Doomtown: Too Tough To Die
Doomtown: Too Tough To Die Rulebook
Table of Contents
Table of Contents
- Cards
- Gracious Gifts
- Property Is Theft
- The Spiritual Society
- Joe Vermilion
- Ying-Ssi Chieh T'ang
- E Gui
- Buskers
- Taiyari
- Matilda Loomis
- Alexander Sequoia
- Matthew Rising Sun
- Feichi "Suitcase" Lee
- Geronimo
- Papa Marias
- Skinwalker
- Tonton Macoute
- Kevin Wainwright (Exp.1)
- Padre Ernesto de Diaz
- Dr. Erik Yaple
- Quincy Washburne
- Xiong "Wendy" Cheng (Exp.1)
- Takahashi Jinrai
- "Handsome" Dan Deeds
- Vida Azul
- Bartholomew P. Fountain
- Ike Clanton
- Frank Stillwell
- Silas Aims (Exp.1)
- Larry "Sevens" Swift
- Virginia Ann Earp
- Campbell & Hatch Billiard Parlor
- Clanton Ranch
- Concordia Cemetery
- Ike's Place
- Five Aces Gambling Hall
- Old Washoe Club
- Quarter Horse
- Electrostatic Pump Gun
- Claws
- Analytical Cognisizer
- Ranger's Bible
- Stone's Colt Dragoons
- Bedazzle
- Exultant Translocation
- Retribution
- Gateway
- Guiding Wind
- Mischievous Coyote
- Murdered in Tombstone
- Hostile Takeover
- Jade King Stance
- Heist
- I'm Your Huckleberry
- Monkey Goes to the Mountain
- Curse of Failure
- Ricochet
Cards
Gracious Gifts
Gang: Anarchists | Type: Outfit | Production: 3 | Wealth: 19
While you have less ghost rock than each other player, you may discard an extra card at Sundown.
Noon, Pay 2 Ghost Rock, Boot: Unboot your dude.
Property Is Theft
Gang: Anarchists | Type: Outfit | Production: 3 | Wealth: 18
After your opponent reveals a cheatin' hand during a shootout, they must pay the bank 1 ghost rock, if able. If your hand is legal, they pay you instead.
React, Boot: After you pay another player at least 1 ghost rock, draw a card. If this is a shootout, draw an additional card. You may discard 1 card, or up to 2 if this is a shootout.
The Spiritual Society
Gang: First Peoples | Type: Outfit | Production: 3 | Wealth: 19
After refilling your hand during Sundown, if you have equal or more influence in town square than each other player, draw a card.
Noon, Boot: Boot your dude to boot an opposing dude with less influence at the same location.
Joe Vermilion
Gang: Anarchists | Type: Dude | Cost: 3 | Value: Spades3 | Rank: 3 | Bullets: 1 | Influence: 0 | Upkeep: 0 | Shooter: Draw | Keywords: Abomination
Noon: If Joe is at deed you do not own, pay the owner 1 ghost rock to gain ghost rock equal to that deed's production.
Ying-Ssi Chieh T'ang
Gang: Anarchists | Type: Dude | Cost: 5 | Value: Spades4 | Rank: 4 | Bullets: 2 | Influence: 1 | Production: 0 | Upkeep: 1 | Shooter: Stud
Resolution: Pay the opposing posse's controller 1 ghost rock. Draw a card and place it in your draw hand. Discard a card from your draw hand.
E Gui
Gang: Anarchists | Type: Dude | Cost: 3 | Value: Spades8 | Rank: 8 | Bullets: 2 | Influence: 2 | Upkeep: 3 | Shooter: Stud | Keywords: Abomination
React: Before E Gui leaves play because you did not pay his upkeep, if E Gui is at a deed you do not own, boot the deed and gain ghost rock equal to the deed’s production.
