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Accumulated Rulings
Current Version 4.0.6
23rd June 2002

This is list of official rulings made on the Deadlands List Server. While there may be a few missing, the vast majority are included in here. If you find any mistakes, are unsure as to the meaning of a ruling, or think that I might have missed one, please send me a telegram to let me know.
This is a list of rulings made against cards. For questions about gameplay, please see the FAQ.
All the rulings have been made by either Dave Williams (Game Designer), Ryan Dancey (original FRPG Big Boss), Ed Bolme (later FRPG Big Boss), Neal Steed or Gerry Crowe (former keepers of the FAQ), or myself, Mat Bowles (current keeper of the FAQ).

Blue Text = Changes made since the last version of the Rulings
Red Text = Correction or reversal of a previous ruling
The rulings are organised into the following categories:


1. Actions
2. Deeds
3. Dudes
4. Events
5. Goods
6. Homes
7. Improvements
8. Jokers
9. Spells


Actions

  A Few Custom Modifications

  A Secret Tunnel - MRP in Boot Hill

Noon: Target two Deeds you own. A secret tunnel exists between those two Deeds. The Deeds are adjacent whenever you wish for the rest of the game.

  Ace in the Hole - MRP in Boot Hill

Reaction: Play immediately after Draw hands are revealed for any draw. Discard one card from your Draw hand and replace it with either a card from your Play hand or the top card of your deck.

  Ambush - MRP in Boot Hill

Noon Job: Boot one of your Dudes to start a job that targets another player's Dude. If the job succeeds, the target Dude is aced (if still in play). All Dudes in your posse become Wanted unless the target was Wanted.

And Stay Down! - MRP in Boot Hill  

Reaction: Play immediately before a Harrowed Dude is aced. Target the Dude, who is aced and automatically sent to Boot Hill - no Harrowed pull is made

  Any One Of Ya! - Errata

Noon: Choose one of your unbooted dudes in town, and move him or her into Town Square, booted. Target another Player who may call your dude out with any dude (even booted dudes and those that normally may not call your dude out) in town he controls, moving him or her to the Town Square. If the player does not, you gain one Victory Point. No other dudes may join this Shootout.

  Arson - MRP in Boot Hill  

Noon Job: Boot one of your Dudes to start a job that targets a Deed. If the job succeeds, pull: if the pull is black, the Deed is aced and all Dudes in your posse become Wanted.

  Assault On The Whateleys

  Bad Tequila - MRP in Boot Hill  

Noon: Target an unbooted Dude with Influence less than 2. Boot the Dude.

  Between The Shoulderblades

  Bloody Face

  Bluff

  Born Under A Strange Star

  Both Barrels

  Bottom Dealin'

  Bounty Hunter - MRP in Boot Hill  

Noon: Target a Wanted Dude. A Bounty Hunter enters play at the Dude's location and calls out the Dude, who cannot refuse. The Bounty Hunter is a 2-Stud, 0 Influence, ace value token Dude. Remove the token Dude from play after the shootout.

  Brawl - MRP in Pine Box + Errata

Noon: Target any location. Until after nightfall, any dude in that location can as a Noon action start a Shootout with any other dude at that location. This is not "Calling Out". Any dude aced as a result of the Shootout goes home booted instead of being aced. Normal shootouts at this location resolve normally.

Bucket Brigade - MRP in Boot Hill  

Reaction: Play immediately before a Deed is aced. The Deed is not aced, but actions on the Deed cannot be used for the rest of this turn and the Deed produces no ghost rock until after Nightfall next turn.

  Bum Rush - MRP in Boot Hill  

Shootout: Target one of your Dudes in this shootout. The Dude gains a +1 Bullet bonus until the end of the shootout. Only one Bum Rush can be played per shootout.

  Burn 'Em Down - MRP in Boot Hill  

Shootout: Target a Dude in the opposing posse. Boot one of your Dudes in this shootout to reduce the targets Bullet rating by an amount equal to your Dude's Bullet rating until the end of the shootout.

  Caught With Yer Pants Down

  Claim Jumper - MRP in Boot Hill  

Noon: Target a Strike you control. Boot one of your Dudes at the Strike to become the owner of the Strike until it leaves play. If the Strike leaves play, ownership immediately returns to its original owner.

   Clean Getaway

  Clean Up The Town - MRP in Boot Hill  

Noon: Target a Wanted Dude in town. Boot one of your Dudes to call out the target Dude, at his or her location. If the Dude refuses, his or her Influence is permanently reduced to 0 and cannot be increased by any means for the rest of the game. If a Dude with 0 Influence refuses, the Dude is aced.

