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Doomtown: Reloaded – New Town, New Rules

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – New Town, New Rules Rulebook

Table of Contents

Table of Contents

  • Dudes
    • Dulf Zug
    • Slade Lighbody
    • Rafi Hamid
    • Wylie Jenks
    • Kyle Wagner
    • Lillian Morgan
    • Ulysses Marks
    • Alice Stowe
    • Wilber Crowley
    • Roderick Byre
  • Deeds
    • Town Council
    • The R&D Ranch
  • Goods
    • Telepathy Helmet
    • Faithful Hound
    • Plasma Drill
  • Spells
    • Paralysis Mark
    • Forget
  • Actions
    • Make 'em Sweat
    • Back Ways
    • Hired Help
    • Too Much Attention

Dudes

Dulf Zug

Dude · Fearmongers

Cost 2 · Shooter Draw · Rank 1 · Upkeep 1 · Bullets 2 · Influence 2

No printed text in the source database (see the note in the Table of Contents).

Slade Lighbody

Dude · Fearmongers

Huckster 2 · Cost 6 · Shooter Draw · Rank 5 · Upkeep 1 · Bullets 1 · Influence 2

React: After Slade fails a Hex pull, pull again and use that value instead. Ace the Hex after applying its effects (if any).

Rafi Hamid

Dude · Law Dogs

Deputy · Cost 5 · Shooter Draw · Rank 7 · Upkeep 1 · Bullets 2 · Influence 2

Shootout: One or more of your Deputies in any location(s) joins your posse at a Government deed (moving if necessary).

Wylie Jenks

Dude · Law Dogs

Deputy · Cost 8 · Shooter Stud · Rank 8 · Upkeep 1 · Bullets 2 · Influence 2

Wylie has +1 bullet for each wanted dude in the opposing posse.

Kyle Wagner

Dude · Entrepreneurs

Mad Scientist 2 · Cost 3 · Shooter Draw · Rank 2 · Upkeep 0 · Bullets 1 · Influence 0

Noon, Boot: If Kyle is at a Ranch, unboot the Ranch. Its abilities may be used an additional time this turn.

Lillian Morgan

Dude · Entrepreneurs

Huckster 2 · Cost 8 · Shooter Draw · Rank 13 · Upkeep 3 · Bullets 0 · Influence 5

When Lillian enters a posse, place 3 ghost rock on her. The ghost rock may be used to pay for Shootout abilities (it is not a bounty). Discard her unused ghost rock after the shootout.

Shootout, Pay X Ghost Rock: X of your dudes in any location(s) join Lillian's posse (moving if necessary).

Ulysses Marks

Dude · Outlaws

Cost 4 · Shooter Draw · Rank 7 · Upkeep 1 · Bullets 1 · Influence 2

While Ulysses is at a Saloon, the Saloon gets 1 additional control point.

Noon: If Ulysses is at a Saloon, move another dude at the same location to the town square booted.

Alice Stowe

Dude · Outlaws

Cost 7 · Shooter Stud · Rank 12 · Upkeep 2 · Bullets 3 · Influence 2

If one of your wanted dudes accepts a call-out, Alice may join the posse from any location (without booting, and even while booted).

Wilber Crowley

Dude · Neutral

Huckster 1 · Cost 5 · Shooter Draw · Rank 6 · Upkeep 0 · Bullets 1 · Influence 1

No printed text in the source database (see the note in the Table of Contents).

Roderick Byre

Dude · Neutral

Mad Scientist 1 · Cost 5 · Shooter Draw · Rank 7 · Upkeep 0 · Bullets 1 · Influence 1

No printed text in the source database (see the note in the Table of Contents).

Deeds

Town Council

Deed · Neutral

Private · Government

Controller React, Boot: After you win lowball, choose your dude to get +3 influence until after the first High Noon play (including passing) is resolved.

The R&D Ranch

Deed · Neutral

Private · Ranch · Out of Town · Experimental

Controller Noon, Boot: Gain 2 ghost rock and pull. If the pull is a club, discard this deed and all cards at this location.

Goods

Telepathy Helmet

Goods · Neutral

Gadget · Difficulty 5

If you are the Winner, this dude cannot be affected by other players' Shootout abilities.

Repeat Noon, Pay 1 Ghost Rock: Look at a player's hand.

Faithful Hound

Goods · Neutral

Sidekick

Shootout, Boot: Choose a goods in the opposing posse and pull. If the pull is lower than the value of the goods, discard the goods.

Plasma Drill

Goods · Neutral

Gadget · Difficulty 8

Noon, Pay 1 Ghost Rock, Boot: Boot this Dude and choose a deed at an adjacent location to have its owner pay ghost rock equal to its production. If they cannot or do not, discard the deed (any dudes there go home booted).

Spells

Paralysis Mark

Spell · Neutral

Hex

Noon Hex X, Boot: X is the value of a dude at this location. Boot the dude.

Forget

Spell · Neutral

Hex

Noon Hex 5, Boot: Choose an ability printed on a dude at this or an adjacent location. The dude cannot use the ability until after the Sundown phase.

Actions

Make 'em Sweat

Action · Neutral

Shootout: Boot your dude to reduce another dude's bullet rating by your dude's bullet rating. If their bullet rating is 0 (or less), boot them.

Back Ways

Action · Neutral

Noon: Move your wanted dude to another location (without booting).

Hired Help

Action · Neutral

Shootout: A 2-stud Gunslinger token enters play and joins your posse.

Too Much Attention

Action · Neutral

Noon: Boot a wanted dude.

Noon: Boot a card worth one or more control points.