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Doomtown: Reloaded – Ghost Town thumbnail

Doomtown: Reloaded – Ghost Town

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Ghost Town Rulebook

Table of Contents

Table of Contents

  • Cards
    • Carlton "Min" Rutherford
    • Lucretia Fanzini
    • Rhonda Sageblossom
    • Francisco Rosales
    • Ambrose Douglas
    • Constance Daughtry
    • Tallulah "Lula" Morgan (Exp.1)
    • Darragh Mèng
    • Ol' Howard
    • Theo Whateley-Boyer
    • "Mahogany" Jackson
    • Travis Moone (Exp.1)
    • Henry Moran
    • Gomorra Lot Commission
    • Wagner Memorial Ranch
    • Notary Public
    • Market Street
    • Companhurst's
    • Epidemic Laboratory
    • Walters Creek Distillery
    • Silent Sigil
    • Auto-Gatling
    • Sunday Best
    • Tusk
    • Mountain Lion Friend
    • Spirit Steed
    • Crafty Hare
    • Onward Christian Soldiers
    • Turtle's Guard
    • Sight Beyond Sight
    • Requiem for a Good Boy
    • Fool Me Once...
    • Fiddle Game
    • Pigging Out
    • Technological Exhibition
    • A Piece of the Action
    • Framed
    • Plague of Grasshoppers
    • Foreboding Glance
    • Heretic Joker (Red)
    • Heretic Joker (Black)

Cards

Carlton "Min" Rutherford

Gang: Anarchists | Type: Dude | Cost: 6 | Value: Spades7 | Keywords: Kung Fu 2

Noon, Pay 1 Ghost Rock: If you have less ghost rock in your stash than each other player, unboot Carlton.

Lucretia Fanzini

Gang: Anarchists | Type: Dude | Cost: 4 | Value: Spades10 | Keywords: Blessed 1

While in the town square during an in-town shootout, Lucretia may use abilities on her Hymns as if she were in your posse.

Rhonda Sageblossom

Gang: First Peoples | Type: Dude | Cost: 2 | Value: Spades2 | Keywords: Shaman 0

Rhonda's Horse has the Sidekick keyword. Whenever you discard a Sidekick from Rhonda to cover casualties, you may return it to your hand instead.

Francisco Rosales

Gang: First Peoples | Type: Dude | Cost: 5 | Value: Spades8

Noon Job, Boot: Mark the Town Square. If successful, search your discard pile for a Sidekick or Horse and attach it to one of your dudes, reducing its cost by 2.

Ambrose Douglas

Gang: Fearmongers | Type: Dude | Cost: 2 | Value: Spades7

Noon: Discard a card to give Ambrose +1 influence. If you discarded a spell or Mystical goods, you may unboot your outfit and its ability may be used an additional time.

Constance Daughtry

Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades4 | Keywords: Deputy

During High Noon, Constance has +1 influence while at a Government deed. React: After you resolve an ability printed on your outfit, unboot Constance.

Tallulah "Lula" Morgan (Exp.1)

Gang: Entrepreneurs | Type: Dude | Cost: 7 | Value: Spades11 | Keywords: Experienced 1

If your outfit is Morgan Cattle Co., Lula has -1 upkeep per control point you have. Whenever you gain ghost rock from an ability during High Noon, gain 1 ghost rock.

Darragh Mèng

Gang: Outlaws | Type: Dude | Cost: 1 | Value: Spades6 | Keywords: Huckster 3

After Darragh successfully casts a spell and the spell is still in play, discard the spell.

Ol' Howard

Gang: Neutral | Type: Dude | Cost: 2 | Value: Spades4 | Keywords: Abomination • Grifter

A deed with this card attached has 0 production and 0 control points, which cannot be modified. React: At the start of the game, search your deck for a deed and play it, paying all costs. Ol' Howard attaches to that deed, and permanently becomes a Condition and not a dude.

Theo Whateley-Boyer

Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades4 | Keywords: Huckster 0

React, Pay 1 Ghost Rock: When you discard a lowball hand containing a joker, attach the joker to Theo (do not ace it). Resolution: Boot a Hex on Theo to discard a card from your draw hand and replace it with an attached joker.

"Mahogany" Jackson

Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades5 | Keywords: Kung Fu 1

Whenever Mahogany joins a posse, discard the top two cards of your deck.

Travis Moone (Exp.1)

Gang: Neutral | Type: Dude | Cost: 6 | Value: Spades7 | Keywords: Grifter • Experienced 1

React, Boot: After an opponent draws a card (into their play hand) from a card effect, draw two cards.

Henry Moran

Gang: Neutral | Type: Dude | Cost: 1 | Value: Spades10 | Keywords: Seedy

If Henry is unbooted when you would reveal an illegal draw hand during lowball, boot Henry, discard the illegal hand, and reveal the top five cards of your deck as your hand instead.

Gomorra Lot Commission

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

You may start this deed in play in place of a dude. Controller Noon, Boot: Discard a deed from your hand to gain 1 ghost rock. You may move one of your dudes to a deed with a name that matches the discarded deed.

Wagner Memorial Ranch

Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams2 | Keywords: Ranch • Private • Core

You may start this deed in play in place of one Morgan Cattle Co. dude. Controller React, Boot: Before your dude makes an invention skill test at this deed, reduce its difficulty by 2. If successful, unboot the dude. If the invented Gadget was a Horse or Improvement, this deed gains +1 production permanently.

Notary Public

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams3 | Keywords: Private

Controller Noon, Boot: Boot a Government or Public deed that you own or control on this street. If you booted a Government deed, give a dude 1 bounty. If you booted a Public deed, you may move one of your dudes (without booting).