  Collegium Sinks The Typhoon

  Confederate Hunter

  Construction Crew

  Crack Shot - MRP in Boot Hill  
Shootout: Target a Draw Dude in this shootout. The Dude is a Stud until the end of the shootout.

  Dead Man's Hand - MRP in Pine Box  

Noon: Boot one of your dudes who calls out any target booted dude in play. The target dude must accept and enter the shootout, which occurs at the target's location. If your dude has a lower Bullet rating than the target's printed Bullet rating, raise your Dude's Bullet rating to be equal to the target's. If your dude survives the Shootout, he or she becomes Wanted.

  Degeneration

  Deputize - MRP in Pine Box  

Noon: All of your dudes not in your Outfit become members of your Outfit. They remain members of any other Outfit to which they belong.

Derringer - MRP in Pine Box  

Shootout: One of your dudes in this gunfight has a Derringer. Attach this card to your dude as his or her ready weapon. This card acts in all ways as a +1 Bullet rating Weapon Goods card. The Derringer can only be chosen as a weapon for one round of a Shootout per turn.

  Distraction

Diversion - MRP in Pine Box  

Reaction: Play this card when a dude is booting to join a posse. That dude does not boot and cannot join the posse for the rest of the shootout. This does not stop a dude from starting a posse.

  Divided Loyalties

  Dominion

  Don't Like Yer Looks! - MRP in Boot Hill  

Noon: Target a Dude in the Town Square or at any Deed you control. Boot one of your Dudes at the same location to call out the target Dude. The target cannot refuse and no other Dudes can join the Shootout.

  Double Time

  Drawing A Bead

  Dumb Luck - MRP in Boot Hill  

Reaction: Play immediately after a successful Spell pull. Cancel the pull and target the Dude casting the Spell, who must pull again. If the second pull fails, the Dude is booted and cannot take any other actions this turn.

  Dust Devil - MRP in Boot Hill  

Noon: Target and ace a Goods card in play.

  Eureka's Rage - MRP in Boot Hill  

Noon: If this is the last card in your hand, draw cards equal to your maximum hand size. Ace this card.

  Extortion

  Fanning The Hammer - MRP in Boot Hill  

Reaction: Play when Draw hands are compared in a shootout and your posse has won the round. The opposing posse takes two additional casualties.

  Flight of Angels

  Foreclosure - MRP in Boot Hill  

Cheatin'! Reaction: Play when another player reveals an illegal Draw hand. Target and discard one Deed owned by that player. Only one Cheatin! Card can be played against a player per draw.

  Forgery

  Friendly Game

  Get A Rope - MRP in Pine Box  

Reaction: Play this card when another player reveals an illegal Draw Hand. Boot one of your dudes and call out any one of that Player's dudes for a Shootout. This Shootout cannot be refused, and no other dudes can join the Shootout. Any actions or effects being resolved are suspended in mid-action. Only one Cheatin! Card can be played against a player per draw.

  Gettin' Outta Hand

 

  Giddyup! - MRP in Pine Box  

Reaction: Play when one of your dudes is booting to join a posse. Your dude does not have to boot to join the posse.

  Good Stiff Drink

  Grave Robbin'

  Haunting

  Head 'Em Off At The Pass - MRP in Boot Hill  

Reaction: Play immediately before a posse is formed for a job. Target one of your Dudes, who can join the posse regardless of the Dude's location and whether or not the Dude is booted. Movement restrictions still apply.

  Headsman's Axe

  Hell's Fury - MRP in Pine Box  

Noon Pull: Choose a dude in any Boot Hill that you also hold in your Play hand. If the value of the pull is higher than the Dude's value, remove the dude in Boot Hill from the game and bring your Dude into play without cost. This Dude is now harrowed.

  Home Sweet Home

  Hostile Takeover - MRP in Boot Hill  

Noon: Target a non-Strike Deed you control. Boot one of your Dudes at the Deed to become the owner of the Deed until it leaves play. If the Deed leaves play, ownership immediately returns to its original owner.

 
Hot Lead Flying

 Hot Loaded Rounds

  Ignore ‘Im

  Jackelope Stampede - MRP in Boot Hill  

Cheatin'! Reaction: Play when another player reveals an illegal Draw hand. That player must discard one non-Home card he or she controls in play, discard the illegal Draw hand, then draw five cards to form a new Draw hand. The player must continue discarding a card and redrawing until a legal Draw hand is revealed or the player has no cards left to discard. Only one Cheatin'! card can be played against a player per draw.

