Doomtown: Reloaded – The Light Shineth
Doomtown: Reloaded – The Light Shineth Rulebook
Table of Contents
Table of Contents
- Cards
- The Sanatorium
- Abram's Crusaders
- Den of Thieves
- Asakichi Cooke
- Emre, The Turkish Bear
- Michael "The Badger" Dodge
- Jim Cheveyo
- Enapay
- Danny Wilde
- Dabney Scuttlesby
- Ivor Hawley (Exp.1)
- Deborah West
- Abram Grothe (Exp.2)
- "Dead" Billy Jones
- Lillian Morgan (Exp.1)
- Samantha "Sammy" Cooke
- Sloane (Exp.1)
- Margaret Hagerty
- The Wretched
- The Extra Bet
- Morgan Mining Company
- Quarantine Tent
- Cooke's Nightcap
- Mutant Cattle
- Monte Bank
- Wendy's Teethkickers
- Rich Man's Guard Dog
- Fiery Rhetoric
- Strength of the Ancestors
- Phantom Fingers
- Dumbstruck
- Red Horse's Tail
- Fire of Nanahbozho
- Civil War
- Rabbit's Deception
- A Hero's Passing
- Tummy Twister
- Backroom Deals
- Forced Quarantine
- Devil's Joker (Red)
- Devil's Joker (Black)
Cards
The Sanatorium
Gang: Fearmongers | Type: Outfit | Copies: 1
Noon, Boot: Choose your dude and another dude at the same or adjacent location. Your dude gets either +1 influence or +1 Huckster skill. The other dude gets –1 bullets and –1 value.
Abram's Crusaders
Gang: Law Dogs | Type: Outfit | Copies: 1
Your Deputies with a Melee Weapon have +1 bullets. Your Deputies with a Miracle have +1 influence. Noon, Boot: One of your dudes gains the Deputy keyword.
Den of Thieves
Gang: Outlaws | Type: Outfit | Copies: 1
Your starting posse may contain up to two Grifters. Your Grifters each have their cost reduced by 1. React, Boot: When draw hands are revealed, add 1 bounty to one of your Grifters to increase your hand rank by 1. Your hand is considered illegal. Gain 1 Ghost Rock.
Asakichi Cooke
Gang: Anarchists | Type: Dude | Copies: 4 | Cost: 3 | Value: Spades3
Noon: Discard a card. Move one of your other dudes from this location (without booting, even if booted).
Emre, The Turkish Bear
Gang: Anarchists | Type: Dude | Copies: 4 | Cost: 3 | Value: Spades5 | Keywords: Kung Fu 0
React: After any dude at this location pulls for a Technique, pull and use that value instead. Emre becomes a stud until the end of the turn.
Michael "The Badger" Dodge
Gang: Anarchists | Type: Dude | Copies: 4 | Cost: 4 | Value: Spades6 | Keywords: Kung Fu 0
While The Badger has a Melee Weapon, he is a stud. Shootout, Boot: Boot an opposing dude. The Badger gets –3 bullets if the opposing posse has more unbooted dudes than your posse. Pull. If the pull is not a club, the dude you booted gets –3 bullets.
Jim Cheveyo
Gang: First Peoples | Type: Dude | Copies: 4 | Cost: 4 | Value: Spades6
While at the same location as a Spirit, Jim has +1 influence and is a stud.
Enapay
Gang: First Peoples | Type: Dude | Copies: 4 | Cost: 3 | Value: Spades8 | Keywords: Shaman 1
Enapay has +2 influence during High Noon. Noon, Boot: Another dude at this location gets +1 influence.
Danny Wilde
Gang: First Peoples | Type: Dude | Copies: 4 | Cost: 3 | Value: Spades9
Danny cannot be called out by dudes with lower influence (not even through card effects).
Dabney Scuttlesby
Gang: Fearmongers | Type: Dude | Copies: 4 | Cost: 4 | Value: Spades9 | Keywords: Mad Scientist 2
Dabney can only invent Mystical Gadgets. Dabney can invent Mystical Gadgets and trade them to other dudes while in the town square.
Ivor Hawley (Exp.1)
Gang: Fearmongers | Type: Dude | Copies: 4 | Cost: 9 | Value: Spades13 | Keywords: Abomination • Experienced 1 • Huckster 3
If your outfit is [The Fourth Ring], Ivor's cost is reduced by 1 (to a minimum of 0) for each Abomination in play and in any Boot Hill. React: After Ivor enters play from your hand, play up to two Hexes or Abominations from your Boot Hill. Reduce those cards' costs by 3 each.
Deborah West
Gang: Law Dogs | Type: Dude | Copies: 4 | Cost: 6 | Value: Spades10 | Keywords: Deputy • Union • Blessed 0
Deborah is a stud while she is the leader (during a job or callin' out).
