Doomtown: Reloaded – Frontier Justice
Doomtown: Reloaded – Frontier Justice Rulebook
Table of Contents
Table of Contents
- Cards
- Funtime Freddy
- The Flying Popescus
- Andrew Burton
- Elmore Rhine
- Howard Aswell
- Louis Pasteur
- Benny McGill
- Marion Seville (Exp.1)
- J.W. Byrne
- Shane & Graves Security
- Gomorra Jail
- Diable en Boite
- Legal Instruments
- Recursive Motion Machine
- Winchester Model 1873
- Fancy New Hat
- Confession
- Shield of Faith
- Rope and Ride
- Incubation
- Flight of the Lepus
Cards
Funtime Freddy
Gang: Fearmongers | Type: Dude | Cost: 3 | Value: Spades3 | Keywords: Abomination • Huckster 0 • Grifter
React, Boot: At the start of the game, ace Freddy. Search your deck for two different Hexes and reveal them. The player on your left chooses one to ace. Attach the other to one of your Hucksters (paying all costs). Discard a card.
The Flying Popescus
Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades8 | Keywords: Huckster 0
While The Popescus have two (or more) Hexes attached, they get +1 influence.
Shootout: If the Popescus have a Mystical goods attached, they become a stud.
Andrew Burton
Gang: Law Dogs | Type: Dude | Cost: 3 | Value: Spades1 | Keywords: Deputy • Blessed 0 • Grifter
React, Boot: At the start of the game, discard a card, draw a card, and add one bounty to another player's dude.
Elmore Rhine
Gang: Law Dogs | Type: Dude | Cost: 6 | Value: Spades5
Noon, Boot: Choose another player's dude at a deed they do not own. Gain ghost rock equal to their bounty.
Howard Aswell
Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades4 | Keywords: Mad Scientist 0 • Grifter
React: At the start of the game, if there are no deeds in your hand, reveal it and discard the top 10 cards from your deck. You may discard a card from your hand to put a Ranch or Improvement from your discard pile into your hand.
Louis Pasteur
Gang: Entrepreneurs | Type: Dude | Cost: 8 | Value: Spades12 | Keywords: Mad Scientist 2
Repeat Noon, Pay 1 Ghost Rock: Make a Mad Scientist skill test against a difficulty of 10. If successful, unboot one of your dudes at this or an adjacent location.
Benny McGill
Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades2 | Keywords: Huckster 1
Noon: Boot a Hex on Benny to call out a dude with a higher bullet rating at this location, who cannot refuse.
Marion Seville (Exp.1)
Gang: Outlaws | Type: Dude | Cost: 6 | Value: Spades7 | Keywords: Experienced 1
Shootout: If Marion has a Melee Weapon attached, he becomes a stud and you may boot a Weapon in the opposing posse.
J.W. Byrne
Gang: Neutral | Type: Dude | Cost: 3 | Value: Spades12
While J.W. has a Weapon attached, he gets +1 bullets.
While J.W. has an Attire attached, he gets +1 influence.
While J.W. has a Horse attached, he gets –1 upkeep.
Shane & Graves Security
Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams5 | Keywords: Private
Controller Shootout, Boot: A 2-stud Gunslinger token joins your posse at this or an adjacent deed. Remove the Gunslinger token from the game after the shootout.
Gomorra Jail
Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams10 | Keywords: Private • Government • Core
You may start with this deed in play in place of one Law Dogs dude.
Controller React, Boot: When another player's wanted dude is discarded during the High Noon phase, this deed gains a permanent control point.
Diable en Boite
Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts1 | Keywords: Mystical • Weapon • Gadget • Difficulty 2
React, Boot: When this dude is aced or discarded in a shootout, send one dude in this shootout home booted and draw a card.
Legal Instruments
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts4 | Keywords: Unique • Improvement
This card attaches to an unbooted in-town deed you control.
This deed gains the Government keyword. Deputies at this deed get +2 influence and +3 value.
Recursive Motion Machine
Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts6 | Keywords: Gadget • Difficulty 5
If this dude is a Gadget, it gets –1 upkeep. You may use ghost rock on this card to pay for abilities on Gadgets at this location.
React, Boot: After this dude moves, put one ghost rock on this card (it is not a bounty).
Winchester Model 1873
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts6 | Keywords: Weapon
Shootout, Boot: Boot this dude to give them +1 bullets and make them a stud.
Fancy New Hat
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts13 | Keywords: Attire
Abilities on other players' cards cannot reduce this dude's influence.
Confession
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts5 | Keywords: Miracle
Noon Miracle 6, Boot: Boot this dude to choose a dude at this or an adjacent location, who gains bounty equal to this dude's Blessed skill.
Noon Miracle 7, Boot: Transfer one bounty from a dude at this or an adjacent location to your stash.
Shield of Faith
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts7 | Keywords: Miracle
Shootout Miracle 7, Boot: Dudes cannot be aced or discarded during this shootout, except as a casualty for losing the round or due to their owner's card abilities or traits. Reduce your casualties this round by 1.
Rope and Ride
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs3
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.
Incubation
Gang: Neutral | Type: Action | Cost: 2 | Value: Clubs7 | Keywords: 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.
Flight of the Lepus
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs11
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.