  Jailbreak

  Just A Graze - MRP in Boot Hill  

Reaction: Play immediately after Draw hands have been compared in a shootout. Your posse takes one less casualty.

  Just What I Need

  Kidnapping - MRP in Boot Hill  

Noon Job: Boot one of your Dudes to start a job that targets another player's Dude. The target must have a lower Bullet rating than your Dude. If the job succeeds, the target Dude is discarded (if still in play), and all Dudes in your posse become Wanted.

  Last Meal

  Last Will

  Lost Faith

  Lost In The Badlands

  Luck of the Draw

  Manitou's Revenge - MRP in Boot Hill  

Reaction: Play when a Spell fails. Target the Dude casting the Spell and pull: If the pull is lower than the Spell's Difficulty, the Dude is aced.

  Marked Cards

  Mark of Pestilence

  Massacre At High Noon - MRP in Boot Hill  

Noon Job: Boot one of your Dudes to start a job that targets a location. Unbooted Dudes can always join the target's posse from any location, ignoring movement restrictions. Before Shootout actions begin each round, all Dudes can pay 3 ghost rock to leave the shootout and move to an adjacent location, booted. If the job succeeds, your posse goes home, and all Dudes remaining at the location are aced. You cannot play this on the first turn of the game.

  Mimic

  Miss Me? - MRP in Boot Hill  

Noon Pull: Play when the Fear level is greater than 6. Target one of your Dudes in Boot Hill. If the pull is less than the Dudes value, return the Dude to your Play hand. The next time a copy of the Dude enters play, the Dude permanently gains the Harrowed trait.

  Mob Justice

  Move Along

  Nice Boots Chief

  Night Haunt

  Night Haunt Attack

 No End In Sight

  No Funny Stuff - MRP in Pine Box  

Shootout: No Reactions can be played until after this Shootout, except Cheatin'! cards. No more Shootout actions can be played this Shootout.

  Nowhere To Run

  Only Winged 'Em - MRP in Boot Hill  

Reaction: Play when a Dude is aced. The Dude is not aced, but is discarded instead.

  Out Of Ammo - MRP in Boot Hill  

Shootout: Target a Stud Dude in this shootout. The Dude is a Draw until the end of the shootout.

  Overtime

  Pinned Down - MRP in Boot Hill  

Shootout: Target a booted Dude in the opposing posse. Until the shootout ends, the target cannot be the shooter if another Dude can be, and the target's Bullet rating does not contribute to the number of cards drawn or redrawn by the opposing player.

  Pistol Whip - MRP in Boot Hill  

Shootout: Target a Dude in the opposing posse. Boot one of your Dudes in this shootout to pistol whip the target Dude, who is sent home booted. Your Dude has a -1 Bullet penalty (minimum 0) until the end of the shootout.

  Price On His Head

  Quick Reload

  Quickdraw - MRP in Pine Box  

Reaction: Play this card in the event of a tie (the same Hand Rank) in a Shootout to win the Shootout by one rank, even if your opponent changes his or her rank.

  Rats In Gomorra

  Reading the Stars

  Refuse To Fall - MRP in Boot Hill  

Reaction: Play when the last Dude in your posse is aced in a shootout, and that Dude has Influence greater than 0. Reduce the Dude's Influence by 1 permanently. The Dude is not aced in this round. Ace the Dude after the shootout.

  Renovations

  Rooftop Sniper

  Rumors - MRP in Pine Box  

Noon: Target a dude. That dude has -1 Influence while at any location except home. The dude's influence is returned to normal after nightfall.

  Sauce For The Gander

  Scalpin' - MRP in Pine Box  

Reaction: Play when one of your dudes just Aced someone else's Dude during a shootout or with an action. Your dude permanently gains Influence equal to one half of the aced dude's Influence (round down).

  Sheriff's Watchin' - MRP in Boot Hill  

Reaction: Play immediately before one or more Dudes begin an action that could make them Wanted, or start a job that will take effect at another player's private location. The action is cancelled without effect.

  Shooting From The Hip

  Shortcut

  Snake Eyes - MRP in Pine Box  

Reaction: Play this card after any pull has been revealed and before the effects of the pull are resolved. The pull is discarded. The Player performing the pull pulls again.

  Snakebite - MRP in Boot Hill  

Cheatin'! Reaction: Play when another player reveals an illegal Draw hand during a shootout. Target and ace a Dude in the opposing posse. Only one Cheatin'! card can be played against a player per draw.

  Stray Lead

  Stoker Vs Knicknevin

  Sun In Yer Eyes - MRP in Boot Hill  

Shootout: Target a Dude in the opposing posse. The Dude has a -2 Bullet penalty (minimum 0) until the end of the shootout.

