Doomtown: There Comes a Reckoning
Doomtown: There Comes a Reckoning Rulebook
Table of Contents
Table of Contents
- Cards
- Darius Hellstromme
- Ezekiah Grimme
- Jasper Stone
- Raven
- Wang Men Wu
- Charging Bear
- Fears No Owls
- Black Owl
- Zeb Whateley-Dupont
- Rosenbaum's Golem
- Stewart Davidson
- Sheriff Eli Waters
- Adrián Vallejo
- Prof. Aloysius Roe
- Rabid Rance Hitchcock
- Morgan Lash
- Johnny Brocklehurst
- Agent Provocateur
- F1 Burch
- Taff's Distillery
- Mausoleum
- Epitaph Branch Office
- Buffalo Emporium
- Explorer's Lodge
- The Oriental Saloon
- Hellstromme Plant #9
- Bilton Collection Agency
- Decimator Array
- Devil's Six Gun
- The Bloody Star
- Forsaken Hound
- Cavalry Escort
- Nightmare Realm
- Sentinel
- Censure
- Raven's Ruin
- Remedy
- Intercession
- Disarm
- Grim Servant O' Death
- Behold White Bull
- You Had ONE Job!
- Friends in High Places
- Shan Fan Showdown!
- The Winning Agenda
Cards
Darius Hellstromme
Legend | Neutral | Wealth -1 | Production 0 | Keywords: Servitor
If you are the leader, your shooter has -2 bullets if they do not have a Gadget Weapon attached.
React, Boot: After an opposing dude is discarded or aced during a shootout, boot a Gadget Weapon in your posse to give your dude with a Gadget Weapon a permanent control point. If the opposing dude was discarded, they are aced instead.
Ezekiah Grimme
Legend | Neutral | Wealth -1 | Production 0 | Keywords: Servitor
When attaching a spell to a card, increase the spell's ghost rock cost by the number of copies of that spell in play.
React, Boot: After your dude successfully casts a spell attached to them, if the pull was a spell, you may attach it to that dude, booted (paying all costs).
Noon, Boot: Boot your skilled dude to reveal the top 5 cards of your deck. If you revealed a spell you have less than 2 copies of in play, you may attach it to that dude (paying all costs). Shuffle the remaining revealed cards into your deck.
Jasper Stone
Legend | Neutral | Wealth -1 | Production 0 | Keywords: Servitor
Except at home, only your shooter contributes to your draw hand bonuses.
React, Boot: After posses are formed, choose a dude in the opposing posse. Your shooter has +2 bullets while opposing that dude, and while your posse has a non-token dude. If that opposing dude is aced, give your declared shooter a permanent control point and permanent +1 bullets.
Raven
Legend | Neutral | Wealth -1 | Production 0 | Keywords: Servitor
If you are the leader, your posse has a -2 stud pentalty if it has less bullets than the opposing posse. You have an extra control point during Sundown if you control equal or more in-town deeds that you do not own compared to each other player.
Noon, Boot: Choose an in-town deed. Your shooter has +2 bullets during shootouts there. The next time you win a shootout there, or if you control it during Sundown and do not own it, give your dude there a permanent +1 bullets if they do not already have a permanent bullet bonus.
Wang Men Wu
Dude | Anarchists | Cost 5 | Stud | Rank 9 | Upkeep 1 | Bullets 2 | Influence 1 | Keywords: Kung Fu 1
Your token dudes are ignored when checking the combo requirements of Techniques Wang Men Wu successfully performs.
React: After posses are formed, if you control the mark or are opposing a job, a 2-stud Gunslinger token joins your posse, booted. Before you declare your shooter, remove the Gunslinger from play.
Charging Bear
Dude | First Peoples | Cost 5 | Draw | Rank 11 | Upkeep 1 | Bullets 2 | Influence 1
Shootout: If Charging Bear is unbooted, ace your token dude to send an opposing dude home booted and make Charging Bear a stud.
Fears No Owls
Dude | First Peoples | Cost 2 | Stud | Rank 12 | Upkeep 1 | Bullets 0 | Influence 0 | Keywords: Shaman 0
Noon: Move your dude to a Holy Ground location or a deed with a totem.
