Blackjacks, Starting GR: 19 Production: +2 Noon: Boot one of your Blackjacks dudes to gain 2 ghost rock. The dude becomes Wanted. This action can be performed any number of times per turn.
The Texas Rangers, Starting GR: 19 Production: +3 Noon: Boot one of your dudes to call out a Terror in the same or an adjacent location. Reaction: Boot when one of your dudes is moving (or joining a posse) to a location to which he or she is not allowed to move, to make the move legal.
SPECIAL
Death's Head Joker,
Death's Head Joker. This card is only useful for Draws. If it is pulled,
ace it and redraw. Ace this card after it
ACTIONS
Derringer,
Value: 10C
Cost: 1
+1 Bullet.
Shootout: One of your dudes in this gunfight has a Derringer. Attach this
card to your dude. This card acts in all ways as if it were a +1 Bullet
weapon good card. The Derringer can only be chosen as a weapon for one
round of a Shootout per turn.
Friendly Game,
Value: 7C
Cost: 0
Noon: Boot one of your dudes who begins gambling with any non terror dude
at the same location. Each player draws a draw hand, and the winner takes
ghost rock equal to the difference between hands from the loser (up to the
loser's entire stockpile of ghost rock).
Hired Guns,
Value: 3C
Cost: 3
Noon: Get any one dude from your discard pile and put it in your hand.
Marked Cards,
Value: 6C
Cost: 0
Shootout: Your opponent's draw hand is played face up on the table for this
shootout. Your Draw Hand is automatically considered an illegal hand,
regardless of its contents
Massacre at High Noon,
Value: 3C
Cost: 5
Noon Job: Boot one of your dudes to attack all dudes at a location.
Unbooted dudes can join either posse, even if they cannot normally move to
the target location. During the Shootout for this job, all dudes in the
Shootout may pay 3 ghost rock and boot to leave the Shootout and move to an
adjacent location. If the job is successful, your posse goes home, and all
dudes at that location are aced. You may not perform this action on the
first turn of the game.
Mimic,
Value: 2C
Cost: 0
Reaction: Play immediately after a dude is aced in a Shootout. Any one
Harrowed dude at that Shootout permanently gains any one action printed on
the aced dude.
Take Cover,
Value: 9C
Cost: 0
Shootout: Target one of your dudes. That dude cannot be aced in this round
of the Shootout unless your hand is beaten by at least three ranks.
Continue the Shootout if necessary. Your dude is a -1 Bullet for this
round of the shootout.
That's Two Pair,
Value: 5C
Cost: 0
Reaction: Play immediately after a player reveals a Draw Hand that is a
dead Man's Hand. That hand is considered to be just Two Pair (aces and
eights) instead of a Dead Man's Hand.
Yellow Traitor,
Value: JC
Cost: 0
Cheatin!. Reaction: Play when another Player reveals an illegal Draw Hand.
Until the end of the game, that player is always considered to have one
less control point towards victory (cumulative). Only one Cheatin' card can
be played against a player per draw.
DEEDS
The Barber's Shop,
Value: 10D
Cost: 4, +1 Production, 1 Control
Public.
The Bathhouse,
Value: 9D
Cost: 4
Public: Dudes in the Bathhouse cannot be targeted by action cards or by
actions from dudes that are not in this location.
Den of Eastern Delights,
Value: 2D
Cost: 2
Public. Non-Unique. Owner Reaction: Boot to cancel the effects of an event
immediately after it is revealed. The event is aced.
Flophouse,
Value: KD
Cost 3, +1 Production
Public. The Flophouse's controller may bring dude's into play at the
Flophouse instead of at home.
Lucky Horseshoe Lode,
Value: 4D
Cost: 8, +5 Production
Private. Strike.
The Mission House,
Value: 8D, +1 Production, 1 Control
Public. Out of Town. Holy Ground. No Terrors may move to the Mission House
or call out a dude within it.
Strike Experiment #1,
Value: KD
Cost: 2, +2 Production
Private. Strike.
Tent City (Chinese Workers),
Value: 5D
Cost: 6, 2 Control
Public. Tent City's cost is reduced by 2 if you have Captain Sim Yut-San in
play.