  Take Ya With Me - MRP in Boot Hill  

Reaction: Play immediately after casualties are aced during a shootout. The winner of this round must target and ace one Dude in his or her posse, unless all the Dudes in that posse have Bullet ratings higher than the Bullet ratings of all the casualties aced by the losing player.

  Takin' Precautions

  Tattoo

  Termite Infestation - MRP in Boot Hill  

Noon: Target an in-town Deed worth at least 1 Control Point. Boot the Deed. Until a player boots one of his or her Dudes at the Deed as a Noon action, the Deed cannot be unbooted and is worth 0 Control Points. The Deed is considered to have a blank text box, except for its traits which it retains. The Deed's Production or Upkeep cost remains the same.

That'll Leave A Scar

  That's Two Pair

  They Just Pay Better'n You

  Today I Am

  Tricky Spirits

Unlucky Charm.

Vermin Problem

War of Words - Errata

Noon: Boot one of your Dudes to call out another Dude at the same Deed to an unrefusable shootout. During the shootout, all Dudes have their Bullet ratings replaced by their Influence, and all bonuses and penalties to Bullet ratings apply to Influence. Dudes aced in this shootout leave the shootout but remain at the shootout's location. The winning posse controls this Deed until after Nightfall, regardless of Influence totals.

  Warpaint - MRP in Boot Hill  

 
Noon: Target one of your Dudes. The Dude gains a +2 Bullet bonus until after Nightfall.

  Warrant - MRP in Boot Hill  

Noon: Target an un-Wanted Dude. Boot one or more of your Dudes with a combined Influence greater than the Influence of the target. The target Dude becomes Wanted.

  Watch the Floor

  Waylaid

  What Have You Done Lately

  What This Town Needs...

  What's that ticking?

  Yer All Chicken!

  Yer Cheatin' Too

  You're Comin' With Us

Top

Deeds

  Automaton Factory

  Barkum & Barkum Attorneys - MRP in Boot Hill  

Private. Controller Noon Pull: Boot the Attorneys and target and boot one of your Wanted Dudes. If
the pull is less than or equal to the Dude's value, the Dude is no longer Wanted.

  
Blacksmith

  Bob's Fix-it Shop - MRP in Pine Box  

Controller Reaction: Boot the Fix-It Shop when one of your gadgets is being aced to place the Gadget in its owner's play hand. Controller Reaction: Boot the Fix-it Shop when one of your Goods is being aced to place the Goods in its owner's Discard pile.

  Buffalo Chip Saloon - Errata

Public. Saloon. To call out a Dude in the Buffalo Chip Saloon, a player must pay 1 ghost rock to the Buffalo Chip's controller.

  California Queen

  Casino Morongo - MRP in Pine Box  

Public. Casino. Dudes aced at any time during a Shootout in the Morongo do not go to Boot Hill - they go to there owner's discard piles instead.

  Colorado Lode - MRP in Boot Hill  

Private. Strike. You can ace any one Strike with Production less than 3 when you bring this card into play. If you ace a Strike you control, reduce the ghost rock cost of this Strike by the Production of the one you aced.

  Confessional

  Deadland - MRP in Boot Hill  

Non-Unique. Public. If the Fear level is 6 or higher, the cost of the Deadland is 0. Subsequent Deadlands cannot be played unless the Fear level is at least 1 higher than its current level. Controller Reaction: Immediately before you put a Terror into play, boot the Deadland to gain 5 ghost rock. You can use that ghost rock to pay for the Terror.

  Den Of Eastern Delights - MRP in Boot Hill  

Non-Unique. Public. Owner Reaction: Immediately before an Event resolves, boot the Den to cancel the Event without effect. The Event is aced.

 Extra Room

  Fine China Shop

  Freak Show

  Golden Mare Hotel - MRP in Boot Hill  

Public. Brothel. The owner gains 1 ghost rock each time a Dude is put into play from someone's Play hand. Ghost rock is not gained from token Dudes.

  Graveyard - MRP in Boot Hill  

Private. The Graveyard's owner gains 3 ghost rock each time a Dude is aced. Controller Reaction: When a Dude becomes Harrowed, boot the Graveyard to negate the effect. The Dude is not Harrowed.

  Green-Eye Saloon - MRP in Pine Box  

Non-Unique. Public. Saloon

  Guard Dog House

  Gypsy's Tent - MRP in Boot Hill  

Private The Gypsy's Tent increases it's controller's maximum hand size by one.