Abram Grothe (Exp.2)
Gang: Law Dogs | Type: Dude | Copies: 4 | Cost: 10 | Value: Spades13 | Keywords: Deputy • Experienced 2 • Blessed 1
If your outfit is [Law Dogs], Abram's cost is reduced by the total bounty on other players' dudes (to a minimum of 0). Noon/Shootout, Boot: Unboot all your Deputies at this and adjacent locations.
"Dead" Billy Jones
Gang: Entrepreneurs | Type: Dude | Copies: 4 | Cost: 5 | Value: Spades8 | Keywords: Confederate • Harrowed
Noon: If you control a Ranch, choose a dude with a Horse in this or an adjacent location. Move that dude to another location.
Lillian Morgan (Exp.1)
Gang: Entrepreneurs | Type: Dude | Copies: 4 | Cost: 10 | Value: Spades13 | Keywords: Experienced 1 • Huckster 2
If your outfit is [Entrepreneurs], Lillian's cost is reduced by 1 for each Horse and Ranch you control. Noon/Shootout: Play an action from your discard pile (as if it were in your hand). After the card resolves, boot a spell on Lillian or ace that action.
Samantha "Sammy" Cooke
Gang: Outlaws | Type: Dude | Copies: 4 | Cost: 5 | Value: Spades7
Noon, Boot, Pay 1 Ghost Rock: Discard a goods card attached to a dude at this location. Sammy gains 1 bounty. If the discarded goods card was a Horse, pull. If the pull is higher than the Horse's value, attach it to Sammy instead.
Sloane (Exp.1)
Gang: Outlaws | Type: Dude | Copies: 4 | Cost: 9 | Value: Spades13 | Keywords: Experienced 1
If your outfit is [Outlaws], Sloane's cost is reduced by the number of wanted dudes you control. When Sloane enters play, unboot each of your wanted dudes. Sloane gets 1 bounty for each dude you unbooted.
Margaret Hagerty
Gang: Neutral | Type: Dude | Copies: 4 | Cost: 4 | Value: Spades6 | Keywords: Union • Mad Scientist 1
Margaret gets +3 to her Mad Scientist skill while inventing Gadget dudes. Each Gadget dude at Margaret's location has -1 upkeep.
The Wretched
Gang: Neutral | Type: Dude | Copies: 4 | Cost: 2 | Value: Spades8 | Keywords: Abomination • Mystical • Non-Unique • Gadget • Difficulty 9
The Wretched must be invented by a Mad Scientist. It enters play at the Mad Scientist's location (but does not attach). After The Wretched enters play, ace a dude you own and control in the same location. The inventing Mad Scientist gains 2 bounty (if still in play).
The Extra Bet
Gang: Neutral | Type: Deed | Copies: 4 | Cost: 4 | Value: Diams4 | Keywords: Private • Casino • Seedy
React, Boot: After all players ante for lowball, add 1 additional ghost rock from your stash to the pot. After you draw your lowball hand, you may discard a card from your draw hand and replace it with the top card of your deck.
Morgan Mining Company
Gang: Neutral | Type: Deed | Copies: 4 | Cost: 3 | Value: Diams5 | Keywords: Private
This deed has +1 production for each Strike you control.
Quarantine Tent
Gang: Neutral | Type: Deed | Copies: 4 | Cost: 3 | Value: Diams7 | Keywords: Public
Dudes at this deed ignore all penalties to bullets, value, and influence (the penalties resume when the dudes leave this location). Controller Noon, Boot: Boot your dude at this location to unboot your outfit. You may use its abilities an extra time this turn.
Cooke's Nightcap
Gang: Neutral | Type: Deed | Copies: 4 | Cost: 2 | Value: Diams8 | Keywords: Private • Saloon
This deed has 2 control points while controlled by a player other than its owner.
Mutant Cattle
Gang: Neutral | Type: Goods | Copies: 4 | Cost: 2 | Value: Hearts2 | Keywords: Sidekick • Gadget • Difficulty 9
After this card is discarded as a casualty for losing a round of a shootout, the winner pulls. If they have a dude in their posse with a value lower than the pull, they must take one casualty.
Monte Bank
Gang: Neutral | Type: Goods | Copies: 4 | Cost: 2 | Value: Hearts7
Cannot be traded. Monte Bank's cost is reduced by 2 when attaching it to a Grifter. A dude cannot have more than one Monte Bank attached. This dude gains the Grifter keyword (after attaching).
Wendy's Teethkickers
Gang: Neutral | Type: Goods | Copies: 4 | Cost: 2 | Value: Hearts9 | Keywords: Attire
React, Boot: After another player's dude goes home booted from this location, this dude gets +1 influence until the end of the turn. Unboot this dude.