Buskers
Gang: Anarchists | Type: Dude | Cost: 3 | Value: Spades11 | Rank: 11 | Bullets: 0 | Influence: 1 | Upkeep: 1 | Shooter: Draw
React: After an opposing dude moves to this location and that dude's controller has more ghost rock than you, that dude's controller must pay you 2 ghost rock. If they do not, boot that dude.
Taiyari
Gang: Anarchists | Type: Dude | Cost: 2 | Value: Spades12 | Rank: 12 | Bullets: 0 | Influence: 0 | Upkeep: 0 | Shooter: Draw
Shootout: Choose your dude. Pay the opposing posse's controller ghost rock equal to that dude's bullets to make that dude a stud. If that dude has 0 bullets, pay 1 ghost rock instead. That dude has a maximum bullet rating of 4.
Matilda Loomis
Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades1 | Rank: 1 | Bullets: 2 | Influence: 1 | Upkeep: 0 | Shooter: Draw | Keywords: Shaman 1
[No printed text in DoomtownDB for this card. The printed text of Matilda Loomis is unverified and is not transcribed.]
Alexander Sequoia
Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades2 | Rank: 2 | Bullets: 0 | Influence: 2 | Upkeep: 0 | Shooter: Draw
While Alexander is in town square, you may discard an extra card from your hand at Sundown.
Noon: If Alexander is in town square, unboot Alexander.
Matthew Rising Sun
Gang: First Peoples | Type: Dude | Cost: 5 | Value: Spades4 | Rank: 4 | Bullets: 1 | Influence: 1 | Upkeep: 1 | Shooter: Stud | Keywords: Kung Fu 3
Matthew can cast Totems as if he had Shaman skill equal to his Kung Fu rating (he does not gain the Shaman keyword while casting a Totem).
Feichi "Suitcase" Lee
Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades5 | Rank: 5 | Bullets: 0 | Influence: 2 | Upkeep: 1 | Shooter: Stud | Keywords: Kung Fu 1
Shootout, Boot: Choose a dude in the posse opposing Feichi. Boot that dude. If Feichi has more influence than that dude, one of your other dudes at any location may join your posse (moving if necessary).
Geronimo
Gang: First Peoples | Type: Dude | Cost: 5 | Value: Spades13 | Rank: 13 | Bullets: 2 | Influence: 1 | Upkeep: 1 | Shooter: Stud | Keywords: Shaman 0
Noon: If Geronimo is not at your home, discard a card you do not own attached to Geronimo’s current location and gain 1 ghost rock.
Papa Marias
Gang: Fearmongers | Type: Dude | Cost: 3 | Value: Spades6 | Rank: 6 | Bullets: 0 | Influence: 1 | Production: 0 | Upkeep: 0 | Shooter: Draw | Keywords: Huckster 0
Noon: Choose your unbooted Huckster at another location and Marias makes a Huckster skill check of 7. If successful, move that Huckster to Marias's location.
Skinwalker
Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades9 | Rank: 9 | Bullets: 1 | Influence: 1 | Upkeep: 1 | Shooter: Stud | Keywords: Abomination
Shootout: Boot your Abomination dude. Either boot an opposing attachment at this location or give Skinwalker +2 bullets.
Tonton Macoute
Gang: Fearmongers | Type: Dude | Cost: 5 | Value: Spades11 | Rank: 11 | Bullets: 3 | Influence: 1 | Upkeep: 2 | Shooter: Stud | Keywords: Abomination
Shootout: Choose an opposing dude. Give that dude -2 bullets or boot a Weapon on that dude.
Kevin Wainwright (Exp.1)
Gang: Fearmongers | Type: Dude | Cost: 6 | Value: Spades12 | Rank: 12 | Bullets: 3 | Influence: 2 | Upkeep: 2 | Shooter: Draw | Keywords: Experienced 1
Noon/Shootout: Move Kevin to a location with a Huckster or Abomination dude. If this is a shootout play, the location must be the shootout location. Kevin joins your posse. Kevin becomes a stud and if there is an opposing dude with grit 11 or higher at that location, draw two cards.