  Hideout

  Howlin' Hollow - MRP in Boot Hill  

Private. Strike. Haunted. Controller Noon: Target a Harrowed Dude. Boot the Howlin' Hollow to give the Dude a +1 Bullet bonus until after Nightfall

  Icehouse

  Jail - MRP in Boot Hill  

Private. Government. When a player aces a Wanted Dude, the player can put the Dude in Jail, collecting a bounty of half the Dude's ghost rock cost (round down). The Dude is not aced, but is out of play except for uniqueness. Any player can target the Jail with a Noon job - if successful, the player can send any number of jailed Dudes home booted. If the Jail leaves play, Dudes in it go home booted.

  LAD Saloon - MRP in Pine Box  

Saloon. Any dude called out while in the LAD Saloon has +1 Bullet bonus for the Shootout.

  Legal Offices Of ______ - MRP in Eye for an Eye  

Private. Controller Noon: Pay 3 ghost rock to give the Legal Offices a +1 Control Point bonus until after Nightfall. Each player can use this action up to twice per turn.

  Lord Grimely's Manor

  Nasty Docs

  New Pony Express

  New Town Hall - MRP in Boot Hill  

Public. Whenever the current controller loses control of the New Town Hall or the New Town Hall leaves play, the controller loses all Town Hall Victory Points. This Deed's controller is always the player with the most Influence at it (owner wins ties), regardless of other card effects. Controller Noon: Gain 1 Town Hall Victory Point.

  Nick's Never Closes

  Old Moon Saloon - MRP in Pine Box  

Saloon. Anytime another player reveal an illegal Draw Hand, the Owner of the Old Moon Saloon gains 1 Ghost Rock.

  Pacific Maze Railstation - MRP in Boot Hill

Public. The Railstation's Production is equal to the number of Maze Rats in play. Controller Reaction: When a Goods enters play, boot the Railstation to increase or reduce its ghost rock cost by 2.

  Red Hill Hotel - MRP in Boot Hill  

Public. Controller Reaction: Immediately after the start of the Upkeep Phase, target a Dude you control. Boot the Red Hill Hotel to reduce the Dude's Upkeep cost to 0 until after Nightfall

  Scooter's Lift Winch

  Stagecoach Office

  The 1st Bank Of Gomorra - MRP in Boot Hill  

Public. Other players cannot take ghost rock from the controller of the 1st Bank. If control of the 1st Bank changes, the new controller takes half of the old controllers ghost rock (round down). All Dudes have a -1 Influence penalty (min zero) while at the 1st Bank.

  The Alright Corral - MRP in Pine Box  

Any non-Gadget horse you are putting into play has its Ghost Rock cost reduced by 3.

  The Clocktower - MRP in Pine Box  

The controller of the Clock Tower gets one Shootout action per round before Shootout actions would normally begin.

The Courthouse - MRP in Boot Hill  

Private. Government. Only a Law Dog can move to The Courthouse. Controller Noon: Target a Wanted Dude. Boot The Courthouse to make the Dude un-Wanted. Controller Noon: Target a Dude in Jail. Boot The Courthouse to ace the Dude - card effects cannot prevent the Dude from being aced.

  The End Of Time Lode - Errata  

Private. Strike. Controller Reaction: When another player passes as a Noon action, boot the End of Time Lode. The player is not considered to have passed, and play continues with the player to his or her left.

The Lode - MRP in Boot Hill  

Public. Strike. In Town. When The Lode enters play, put a token on it. Before each High Noon, add a token. The Lode’s Control Points and Production are equal to its number of tokens. The Lode’s controller collects its Production even if not the owner. This Deed's controller is always the player with the most Influence at it (owner wins ties), regardless of other card effects

  The Slaughterhouse - MRP in Pine Box  

Controller Noon: Boot The Slaughterhouse to remove any dude in Boot Hill from play. That Dude cannot be brought into play by any player for the rest of this game.

  Tombstone Dispatch Branch Office - MRP in Boot Hill  

Private. The Branch Office counts as 1 Influence toward the controller's total. Controller Reaction: When an un-Wanted Dude becomes Wanted, boot the Branch Office to gain 2 ghost rock.

  Union Train Depot

  Weaponsmith - MRP in Pine Box + Errata

Private. Controller Noon: Boot one of your Dudes at this location. One Weapon carried by the dude has a +1Bullet bonus until the end of the game even if it has no Bullet rating. Each weapon can only be modified once in this fashion.