Market Street

Gang: Neutral | Type: Deed | Cost: 5 | Value: Diams4 | Keywords: Public

While this deed is unbooted, increase the difficulty of skill tests made at this or adjacent locations by 1. Controller Noon: Boot this deed.

Companhurst's

Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams8 | Keywords: Public • Saloon • Core

You may start this deed in place of one The 108 Righteous Bandits dude. While you are tied for the lowest ghost rock, you are considered to have less ghost rock than all other players.

Epidemic Laboratory

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

Controller Noon Job, Boot: Your skilled dude leads a job marking this deed. If successful, this deed gains +1 control point and +1 production permanently.

Walters Creek Distillery

Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams10 | Keywords: Private

Controller Noon, Boot: Boot a Saloon or Casino that you own or control on this street. If you booted a Casino gain 2 ghost rock. If you booted a Saloon, you may discard a card to draw a card.

Silent Sigil

Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams12 | Keywords: Private • Holy Ground

The number of cards you can discard at Sundown is reduced by one. Controller React: After you refill your hand during Sundown, draw a card.

Auto-Gatling

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts3 | Keywords: Improvement • Gadget • Difficulty 5

After this is invented, attach it to your home or to a deed you control. This card's owner has a +2 stud bullet bonus during shootouts at this location. Unbooted dudes not controlled by this card's owner get -1 influence while at this location.

Sunday Best

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts4 | Keywords: Attire

This dude has +3 Influence during the Upkeep phase. React, Boot: At the start of the Upkeep Phase, move this dude to an adjacent location (without booting).

Tusk

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts4 | Keywords: Weapon

After this card enters play, draw a card. This dude has +5 value for opposing card effects.

Mountain Lion Friend

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts6 | Keywords: Sidekick

Your posse has a +1 draw bonus while this dude is in a shootout. React: Before you take casualties, if this dude is in your posse, ace this card to reduce your casualties by two.

Spirit Steed

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts9 | Keywords: Mystical • Horse • Sidekick

Can only attach to a shaman. Noon, Boot: Move this dude to a location of a Spirit (without booting). Noon, Repeat: Boot a Spirit on this dude to move them to another location.

Crafty Hare

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts2 | Keywords: Spirit • Sidekick

Shootout Spirit X, Boot: X is the highest value among opposing dudes in this shootout. This shaman leaves the shootout and moves to another location. If this shaman was the mark of a job, the job automatically fails after the shootout ends.

Onward Christian Soldiers

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts2 | Keywords: Miracle • Hymn

Shootout Miracle 4, Boot: All dudes in your posse get +1 bullets, and cannot have their bullets reduced or changed to a draw by other player's card effects.

Turtle's Guard

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts3 | Keywords: Spirit

Resolution Spirit 4, Boot: All dudes in your posse gain the Harrowed keyword until the end of this round. If your opponent has an illegal draw hand, a 2-stud Harrowed Nature Spirit enters play and joins your posse, and gains the Harrowed keyword.

Sight Beyond Sight

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts13 | Keywords: Hex

Noon Hex 7, Boot: Look at one or two random cards in an opponent's hand. You may ace this card to ace a non-unique card you looked at.

Requiem for a Good Boy

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs2

Resolution: Discard a Sidekick in your posse to reduce your casualties this round by two. Unboot the Sidekick's dude. Send an opposing dude home booted.

Fool Me Once...

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs3 | Keywords: Condition

While attached to your home, each other player draws a card whenever you reveal an illegal draw hand. Cheatin' Resolution: Attach this card to the cheatin' player's home and draw three cards.

Fiddle Game

Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs5 | Keywords: Condition • Con

While this card is attached to your home, it has +2 production. Discard this card from your home after a Cheatin' Resolution ability is used against you. Noon, Job: Mark your home. If successful, attach this card to your home.

Pigging Out

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs6 | Keywords: Technique

Shootout Technique: Discard the top five cards of your deck. Search your discard pile for a Tao of the Zhu Bajie and add it to your hand. Whenever this dude uses a Technique that reduces an opposing dude's bullets, influence, or value, reduce it by an additional 1.

Technological Exhibition

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs6

Noon Job: Your Mad Scientist leads a job that marks an in-town location. If successful, choose a Gadget in your hand or discard pile. Your leader invents it without booting, reducing its difficulty and cost by 5. If you marked the town square, the gadget permanently gets 1 control point.

A Piece of the Action

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs7

Noon: Play a dude from your hand, reducing their cost by 4, to a minimum of 4; the cost cannot be reduced further. You may search your discard pile for a non-Gadget goods and attach it to that dude, reducing its cost by the amount this card reduced the dude's cost.

Framed

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs9

Noon: Choose an opposing dude and pay ghost rock equal to their influence. That dude's controller either boots them and pays you 1 ghost rock, or gives that dude 1 bounty. Noon: Give an opposing wanted dude 3 bounty.

Plague of Grasshoppers

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs9

Noon: Choose one or more of your unbooted Kung Fu dudes and select a location. Each chosen dude performs a Kung Fu test. Each dude that succeeds moves to that location (without booting).

Foreboding Glance

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs13

Noon: Choose your dude and an opposing dude in the same location. If your dude has more control points, boot all cards attached to the opposing dude. If your dude has more influence, boot the opposing dude. If your dude has more bounty, call out the opposing dude.

Heretic Joker (Red)

Gang: Neutral | Type: Joker

This card is only used for draw hands and pulls. You choose its suit and value. While this card is in your draw hand, your hand cannot be illegal. Decrease your hand rank by three. (Do not ace this card after use).

Heretic Joker (Black)

Gang: Neutral | Type: Joker

This card is only used for draw hands and pulls. You choose its suit and value. While this card is in your draw hand, your hand cannot be illegal. Decrease your hand rank by three. (Do not ace this card after use).