Black Owl
Dude | Fearmongers | Cost 3 | Draw | Rank 4 | Upkeep 0 | Bullets 1 | Influence 1
Shootout: An opposing dude gets +5 value. You may boot Black Owl to make the opposing player select that dude as their first casualty this round.
Zeb Whateley-Dupont
Dude | Fearmongers | Cost 4 | Draw | Rank 7 | Upkeep 1 | Bullets 2 | Influence 0 | Keywords: Huckster 0
If your outfit is [Fourth Ring], Zeb is a stud, and while he is opposing a dude with grit 11 or higher in a shootout, he cannot have less than 2 bullets and cannot be changed to a draw.
Rosenbaum's Golem
Dude | Fearmongers | Cost 2 | Draw | Rank 10 | Upkeep 0 | Bullets 0 | Influence 0 | Keywords: Abomination
Shootout, Boot: Choose an opposing dude. Boot that dude, and you may give them +5 value. If that dude's grit is 11 or higher, you may unboot one of your other dudes.
Stewart Davidson
Dude | Law Dogs | Cost 4 | Draw | Rank 1 | Upkeep 0 | Bullets 0 | Influence 1
Noon, Boot: Discard a card. Choose an opposing dude without a bounty and pay ghost rock equal to that dude's influence to give that dude 1 bounty.
Sheriff Eli Waters
Dude | Law Dogs | Cost 4 | Stud | Rank 11 | Upkeep 1 | Bullets 0 | Influence 1 | Keywords: Deputy
During Waters' shootout, he has a bullet bonus equal to the highest bounty among wanted dudes opposing him, to a maximum bonus of 4.
After an opposing player reveals a cheatin' hand, you may move Waters to the location of a wanted dude. If he moves to the location of a shootout, he may join your posse.
Adrián Vallejo
Dude | Entrepreneurs | Cost 5 | Stud | Rank 7 | Upkeep 1 | Bullets 2 | Influence 1
React: After a card ability moves a dude to a shootout location and they join a posse, if Adrián has a Horse, he joins your posse (moving if necessary).
Prof. Aloysius Roe
Dude | Entrepreneurs | Cost 3 | Draw | Rank 10 | Upkeep 1 | Bullets 0 | Influence 2 | Keywords: Mad Scientist 5
Prof. Roe cannot invent Gadgets and has the Gadget keyword while in play.
React: After a dude at this location pulls for a Mad Scientist skill check, increase the pull by Prof. Roe's Mad Scientist rating.
Rabid Rance Hitchcock
Dude | Outlaws | Cost 4 | Draw | Rank 8 | Upkeep 1 | Bullets 1 | Influence 1
While Rance is at a deed you control but do not own, the deed gains 1 additional control point.
While Rance is wanted, he has a bullet bonus equal to the production of the deed he is at, to a maximum of 3, and can move from home to Out of Town deeds without booting.
Morgan Lash
Dude | Outlaws | Cost 11 | Stud | Rank 12 | Upkeep 3 | Bullets 3 | Influence 3 | Keywords: Huckster 0
If your outfit is [The Sloane Gang], Morgan's cost is reduced by the highest bounty among your dudes.
Your shooter has +2 bullets if they have more bounty than the opposing shooter.
React: After you declare your shooter, increase their bounty by 2.
Johnny Brocklehurst
Dude | Neutral | Cost 4 | Draw | Rank 2 | Upkeep 0 | Bullets 0 | Influence 1
React: After you declare a play, give a dude +1 or -1 influence for the duration of that play.
Agent Provocateur
Dude | Neutral | Cost 2 | Stud | Rank 8 | Upkeep 0 | Bullets 2 | Influence 1
Agent Provocateur cannot enter play at a location that is not your home, leave your home, attach cards, leave Boot Hill, or have traits removed. Your dudes at this location cannot gain permanent control points except from jobs.
React: After victory is checked during Sundown, ace Agent Provocateur to play a dude from your hand, reducing their cost by 4. This acing effect cannot be prevented.
F1 Burch
Dude | Neutral | Cost 3 | Stud | Rank 13 | Upkeep 3 | Bullets 0 | Influence 0 | Keywords: Transient
React: After F1 Burch enters play, move him to the in-town location of one of your other dudes. You may attach a non-Unique, non-Gadget goods from your hand or discard pile to one of your dudes at that location, reducing its cost by 1.