  Wishing Well

Top

Dudes

  Alice Chamberlain - MRP in Boot Hill  

Mad Scientist: 0. Weapon Gadgets created by Alice Chamberlain have their ghost rock cost reduced by 2. Reaction: After you ace a Wanted Dude in a shootout with a posse including Alice, take an additional bounty of 1 ghost rock from the Wanted Dude’s controller (if possible).

 

  ...And Scooter

  Austin Stoker

  Avarice

 Becky Henricks

  Big Jake...

  Billy Iron Horse

  Billy No-Neck - Experienced

  Black Jack - MRP in Pine Box  

Experienced. Black Jack is always Wanted and cannot become un-Wanted. You always perform the first Shootout action instead of the lowball winner when Black Jack is in your posse, continuing to the player on your left.

  Black Jack Exp 2

  Bobo LeVeux - MRP in Boot Hill  

Experienced. Huckster: 2 Reaction: Immediately after a Spell fails, boot Bobo. Ace the Spell.

  Boom Boom O'Bannen

  Brigadier-General Patterson

  "Buckets" Nelson - MRP in Boot Hill  

   
Experienced. Shootout: Use when Buckets is out of town. Discard a card from your Play hand to create a Shark that joins Nelson's posse. The Shark is a 1-Stud, 0 Influence, ace value token Dude. Remove the Shark from play after the shootout. Nelson can use this action any number of times per turn..

Buster Madison - MRP in Boot Hill

Experienced. Huckster: 1 Noon: Use when Buster is at a Saloon. Target another Dude at the Saloon and take 1 ghost rock from the Dude's controller.

  Byron St. James - MRP in Pine Box  

St. James cannot move him to any location that contains Howard Findley. (This does not affect bringing St. James into play.)

  Camille Sinclair - MRP in Boot Hill  

Shootout: Use when there is a Terror in the opposing posse. Camille gains a +1 Bullet bonus until the end of the shootout.

  Captain Sim Yut-San - MRP in Boot Hill  

Experienced. Noon: Target another Dude in play. Boot Captain Sim to reduce the Influence of Captain Sim and the target Dude to 0 until after Nightfall..

  Cassidy Greene - MRP in Pine Box  

If you control a saloon you may bring Cassidy into play for free at the saloon. Noon: Give a +1 Bullet bonus until the end of the turn to any other dude at the same deed as Cassidy. The Dude keeps the bonus even if he or she moves.

  Charlie Flatbush - MRP in Boot Hill  

Experienced. Noon: Use when Charlie is at an in-town Deed. Select another Dude at the Deed. Charlie's Influence becomes equal to the Dude's current Influence, until after Nightfall.

  Charlie Landers - MRP in Pine Box  

Charlie cannot be called out or move to a location you do not control. Noon: Boot Charlie when he is in a saloon to dispense free drinks, resulting in a -1 Bullet penalty (minimum 0) until Nightfall, for all other dudes in the same saloon as Charlie

  Christopher Hill

  Cort Williams - MRP in Boot Hill  

Terrors in the same location as Cort have their Influence reduced to 0. Shootout: Target and ace a Terror in this shootout.

  Crawford Talmadge

  Cynthia Kingston

  Darren Titus - MRP in Boot Hill  

Noon: Use when Darren and another Blackjacks Dude are in the Town Square. Target and boot the other Dude to give Darren a +1 Influence bonus until after Nightfall. You can do this any number of times per turn. Darren loses this Influence bonus while at home.

  Deer Eater - MRP in Boot Hill  

Other players’ Shootout actions cannot target Deer Eater. Deer Eater will not trade away Goods. Noon: If Deer Eater is not equipped with a Sioux-only Goods card, attach one to him from your Play hand for 2 less ghost rock.

  Deluge

Deputy John Templeton - MRP in Pine Box  

Templeton gets a +2 Bullet bonus while anyone in an opposing posse in a shootout has a lower value.

  Dolores Whateley - MRP in Boot Hill + Errata

Huckster 0: Noon: Target a Dude. Boot Dolores to give the Dude a -1 Bullet penalty until after nightfall. Noon: Discard a black card to give Dolores a +2 Bullet bonus and increase her Huckster rating by 2, until after nightfall.

  Dolores Whateley - Errata

Experienced. Huckster 0: Shootout: If Dolores is at the Whateley home or a location with "Graveyard" or "Undertaker" in the title, discard any number of black cards from your hand. Each card discarded in this fashion creates one Skeleton - a 2 Stud, 0 Influence, ace value token Dude - in this shootout. The token Dudes are removed from play after the shootout.