Rich Man's Guard Dog
Gang: Neutral | Type: Goods | Copies: 4 | Cost: 2 | Value: Hearts13 | Keywords: Gadget • Difficulty 6
You may immediately play this Gadget when another player reveals an illegal draw hand. If this Gadget is invented while you are in a shootout, attach it to a dude in your posse. Cheatin’ Resolution: Pull. If the pull is equal to or higher than the value of the opposing shooter discard them, otherwise send them home booted.
Fiery Rhetoric
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 2 | Value: Hearts3 | Keywords: Miracle
Noon Job Miracle 6, Boot: Mark the town square. If successful, this dude gets control points (until the end of the turn) equal to the number of wanted dudes controlled by other players.
Strength of the Ancestors
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 0 | Value: Hearts4 | Keywords: Spirit
Noon Spirit 5, Boot: This dude gets +3 bullets, becomes a stud, and other players’ card effects cannot boot them or send them home booted. These effects end if this dude leaves this location (or at the end of the turn).
Phantom Fingers
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 0 | Value: Hearts6 | Keywords: Hex
Noon/Shootout Hex 6, Boot: Choose a goods card attached to an opposing dude in this or an adjacent location. Boot it, and it loses all traits, abilities, and bullet bonuses. If it's Mystical or a Gadget, draw a card.
Dumbstruck
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 2 | Value: Hearts8 | Keywords: Miracle
Noon/Shootout Miracle 9, Boot: This dude cannot be booted or moved by other players' card abilities. Unboot this dude.
Red Horse's Tail
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 1 | Value: Hearts9 | Keywords: Spirit • Totem
Noon Spirit X, Boot: X is the value of a dude at this location. Boot that dude. Shootout Spirit X, Boot: X is the grit of an opposing dude. Send that dude home booted.
Fire of Nanahbozho
Gang: Neutral | Type: Spell | Copies: 4 | Cost: 0 | Value: Hearts13 | Keywords: Spirit • Totem
Can only attach to a deed. This deed gains the Holy Ground keyword. Shamans get +2 to their Shaman skill while at this deed. Noon/Shootout Spirit 10, Boot: Unboot a dude at this deed. Make another play.
Civil War
Gang: Neutral | Type: Action | Copies: 4 | Cost: 1 | Value: Clubs1
Noon: Choose two dudes controlled by the same player in one location. Their controller moves one of those dudes to another location (without booting, and even if booted).
Rabbit's Deception
Gang: Neutral | Type: Action | Copies: 4 | Cost: 0 | Value: Clubs5 | Keywords: Technique • Tao of the Jade Rabbit
Shootout Tao Technique: If successful, send this dude home booted. If your dude was unbooted when you played this card, you may also send an opposing dude home booted. Combo if there is a stud in the opposing posse.
A Hero's Passing
Gang: Neutral | Type: Action | Copies: 4 | Cost: 0 | Value: Clubs6 | Keywords: Condition
Play only if a dude has been aced this turn. While this card is attached to your home, increase your maximum hand size by one. Discard this card when a dude you own is aced. Noon, Job: Mark your home. If successful, attach this card to your home and draw two cards.
Tummy Twister
Gang: Neutral | Type: Action | Copies: 4 | Cost: 1 | Value: Clubs8 | Keywords: Condition
While attached to a deed, this card attaches to the first dude to move here (the winner chooses in case of a tie). A dude with this card attached has +1 upkeep. Noon: Attach this card to a deed.
Backroom Deals
Gang: Neutral | Type: Action | Copies: 4 | Cost: 0 | Value: Clubs9
React: Play when an opposing dude is discarded during the Upkeep phase. That dude remains in play instead. You control them until the end of the turn. React: Play at the start of the Upkeep phase to give one of your dudes –2 upkeep until the end of the phase.
Forced Quarantine
Gang: Neutral | Type: Action | Copies: 4 | Cost: 1 | Value: Clubs12 | Keywords: Condition
Discard this dude at the end of the turn. Noon Job, Boot: Mark an opposing dude whose current influence, bullets, or value are lower than their printed values. If successful, boot the mark, attach this card to them, and your leader gets one permanent control point.
Devil's Joker (Red)
Gang: Neutral | Type: Joker | Copies: 1
This card is used only for draw hands and pulls. You choose its suit and value. While this card is in your draw hand, your hand is illegal. Increases your hand rank by 2. Ace the joker after use.
Devil's Joker (Black)
Gang: Neutral | Type: Joker | Copies: 1
This card is used only for draw hands and pulls. You choose its suit and value. While this card is in your draw hand, your hand is illegal. Increases your hand rank by 2. Ace the joker after use.