Taff's Distillery
Deed | Neutral | Cost 2 | Rank 2 | Production 1 | Control 1 | Keywords: Public • Saloon
Controller React, Boot: After you successfully complete a job, not initiated by your outfit or legend, and that job did not mark your home, draw a card.
Mausoleum
Deed | Neutral | Cost 3 | Rank 3 | Production 1 | Control 1 | Keywords: Public
Controller React, Boot: After a non-token, non-Abomination dude is aced from play, this deed gains +1 permanent control points.
Epitaph Branch Office
Deed | Neutral | Cost 3 | Rank 5 | Production 1 | Control 1 | Keywords: Private
Controller React, Boot: After victory is checked during Sundown, if you control a dude with 1 more more influence and no control points at an opposing player's home, give that dude a permanent control point.
Transcriber's note: the DoomtownDB text reads "1 more more influence", with a doubled word. Transcribed as printed; it may be a typo, unverified against the physical card.
Buffalo Emporium
Deed | Neutral | Cost 3 | Rank 6 | Production 2 | Control 1 | Keywords: Private • Ranch
Controller Noon, Boot: Your dude at this location cannot be booted or moved by opposing card effects. If that dude is an Abomination, unboot that dude, and your posse has a +1 stud bonus while that dude is in your posse.
Explorer's Lodge
Deed | Neutral | Cost 3 | Rank 9 | Production 1 | Control 1 | Keywords: Private • Casino • Saloon
Controller Noon, Boot: Move a dude at this deed to town square, booted. That dude's owner may pay 2 ghost rock to unboot them.
The Oriental Saloon
Deed | Neutral | Cost 3 | Rank 10 | Production 1 | Control 1 | Keywords: Private • Casino • Saloon
Determine control of this deed using bullets instead of influence.
Controller React, Boot: After you reveal a cheatin' hand, unboot your dude in town and give that dude 2 bounty.
Hellstromme Plant #9
Deed | Neutral | Cost 3 | Rank 11 | Production 2 | Control 1 | Keywords: Private • Ranch
Controller Noon/Shootout, Pay 1 Ghost Rock, Boot: Choose a dude you own and control. Unboot a Horse or Gadget attached to that dude. You can use one of the abilities on that Horse or Gadget another time this turn.
Bilton Collection Agency
Deed | Neutral | Cost 2 | Rank 13 | Production 1 | Control 1 | Keywords: Private
Controller React, Boot: After you collect production during Upkeep, choose a deed you control but do not own. Gain ghost rock equal to its production.
Decimator Array
Goods | Neutral | Cost 2 | Rank 6 | Influence 1 | Keywords: Attire • Gadget • Difficulty 6
After you invent this Gadget, unboot one of your Mad Scientists. If this dude is a Mad Scientist, they have -1 upkeep, +3 value, and this Gadget gains the Sidekick keyword.
Resolution, Boot: Choose a card in your draw hand. If it is a heart, change its value; otherwise, change its suit to hearts.
Devil's Six Gun
Goods | Neutral | Cost 3 | Rank 9 | Bullets 1 | Shooter: Bonus | Keywords: Weapon • Mystical • Gadget • Difficulty 6
This dude is a stud.
Cheatin' Resolution, Boot: Search your Boot Hill, discard pile, and deck for a joker. Put the joker in your draw hand, declare a suit and value for it, and discard a card from your draw hand. Before you discard your draw hand, shuffle the joker back into your deck.
The Bloody Star
Goods | Neutral | Cost 2 | Rank 11 | Influence 2 | Keywords: Attire • Unique
Cannot attach to or be traded to a Deputy. After this card enters play, give this dude 2 bounty.
This dude cannot refuse callouts from dudes without bounty. This dude can be called out while at their own home.
Forsaken Hound
Goods | Neutral | Cost 2 | Rank 11 | Keywords: Sidekick
Resolution, Boot: This dude and an opposing dude cannot flee this round.
Cavalry Escort
Goods | Neutral | Cost 2 | Rank 13 | Keywords: Horse • Sidekick
React, Boot: Before you assign casualties, this dude joins your posse booted (moving if necessary). React abilities cannot increase casualties this round.