Padre Ernesto de Diaz
Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades4 | Rank: 4 | Bullets: 0 | Influence: 1 | Upkeep: 0 | Shooter: Stud | Keywords: Blessed 1
After your opponent reveals a cheating hand, you may boot a miracle on Ernesto to draw a card
Dr. Erik Yaple
Gang: Law Dogs | Type: Dude | Cost: 3 | Value: Spades5 | Rank: 5 | Bullets: 0 | Influence: 1 | Upkeep: 0 | Shooter: Draw | Keywords: Mad Scientist 0
React: After posses are formed, boot a gadget weapon in your posse to give a dude without a bounty in the opposing posse 1 bounty.
Quincy Washburne
Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades7 | Rank: 7 | Bullets: 0 | Influence: 1 | Upkeep: 0 | Shooter: Draw | Keywords: Mad Scientist 1
React: After Quincy successfully invents a Weapon Gadget, unboot him.
Xiong "Wendy" Cheng (Exp.1)
Gang: Law Dogs | Type: Dude | Cost: 7 | Value: Spades11 | Rank: 11 | Bullets: 3 | Influence: 2 | Upkeep: 2 | Shooter: Stud | Keywords: Experienced 1 • Deputy
Opposing wanted dudes at Wendy’s location have -2 value.
Shootout, Boot: Choose an opposing dude. Send them home booted. If they have bounty greater than their grit, discard them.
Takahashi Jinrai
Gang: Entrepreneurs | Type: Dude | Cost: 4 | Value: Spades1 | Rank: 1 | Bullets: 0 | Influence: 1 | Upkeep: 0 | Shooter: Draw
Noon Job: Mark an in-town deed you own whose cost is at least 2 ghost rock greater than its current production. If successful, the deed permanently gains +1 production.
"Handsome" Dan Deeds
Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades2 | Rank: 2 | Bullets: 0 | Influence: 1 | Upkeep: 1 | Shooter: Draw
Noon, Boot: If Dan is at in-town deed you own that has less than 2 control points, the deed gains a control point. After victory is checked during Sundown, if Dan has not moved, you may pay 4 ghost rock to make the control point permanent.
Vida Azul
Gang: Entrepreneurs | Type: Dude | Cost: 4 | Value: Spades3 | Rank: 3 | Bullets: 0 | Influence: 1 | Upkeep: 0 | Shooter: Draw
Noon: Discard a card and choose a dude with a Horse at this or an adjacent location. Unboot that horse. Its abilities may be used an additional time this turn. If you discarded a Goods, you may unboot that dude.
Bartholomew P. Fountain
Gang: Entrepreneurs | Type: Dude | Cost: 2 | Value: Spades4 | Rank: 4 | Bullets: 1 | Influence: 0 | Upkeep: 0 | Shooter: Draw
Noon, Boot: Boot a Ranch you control to move a dude at this or an adjacent location to another location you own or control.
Ike Clanton
Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades1 | Rank: 1 | Bullets: 0 | Influence: 2 | Upkeep: 0 | Shooter: Draw
Noon, Boot: Give a deed the Rowdy keyword. This effect lasts until after the next Upkeep phase. (Control of a Rowdy deed is checked with bullets instead of influence.)
Frank Stillwell
Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades3 | Rank: 3 | Bullets: 2 | Influence: 1 | Upkeep: 0 | Shooter: Draw
After Frank joins the mark's posse or a posse opposing a job, if he is wanted, he unboots.
React: After posses are formed, if Frank is in your posse, send him home booted.
Silas Aims (Exp.1)
Gang: Outlaws | Type: Dude | Cost: 5 | Value: Spades9 | Rank: 9 | Bullets: 0 | Influence: 1 | Upkeep: 1 | Shooter: Stud | Keywords: Experienced 1
Silas has a bullet bonus equal to his bounty, to a maximum bonus of 4.
Shootout, Boot: Send an opposing dude with less bullets than Silas's bounty home booted. If Silas is the mark, he ignores the boot cost of this ability.