  Dr Hardstrom

  Dread Wolf Pack - MRP in Boot Hill  

Non-Unique. Abomination. The Dread Wolf Pack cannot attach Goods. Shootout: Use when there is only one Dude is in the opposing posse. The Dread Wolf Pack gains a +3 Bullet bonus until the end of the shootout. 

Edward Randolph III

Elijah - Experienced 2

Enoch Whateley

Enrique Alonso

  Erik Zarkov - MRP in Boot Hill  

Shootout Pull: Target a Weapon Gadget attached to Erik. If the pull is a §, ace Erik. Otherwise the Gadget gains a +3 Bullet bonus until the end of the shootout.

  Erik Zarkov - Experienced

  Ezra Whateley

  Ezzie - MRP in Boot Hill  

Harrowed. Harlot. Noon: Boot Ezzie and target a Dude. The Dude's controller makes three pulls: if all three pulls are higher than the Dude's value, ace the Dude. If the Dude's controller cannot make three pulls, any pulls the controller cannot make are considered successful for Ezzie.

  Faminite

  Father Juan Navarro - MRP in Boot Hill  

Father Juan cannot use the Blackjack home's ability to gain 2 ghost rock. Shootout: Boot Father Juan to remove him from this shootout and send him home.

  Francis Whateley

  Gerald Klippstein

  Gordo Andrade

  Grady Murdoch

  Gunther Hapworth - MRP in Pine Box  

Noon: Boot Gunther at any location and pay 1 Ghost Rock. Give him a +3 Bullet Stud bonus until the end of next turn that is in effect whenever he is at a location you control.

  Gus Gallagher - MRP in Boot Hill   Gus' Bullet Type changed in Boot Hill from a Stud to a Draw

  Gyonshee

  Hangin' Judge

  Hangin' Judge Gabriel

  Harrowed Kenny

  Hector Casparo - MRP in Pine Box  

Reaction: After Draw hands are revealed, you can discard a card from your Draw hand and redraw one card when Casparo is gambling (as a result of a card effect) or in a Shootout.

  Hope In Winter

  Humphrey Walters - MRP in Pine Box  

Town Founder. Lycanthrope. Shootout Pull: You can use this ability once per shootout. If the pull is red, put the Werewolf into play unbooted and under your control from your hand in place of Humphrey and put Humphrey into your play hand. Humphrey and the Werewolf are different Dudes for uniqueness purposes. All attached cards are discarded. If a Full Moon has occurred this turn, this pull is automatically red.

  Humphrey Walters - Experienced

  Jacob The Healer

  Jacynth Ambrose

  Jim MacNeil

  Joseph Eyes-Like-Rain - MRP in Pine Box  

Reaction: Boot Joseph when you have just discarded a Draw hand. Take any one card from the Draw hand and place it in your Play hand. Discard a card if you have more than five.

  J.P. Coleman

  Judge Fayllen Wells

  Judge Henry Warwick - MRP in Pine Box  

Noon Job: Boot Warwick to start a job to ace any other player's Wanted dude in play. Warwick must be in the posse.

  Karl Rundgren

  Kansas City Kara - MRP in Pine Box  

Lycanthrope. Noon Pull: If the pull is red, put the Werewolf into play in this location. Put Kara into your hand with all of her goods. If a Full Moon has been played this turn, the pull is automatically red and cannot be changed from red in any way.

  Katie Karl - MRP in Boot Hill  

Experienced. All Dudes in a posse with Katie Karl are Studs while she remains in the shootout. While Katie Karl is in your posse, card effects cannot prevent you from playing Shootout actions.

  Killer Kerry

  Lawrence Goodman

  Lilith - Errata  
Abomination. If this Dude has been aced and is in Boot Hill, you may ace one of your other Dudes as a Noon action to return this Dude to play at your home, unbooted. The Dude you ace does not go to Boot Hill, but is removed from play instead

  Lilith Vandekamp (Experienced)

  Lucky Ted

  Lukas Owens

  Lucifer Whately (Experienced)

  Marcus Perriwinkle - MRP in Boot Hill  

Non-Unique. Mad Scientist: 0. Gadgets created by Marcus have their ghost rock cost reduced by 2.

  Marcus Perriwinkle (Experienced)

  McCracken Brothers

  Mick Caples

  Mitobu - MRP in Pine Box  

Shootout: Ace any Abomination in the opposing posse. Mitobu cannot be your shooter and provides no Bullet bonus in this shootout. You cannot perform this action if Mitobu is the only dude in your posse.

  Mr Applegate Esq.