Town Well,
Value: QD
Cost: 3, 1 Control
Public.
DUDES
Father Juan Navarro (Blackjacks),
Value: 3S
Cost: 4, Upkeep: 0, Bullet: 0D, Inf.: 2
Experienced. Blessed: 1. Father Juan may not boot to perform the Blackjack
Outfit's ability. Hexes and Spirits cannot target Father Juan.
Envy (The Flock),
Value: 6S
Cost: 5, Upkeep: 0, Bullet: 0D, Inf.: 2
Blessed: 0. Shootout: Target one dude. That dude may not be the shooter
during this Shootout, if another dude is available.
Reverend Simon MacPherson (Law Dogs),
Value: 6S
Cost: 5, Upkeep: 1, Bullet: 0D, Inf.: 3
Experienced. Blessed: 2. Harrowed dudes may not call MacPherson out.
Shootout: Boot MacPherson to ace one Terror in this shootout.
Robert Northrop (Sweetrock),
Value: 7S
Cost: 6, Upkeep: 2, Bullet: 0D, Inf.: 1
Experienced. Harrowed. Any strike where Northrop is present produces double
its normal ghost rock when Northrop is unbooted. Reaction: Boot Northrop
and move him to a strike that has just been aced. The strike is no longer
aced.
Billy Iron Horse (Sioux),
Value: 7S
Cost: 5, Upkeep: 0, Bullet: 0D, Inf.: 2
Noon: Boot Billy and discard up to three cards from your hand. Draw a
number of cards equal to the number you discarded.
Little Running Bear (Sioux),
Value: 6S
Cost: 6, Upkeep: 1, Bullet: 2S, Inf.: 1
Experienced. Shaman: 0. Noon: Boot Bear to move him to any location with a
Terror and begin a shootout between Bear and the Terror. No other dudes may
join.
Bobo LeVeux (Texas Rangers),
Value: 8S
Cost: 5, Upkeep: 0, Bullet: 0S, Inf.: 1
Huckster: 2. Reaction: Boot Bobo immediately before a hex pull is made by a
dude with a lower huckster rating than Bobo. The hex is automatically
unsuccessful.
Joe Larson (Texas Rangers),
Value: 2S
Cost: 2, Upkeep: 0, Bullet: 0S, Inf.: 0
Non-Unique.
Katie Karl (Texas Rangers),
Value: QS
Cost: 9, Upkeep: 3, Bullet: 3S, Inf.: 3
Any dude you are bringing into play has his or her cost reduced by their
bullet rating while Katie is in play.
Los Ojos Del Dios (Texas Rangers),
Value: 9S
Cost: 4, Upkeep: 1, Bullet: 0D, Inf.: 1
Huckster: 0. Shaman: 0. Blessed: 0.
"Rails" Richardson,
Value: 4S
Cost: 3, Upkeep: 0, Bullet: 2D, Inf.: 0
Noon: Move Rails and one other of your dudes at this location from one
strike to another. This does not boot Rails or your other dude.
Zeke Beauchamp (Texas Rangers),
Value: 5S
Cost: 4, Upkeep: 0, Bullet: 3D, Inf.: 0
Shootout: Zeke gets a +2 Bullet bonus if there is a Terror in the opposing
posse.
Raymond Armstrong (U.S. Marshals),
Value: 9S
Cost: 5, Upkeep: 0, Bullet: 3D, Inf.: 1
Nicodemus Whateley (Whateley),
Value: JS
Cost: 11, Upkeep: 2, Bullet: 1D, Inf.: 2
Experienced. Huckster: 3. You can ignore the upkeep cost of one Abomination
you control, each turn. Noon Pull: Target one hex attached to Nicodemus.
Nicodemus can use that hex two times this turn. If the pull is greater than
the hex's value, it is aced immediately after nightfall.
Cheyenne Bottoms (Drifter),
Value: 10S
Cost: 4, Upkeep: 0, Bullet: 1D, Inf.: 0
Noon: Boot Bottoms and discard any number of cards. Bottoms loses one value
for each card as it is discarded. Bottoms is aced if his value is ever an
ace (or lower).