Nightmare Realm
Spell | Neutral | Cost 1 | Rank 4 | Keywords: Hex
Shootout Hex 3, Boot: Choose an opposing dude. That dude cannot leave the shootout this round. Each round before shooters are declared, give that dude -1 bullets and -1 value. Give your dude +1 bullets.
Sentinel
Spell | Neutral | Cost 1 | Rank 5 | Keywords: Miracle
Noon Miracle 5, Boot: This dude gains +1 bullets, +1 Blessed skill rating, and becomes a stud. You may move this dude to an adjacent location or town square. If this dude is in town square during Sundown, you may discard this spell after victory is checked to give this dude a permanent control point.
Censure
Spell | Neutral | Cost 0 | Rank 7 | Keywords: Miracle
Cheatin' Resolution Miracle 6, Boot: You may increase a player's hand rank by 2. If this is a shootout, reduce your casualties by 3 and you may send an opposing dude home booted.
Raven's Ruin
Spell | Neutral | Cost 1 | Rank 7 | Keywords: Spirit • Totem
Attaches only to deeds.
Noon Spirit 8, Boot: Move your dude at any location to this deed. If you do not own this deed and it has 1 or more control points, you may boot it to gain 1 ghost rock.
Remedy
Spell | Neutral | Cost 0 | Rank 9 | Keywords: Spirit
Shootout Spirit 7, Boot: Choose a dude. Remove all bullet modifiers from that dude, except from their attached Weapons. That dude cannot leave the shootout via card effects this round.
Intercession
Spell | Neutral | Cost 1 | Rank 13 | Keywords: Miracle
React Miracle 5, Boot: After an opposing dude becomes a stud, make one of your dudes a stud.
Shootout Miracle 7, Boot: Choose your dude and an opposing dude. Each of those dudes unboots and gets +2 bullets.
Disarm
Action | Neutral | Cost 0 | Rank 6
Cheatin' Resolution: Choose an opposing dude. Boot one of their attachments. If this is a shootout, ace the attachment or discard it if it is Unique instead. You ignore all casualties this round. If your hand is legal, one of your dudes gets +2 bullets and becomes a stud until after Sundown.
Grim Servant O' Death
Action | Neutral | Cost 1 | Rank 7
Shootout: Choose a dude who is not in the shootout, who is at home, and who is controlled by the mark or the player opposing a job. That dude's controller may have them join their posse (moving if necessary). If that dude does not join, one of your dudes becomes a stud, gets +2 bullets, and your opponent takes two extra casualties if their draw hand is ever cheatin' this round.
Behold White Bull
Action | Neutral | Cost 0 | Rank 8 | Keywords: Headline • Technique • Tao of Bull Demon King
Shootout Tau Technique, Boot: Increase the casualties of both posses this round by this dude's influence. Your opponent may send all dudes in their posse home booted. If they do, this dude permanently gets +2 control points and unboots.
Transcriber's note: the printed text reads "Tau Technique", while the keyword line reads "Tao of Bull Demon King". Transcribed as printed; "Tau" may be a typo for "Tao", unverified against the physical card.
You Had ONE Job!
Action | Neutral | Cost 1 | Rank 8
Shootout: Choose a wanted dude with 3 or more bounty. Make them a stud or draw.
Resolution: All players who revealed a legal hand may reduce their casualties by 2.
Friends in High Places
Action | Neutral | Cost 0 | Rank 9
React: After your unbooted dude is called out, if they have more influence than the leader, they can refuse the callout without moving home booted.
Shootout: If your posse has more influence than the opposing posse, make one of your dudes a stud.
Shan Fan Showdown!
Action | Neutral | Cost 0 | Rank 11 | Keywords: Headline
React: After posses are formed, choose your dude with a Melee Weapon in your posse. That dude unboots and becomes a stud. For the remainder of the shootout, React, Shootout, and non-Cheatin' Resolution abilities cannot increase or decrease hand ranks or increase or decrease casualties.
The Winning Agenda
Action | Neutral | Cost 1 | Rank 13
Noon: Choose your dude and discard cards equal to their influence, to a maximum of 3. Draw cards equal to their influence, to a maximum of 3.
Cheatin' Resolution: Choose your dude. Increase your hand rank by their influence, to a maximum bonus of 3.