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Doomtown: Reloaded – Foul Play thumbnail

Doomtown: Reloaded – Foul Play

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Foul Play Rulebook

Table of Contents

Table of Contents

  • Cards
    • Shizeng Lu
    • Forster Cooke
    • Joseph Dusty Hill
    • Mariel Lewis
    • The Tattooed Man
    • Riorden O'Lithen
    • "Lucky" Sky Borne
    • Miranda Clarke
    • Elliot Smithson
    • Shelby Hunt
    • The Joker's Smile
    • Old Marge's Manor
    • Xemo's Turban
    • Blight Serum
    • Guide Horse
    • Marty
    • Righteous Fury
    • Owl's Insight
    • Outgunned
    • Martyr's Cry
    • Deliberate Infection

Cards

Shizeng Lu

Gang: Anarchists | Type: Dude | Cost: 2 | Value: Spades7 | Keywords: Kung Fu 1

While your stash has less ghost rock than each other player and another player owns this location, Shizeng Lu is worth +1 control point, and this location has -2 control points and does not unboot during the Sundown phase.

Forster Cooke

Gang: Anarchists | Type: Dude | Cost: 4 | Value: Spades9

While Forster is at a Saloon or Casino, your other dudes have +1 bullets and +1 value.

Joseph Dusty Hill

Gang: First Peoples | Type: Dude | Cost: 3 | Value: Spades4 | Keywords: Shaman 1

While Joseph has a Spirit, he has +1 influence. While Joseph has an Attire, he has +1 bullets and +2 Shaman skill.

Mariel Lewis

Gang: First Peoples | Type: Dude | Cost: 5 | Value: Spades7

Shootout: If your posses has higher total influence than the opposing posse, remove a dude from the opposing posse and send them home without booting.

The Tattooed Man

Gang: Fearmongers | Type: Dude | Cost: 7 | Value: Spades10 | Keywords: Abomination • Huckster 3

Whenever an ability discards a Hex on The Tattooed Man, you may place it into your hand instead. Whenever an ability aces a Hex on The Tattooed Man, you may place it into your discard pile instead.

Riorden O'Lithen

Gang: Law Dogs | Type: Dude | Cost: 5 | Value: Spades7 | Keywords: Blessed 1

Noon: Boot a spell on Riorden to give a dude at this or an adjacent location 1 bounty. Discard the spell if the dude was not wanted when you used this ability.

"Lucky" Sky Borne

Gang: Entrepreneurs | Type: Dude | Cost: 2 | Value: Spades6 | Keywords: Mad Scientist 1

You may include a Sidekick goods in your starting posse as if it were a dude, and attach it to Sky at the start of the game. If it's a Gadget, shuffle your deck, and Sky invents it as normal.

Miranda Clarke

Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades4

While Miranda has a control point, she has +2 influence. While Miranda has at least 2 bounty, she has +2 bullets.

Elliot Smithson

Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades6

React: After Elliot Smithson goes home booted following a successful job initiated by a dude's ability or an action card, unboot the leader and gain 1 ghost rock.

Shelby Hunt

Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades2

Shootout: If a dude in the opposing posse has higher bullets than Shelby, Shelby gains +1 bullets, is a stud, and cannot be affected by other players' Shootout abilities.

The Joker's Smile

Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams1 | Keywords: Private • Casino • Saloon

Whenever a joker is aced during lowball, the controller gains 1 ghost rock. Controller Noon, Boot: Discard a joker to gain 1 ghost rock and draw a card. Controller Noon, Boot: Pay 1 ghost rock to move a joker from your Boot Hill to your discard pile.

Old Marge's Manor

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams9 | Keywords: Private

The controller can use ghost rock on this deed to pay for action cards or gadget abilities during shootouts. React, Boot: Before making a play, move all ghost rock counters (not bounty) from a card you control to this deed. Noon, Boot: Place 1 ghost rock on this deed.

Xemo's Turban

Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts5 | Keywords: Experimental • Attire • Gadget • Difficulty 8

Repeat Noon, Boot: Pull. If the pull is not a club, you may pay 1 ghost rock to draw a card, discard a card, and unboot Xemo's Turban.

Blight Serum

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts11

While this card is attached to a deed, after a dude moves here, move that dude home booted and ace this card. Noon, Boot: Attach this card to this deed.

Guide Horse

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts12 | Keywords: Horse

Noon, Boot: Move this dude to the town square.

Marty

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts12 | Keywords: Sidekick

Can only attach to a Mad Scientist. This dude has +1 Mad Scientist skill. React, Boot: After this dude boots to invent a gadget, unboot him.

Righteous Fury

Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts1 | Keywords: Miracle

Shootout Miracle 8, Boot: If you win this round, your opponent suffers two additional casualties. Shootout Miracle 12, Boot: Your opponent suffers two additional casualties this round. Ace this card.

Owl's Insight

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts7 | Keywords: Spirit

Cheatin' Resolution Spirit 5, Boot: Attach any number of goods or spells from your play hand (as shoppin') reducing the cost of each by 1. Draw cards until your hand is at its maximum size.

Outgunned

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs11

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

Martyr's Cry

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs12

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.

Deliberate Infection

Gang: Neutral | Type: Action | Cost: 2 | Value: Clubs13 | Keywords: 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.