Kansas City Kara (Drifter),
Value: 9S
Cost: 5, Upkeep: 0, Bullet: 2S, Inf.: 0
Lycanthrope. Noon Pull: If the pull is red, put the Werewolf into play in
this location. Put Kara in your hand with all of her goods. If a full moon
has been played this turn, this pull is automatically red.
EVENTS
Jack Guns Down Spike,
Value: 4H
Until afternightfall, any action cards played from a player's hand are
aced. Ace Spike Dougan. Ace this card.
Spike Kills Eureka,
Value: 9H
During nightfall this turn, dudes in their homes have their influence
reduced by one. If "Eureka!" is in play, it is sent to the card owner's
Boot Hill. Ace this card. This card does not affect "Eureka?!?".
GOODS
Chrono Accelerator,
Value: 10H
Cost: 5
Gadget Difficulty: 8. Noon: Boot this gadget. You may immediately perform 2
additional noon actions before the next player's turn.
Holdout Knife,
Value: 6H
Cost: 0
Reaction Pull: Ace the Knife immediately when this dude is aced in a
Shootout. Target one dude in the opposing posse. If the pull is equal to or
greater than the target's value, the target is aced.
Hoyle's Book, 1769 Ed.,
Value: 10H
Cost: 5
Unique. Mystical. Noon: Target any hex in play. The Book is considered to
be an exact copy of that spell until after nightfall.
Nicodemus' Deck,
Value: 10H
Cost: 4
Unique. Mystical. The Deck can be attached to Nicodemus Whateley without
cost. This dude's Huckster skill is increased by one while the Deck is
attached. This will not give the Huckster skill to a Dude without the skill.
Quick-draw Holster,
Value: KH
Cost: 3
When this dude is the shooter in a Shootout, your hand is considered one
rank higher (but considered the worst hand of that rank). Multiple
Quick-draw holsters are not cumulative.
Stoker's Sabre,
Value: 4H
Cost: 6
Unique. Mystical. The Sabre can be attached to Austin Stoker without cost.
This dude has a +1 Bullet bonus, a +1 Influence and a Huckster: 1 skill (or
a +1 to his or her Huckster skill) while the Sabre is attached.
Unholy Symbol,
Value: KH
Cost: 4
Mystical. If this dude is a member of a posse that wins a shootout, the
number of opposing dudes that must be aced is increased by one.
SPELLS
Apache Devil Dancers,
Value: 10H
Cost: 0
Reaction Spirit 6: Boot this Shaman immediately after an event is revealed
in someone's lowball Draw hand. If this spirit is successful, that event is
discarded without effect. Reaction Spirit 8: Boot this Shaman immediately
after an event is revealed in someone's lowball Draw hand. If this spirit
is successful, that event is aced without effect.
Ask the Spirits,
Value: 6H
Cost: 0
Noon Spirit 8: If this spirit is successful, you may immediately play an
event from your hand and resolve it's effects as a noon action.
Puppet ,
Value: 9H
Cost: 0
Noon Hex X: The difficulty of this Hex is equal to the value plus Influence
plus bullets of a dude at this Huckster's location. If this Hex is
successful, you take control of the dude until after nightfall.
Repel Manitou,
Value: JH
Cost: 0
Noon Hex X: The difficulty of this Spirit is the value of a Terror in this
Shaman's location. If this Spirit is successful, the Terror is moved to a
location of your choice, without booting.
Sacrifice,
Value: 5H
Cost: 0
Noon Mircale 6: Boot this blessed. If this Miracle is successful,
straighten one dude in play.
Spirit Warrior,
Value: 7H
Cost: 0
Noon Spirit 3: If this Spirit is successful, give a +1 bullet bonus to any
Sioux in play until after nightfall. Noon Spirit 7: If this Spirit is
successful, give a +2 bullet bonus to any Sioux in play until after nightfall.
Summon Spirit,
Value: 5H
Cost: 0
Shootout Spirit 6: If this Spirit is successful, a Spirit (dude) is
summoned as a member of this posse with a 1 Draw Bullet rating. The Spirit
is removed from play at the end of this shootout. Shootout Spirit 9: As
above, but the spirit has a 2 Stud Bullet rating.
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