Larry "Sevens" Swift
Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades11 | Rank: 11 | Bullets: 1 | Influence: 1 | Upkeep: 0 | Shooter: Draw | Keywords: Huckster 1
React: After posses are formed, if Larry is in your posse, boot Larry 's spell to boot an attachment in the opposing posse and increase Larry's bounty by 1. If you are not the Winner, Larry must be unbooted.
Virginia Ann Earp
Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades6 | Rank: 6 | Bullets: 1 | Influence: 1 | Upkeep: 0 | Shooter: Draw
While Virginia is in a shootout, hand ranks cannot be modified by Shootout, React, or non-Cheatin' Resolution abilities.
Campbell & Hatch Billiard Parlor
Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams2 | Rank: 2 | Control: 1 | Production: 2 | Keywords: Public • Casino
Controller React, Boot: After posses are formed, for the remainder of the shootout, hand ranks cannot be modified Shootout, React, or non-Cheatin' Resolution abilities. Dudes cannot be discarded or aced by Shootout or non-Cheatin' Resolution abilities during the first round.
Clanton Ranch
Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams4 | Rank: 4 | Control: 0 | Production: 1 | Keywords: Private • Ranch • Out of Town
Noon, Boot: If you are not the Winner, gain 1 ghost rock.
Concordia Cemetery
Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams5 | Rank: 5 | Control: 0 | Production: 0 | Keywords: Private • Core
Controller React, Boot: Before a non-token dude opposing your dude is aced in a shootout, give this deed a permanent +1 production. If that dude had grit 11 or higher, give this deed a permanent control point.
Ike's Place
Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams7 | Rank: 7 | Control: 1 | Production: 2 | Keywords: Private • Rowdy
Controller Noon, Boot: Choose a deed on this street or a deed you control. Reduce its control points and production to 0 until after the next Upkeep Phase.
Five Aces Gambling Hall
Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams8 | Rank: 8 | Control: 0 | Production: 0 | Keywords: Private • Casino • Core
React, Boot: After posses are formed, if you own the mark, one of your wanted dudes joins your posse (moving if necessary).
Old Washoe Club
Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams10 | Rank: 10 | Control: 1 | Production: 2 | Keywords: Private • Casino
Controller Shootout, Boot: Send an opposing A-value dude home booted.
Controller Shootout, Boot: Discard a Sidekick.
Quarter Horse
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts3 | Rank: 3 | Keywords: Horse
React, Boot: After this dude’s posse succeeds at a job that didn’t mark your home, this dude stays at this location instead of going home booted.
Electrostatic Pump Gun
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts5 | Rank: 5 | Bullets: 2 | Shooter: Bonus | Keywords: Experimental • Weapon • Gadget • Difficulty 5
Shootout, Boot: Give an opposing dude -1 bullets. Pull. If the pull was not a club, the opposing dude becomes a draw if they have 0 bullets.
Claws
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts6 | Rank: 6 | Bullets: 2 | Shooter: Bonus | Keywords: Melee • Weapon
This dude is a stud.
This card cannot be attached or traded to a dude without the Harrowed or Abomination keyword. This card cannot be affected by opposing card effects.
If there is an unbooted non-Melee Weapon in the opposing posse, Claws provides no bullet bonus and does not make this dude a stud.
Analytical Cognisizer
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts7 | Rank: 7 | Keywords: Gadget • Difficulty 6
After you invent this Gadget, unboot this Mad Scientist and draw a card.
React, Boot: After making a pull for a Gadget at this or an adjacent location, discard a goods card from your plan hand to make the pull's suit hearts.
Ranger's Bible
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts12 | Rank: 12 | Influence: 1 | Keywords: Attire
Cheatin’ Resolution, Boot: If your draw hand is legal this shootout round, lower a player’s hand rank by this dude’s influence, to a maximum reduction of 4.
