011 in Nightmare at Noon

 

Deed
QDiamond   1Kosten   +0Production   1Control   



(nicht auf deutsch erhältlich)


Private

Controller React, Boot, Pay 2 Ghost Rock: After a Mad Scientist succeeds at inventing a Gadget, unboot them.

Controller React, Boot: After you pull a club for an Experimental card ability, ignore the result and pull again.


4x 012 in Nightmare at Noon

 

Goods
3Heart   2Kosten   +?Influence   



(nicht auf deutsch erhältlich)


Attire

While they are not wanted, this dude gets +1 influence. If this dude is a Deputy, they do not become wanted for joining a posse at a private location.

Noon, Boot: If this dude is unbooted, call out a wanted dude (at this location).


4x 013 in Nightmare at Noon

 

Goods
7Heart   3Kosten   +2Draw



(nicht auf deutsch erhältlich)


Mystical - Unique - Weapon - Melee

If there is an unbooted non-Melee Weapon in the opposing posse, Stoker's Saber provides +0 bullets.

This dude gets +3 value.

Shootout, Boot: Unboot a spell attached to this dude. You may use its abilities an additional time this turn.


4x 014 in Nightmare at Noon

 

Goods
JHeart   1Kosten   



(nicht auf deutsch erhältlich)


Improvement - Gadget - Difficulty 10

After this is invented, attach it to an in-town deed you control.

Controller Noon, Boot: If your hand has fewer cards than your maximum hand size, draw a card.


4x 015 in Nightmare at Noon

 

Goods
QHeart   3Kosten   



(nicht auf deutsch erhältlich)


Mystical

Cheatin' Resolution, Boot: Choose an Abomination from your discard pile or Boot Hill with a cost equal to or lower than the illegal hand's rank. Put it into play at this location at no ghost rock cost. If this is a shootout, it joins your posse.


4x 016 in Nightmare at Noon

 

Spell
JHeart   1Kosten   



(nicht auf deutsch erhältlich)


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

 

Spell
KHeart   0Kosten   



(nicht auf deutsch erhältlich)


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

 

Action
2Club   0Kosten   



(nicht auf deutsch erhältlich)


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
10Club   2Kosten   

(nicht auf deutsch erhältlich)


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


4x 020 in Nightmare at Noon

 

Action
KClub   0Kosten   



(nicht auf deutsch erhältlich)


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

 



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