Doomtown: Reloaded – Nightmare at Noon
Doomtown: Reloaded – Nightmare at Noon Rulebook
Table of Contents
Table of Contents
- Cards
- Junior
- The Fabulous Mister Miss
- Sister Mary Gideon
- Nathan Shane
- Warren Graves
- Jack O'Hara
- John "Aces" Radcliffe
- Steele Archer (Exp.1)
- Old Man McDroste
- Flint's Amusements
- Lula's Exploit
- Testing Range
- Dog's Duster
- Stoker's Sabre
- Fate Dispenser
- Soul Cage
- For Such a Time as This
- Sword of the Spirit
- A Fight They'll Never Forget
- Buried Treasure
- Nightmare at Noon
Cards
Junior
Gang: Fearmongers | Type: Dude | Cost: 5 | Value: Spades1 | Keywords: Abomination
Junior cannot be aced by card abilities. React: When Junior enters play during High Noon, you may search your deck and discard pile for a non-Gadget Mystical goods and either ace it or attach it to one of your dudes in this location (paying all costs).
The Fabulous Mister Miss
Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades6
Whenever a dude refuses a call out from Mister Miss, that dude gets -3 influence until after Sundown.
Sister Mary Gideon
Gang: Law Dogs | Type: Dude | Cost: 6 | Value: Spades9 | Keywords: Blessed 1
While Mary is the only dude in your posse, she gets +1 bullets for each dude in the opposing posse.
Nathan Shane
Gang: Entrepreneurs | Type: Dude | Cost: 4 | Value: Spades7
Shootout, Boot: Look at a number of random cards in an opponent's hand up to Nathan's bullet value. You may discard one action card you saw.
Warren Graves
Gang: Entrepreneurs | Type: Dude | Cost: 8 | Value: Spades11
React: When a shootout play aces, discards, or sends another of your dudes home booted, send them home booted instead. Warren joins the posse (moving if necessary).
Jack O'Hara
Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades10
Jack can have two Weapons attached.
John "Aces" Radcliffe
Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades4
John cannot attach Weapons. After each shootout play (including passing), if you have more cards in your hand than each other player (individually), John becomes a stud. If not, John becomes a draw.
Steele Archer (Exp.1)
Gang: Neutral | Type: Dude | Cost: 8 | Value: Spades5 | Keywords: Experienced 1 • Huckster 3
Noon: Unboot a Hex at this or an adjacent location. Its abilities may be used an additional time.
Old Man McDroste
Gang: Neutral | Type: Dude | Cost: 3 | Value: Spades13
While at an Out of Town deed, McDroste is worth 1 control point. While McDroste is at a deed, reduce its production by 3 (minimum 0). Noon, Boot: Choose a dude at this deed. Reduce their influence to 0 until after the next Upkeep phase.
Flint's Amusements
Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams6 | Keywords: Public • Casino
Each time a Resolution ability on an action card is used, the controller gains one ghost rock. Controller Noon, Boot: If you played a Cheatin' Resolution this turn, draw a card.
Lula's Exploit
Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams8 | Keywords: Private • Strike • Out of Town
During the Upkeep phase, add or remove ghost rock from this deed so that it has two ghost rock on it. The controller may use ghost rock from this deed to pay for abilities on Gadgets.
Testing Range
Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams12 | Keywords: Private
Controller React, Boot, Pay 2 Ghost Rock: After a Mad Scientist succeeds at inventing a Gadget, unboot them. Controller React, Boot: After you pull a club for an Experimental card ability, ignore the result and pull again.
Dog's Duster
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts3 | Keywords: Attire
While they are not wanted, this dude gets +1 influence. If this dude is a Deputy, they do not become wanted for joining a posse at a private location. Noon, Boot: If this dude is unbooted, call out a wanted dude (at this location).
Stoker's Sabre
Gang: Neutral | Type: Goods | Cost: 3 | Value: Hearts7 | Keywords: Mystical • Unique • Weapon • Melee
If there is an unbooted non-Melee Weapon in the opposing posse, Stoker's Sabre provides +0 bullets. This dude gets +3 value. Shootout, Boot: Unboot a spell attached to this dude. You may use its abilities an additional time this turn.
Fate Dispenser
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts11 | Keywords: Improvement • Gadget 10
After this is invented, attach it to an in-town deed you control. Controller Noon, Boot: If your hand has fewer cards than your maximum hand size, draw a card.
Soul Cage
Gang: Neutral | Type: Goods | Cost: 3 | Value: Hearts12 | Keywords: Mystical
Cheatin' Resolution, Boot: Choose an Abomination from your discard pile or Boot Hill with a cost equal to or lower than the illegal hand's rank. Put it into play at this location at no ghost rock cost. If this is a shootout, it joins your posse.
For Such a Time as This
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts11 | Keywords: Miracle
Noon Miracle 9, Boot: If successful, mark the town square for a job. This dude is the leader. If the job succeeds, search your deck and discard pile for a dude whose grit is less than this Miracle's skill check. Play that dude, reducing their cost by 4. That dude permanently gets +1 influence. Ace this card.
Sword of the Spirit
Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts13 | Keywords: Miracle
Noon Miracle 7: Choose a dude with a Melee Weapon. While they have that Weapon (this turn), they have +1 bullets, become a stud, and cannot be affected by opposing spells.
A Fight They'll Never Forget
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs2 | Keywords: Headline
Shootout: Each dude in your posse gets +1 bullets. After each time any dude is aced as a casualty, the shooter in the other posse permanently gets 1 control point. Ace this card.
Buried Treasure
Gang: Neutral | Type: Action | Cost: 2 | Value: Clubs10
Noon: Ace a card in your discard pile to gain 3 ghost rock and draw a card.
Nightmare at Noon
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs13 | Keywords: Headline
Shootout: Each dude in one posse gets -1 bullets. Each dude in the shootout with 0 or 1 bullets becomes a draw.