Stone's Colt Dragoons
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts13 | Rank: 13 | Bullets: 1 | Shooter: Bonus | Keywords: Mystical • Weapon
React, Boot: After an opposing dude joins this shootout by a card effect, boot that dude. That dude does not unboot at Sundown.
Bedazzle
Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts2 | Rank: 2 | Keywords: Hex
Cheatin' Resolution Hex 3, Boot: Lower a player’s hand rank by 2. If this is a shootout, give an opposing dude a bullet penalty equal to their current bullets that lasts the remainder of the shootout.
Exultant Translocation
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts4 | Rank: 4 | Keywords: Miracle • Hymn
Noon Miracle 6, Boot: Choose your dude at a different location than this dude. This dude moves to the location of the other dude, and the other dude moves to the previous location of this dude. If you succeed by 6 or more, unboot one of the dudes.
Retribution
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts6 | Rank: 6 | Keywords: Miracle
Shootout Miracle X, Boot: Choose an opposing dude. X is that dude's value. If that dude's controller reveals a cheating hand this round and you reveal a legal hand, ace that dude. This acing effect cannot be prevented.
Gateway
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts8 | Rank: 8 | Keywords: Hex
Noon Hex 6, Boot: Move your Abomination at this location to another location.
Shootout Hex 6, Boot: Your Abomination joins your posse (moving if necessary).
Guiding Wind
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts10 | Rank: 10 | Keywords: Spirit
Shootout Spirit 8, Boot: Choose an opposing dude or your non-token dude. Set that dude’s bullets to equal to their influence, or 3, whichever is lower.
Mischievous Coyote
Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts11 | Rank: 11 | Keywords: Spirit • Sidekick
Shootout Spirit 9, Boot: Switch your total stud bonus and total draw bonus when making draw hands this round. You must have at least 1 non-token stud dude and 1 non-token draw dude in your posse to use this ability.
Murdered in Tombstone
Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs1 | Rank: 1 | Keywords: Headline
Shootout: Your dude becomes a stud. Each posse’s controller may search their deck and discard pile for an action card with a Cheatin’ Resolution ability, reveal it, and add it to their hand. If a player added a card to their hand, they discard a card.
Hostile Takeover
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs2 | Rank: 2
Noon: Boot your stud at a deed you control but do not own. Boot that deed to gain ghost rock equal to your stud’s bullets, to a maximum of 3. You may ace this card to give that deed a permanent +1 control point and that dude a permanent +1 influence.
Jade King Stance
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs3 | Rank: 3 | Keywords: Technique
Noon Technique: Unboot this dude. They gain +2 Kung Fu, +2 bullets, and cannot move from this location.
Heist
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs4 | Rank: 4
Noon Job: Mark an in-town deed. Your posse must have 3 or more bullets. If successful, gain ghost rock equal to the mark's production and raise the leader's bounty by 2. If you do not own the mark, unboot your leader.
I'm Your Huckleberry
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs5 | Rank: 5
Cheatin' Resolution: Your opponent chooses a dude in their posse. That dude joins your posse under your control for the remainder of the shootout. After the shootout ends, if that dude is still in play, send that dude home booted. If your hand is legal, you choose the opposing dude.
Monkey Goes to the Mountain
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs5 | Rank: 5 | Keywords: Technique
Shootout Technique: If this dude is unbooted, choose an opposing dude with bullets equal to or less than this dude's Kung Fu rating. Move both dudes to an adjacent non-home location (without booting and even if booted). Both dudes leave the shootout.
Curse of Failure
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs9 | Rank: 9 | Keywords: Condition
This dude loses all keywords, traits, and abilities. This dude’s bullets, influence, and control points are equal to 0 and cannot be modified. This dude gets +1 upkeep. This card cannot be discarded by card effects.
Noon Job, Boot: Mark an opposing dude. If successful, discard all cards attached to the mark and send them home booted; attach this card to the mark.
Ricochet
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs9 | Rank: 9
Cheatin' Resolution: The cheating player discards their shooter. If your hand is legal, you do not take casualties this round and draw a card.