  Nadia Krasnova

  Nate Hunter (Experienced 2)

  Nebuchadnezzar - MRP in Boot Hill  

Abomination. Shootout: Boot one of your Hucksters in play. Nebuchadnezzar gains a Bullet bonus equal to the Huckster's Huckster rating.

  Nelson Roberts - MRP in Pine Box  

Roberts can attach any card with "Rifle" in the title at no cost.

  Nelson Roberts - MRP in Boot Hill  

Experienced. Reaction: Immediately after a Dude boots to join a posse, target the Dude. Lower Nelson's Bullet rating to 0 until the shootout ends and boot a card attached to him with "Rifle" in the title. The target Dude still boots but does not move or join the posse.

  Old Scratch

  Pennsylvania Kid

  Philip Goodson

  Po Yu - MRP in Boot Hill  

Experienced. Huckster: 3 Noon: Use when Po Yu is at a Strike you own and control. Target and ace another player's Abomination at this location.

  Poison Woman

  Pox Walker

  Pride (Experienced)

  Prof. Susan Franklin - MRP in Boot Hill  

Experienced. Mad Scientist: 1 Noon: Use when Prof. Franklin is at her home. Boot her and target another player. Look at the player's hand.

  Professor Crowe

  Professor Sarah Wings

  Rachel Sumner - MRP in Boot Hill  

Experienced. Noon: Target a Law Dog in or adjacent to Rachel's location. Rachel calls out that Dude and becomes Wanted.

  Rails Richardson

  Reggie Cornell

  Requiem

  Reverend Simon MacPherson

  Richard Boothe - MRP in Boot Hill  

Experienced. Noon: Use when Richard is at a Strike. Boot Richard and gain ghost rock equal to the Strike's Production, then reduce its Production to 0 until the start of the next High Noon.

  Robert Northrop - MRP in Boot Hill  

Experienced. Harrowed. While Robert is unbooted and at a Strike, the printed Production of the Strike is doubled. Reaction: When a Strike is aced, boot Robert and move him to the Strike if he is not already there. The Strike is no longer aced.

  Sam Horowitz - MRP in Pine Box  

Cards with "Dynamite" or "Bomb" in their title have no Ghost Rock cost when being attached to Horowitz Noon: Boot Horowitz. The deed where he is located produces no Ghost Rock until after Nightfall next turn, and Horowitz cannot perform any actions until after nightfall this turn.

  Sam Horowitz - MRP in Boot Hill  

Experienced. Noon: Use when Sam is at a Deed you own or control. Boot Sam and make him Wanted. Ace the Deed. 

  Shigetoshi Hohiro - MRP in Boot Hill  

Blessed: 1 Reaction Pull: Immediately after a Huckster at this location makes a skill check for a Hex, boot Shigetoshi. If your pull is greater than the Huckster's skill check, the Huckster is sent home booted.

  Singing Feather

  Sun Shu-Jen

  Suzy 309

  The Drifter - MRP in Boot Hill  

The Drifter's Upkeep cost cannot be reduced or negated by any means.

  The Ghost

  The Jinx

  The Snitch

  The Twitch - MRP in Pine Box  

If The Twitch is aced during a shootout, send him home booted instead of to Boot Hill, and permanently reduce his printed Bullet rating by 1. If his printed Bullet rating is ever permanently reduced to 0, The Twitch is removed from play and cannot return.

  Tioga Joe

  Tom O'Reilly

  Tombstone Frank

  Two Birds Chirping - Experienced

  Tzipporah Whateley - Experienced.

  Unknown Hooded Figure - MRP in Pine Box  

Abomination. You must have a member of the Whateley Outfit in play to bring the Figure into play or use it's Reaction. The figure can start the game in play. Reaction: The first time it is aced in a game, return the Figure home Harrowed as your first action next high Noon, and give it a permanent +1 Bullet bonus.

  Vampiric Dance Hall Girl - MRP in DUO makes her a Blackjack Dude - she has lost her Drifter status.

  Walking Dead - MRP in Boot Hill  

Abomination. The Walkin' Dead cannot move to Strikes. Any Dude in a posse with the Walkin' Dead immediately becomes Wanted. There is no limit to the number of Walkin' Dead that each player can have in play. Card Memory does not apply to Walkin' Dead.

  Wall Crawler - MRP in Boot Hill  

Abomination. The Wall Crawler cannot move to locations in town. The Wall Crawler cannot attach Goods. There is no limit to the number of Wall Crawlers that each player can have in play. Card Memory does not apply to Wall Crawlers.

  Werewolf - MRP in Pine Box  

Abomination. You cannot bring the Werewolf into play through normal means (starting with it or paying to play it from your hand as a Noon action). Goods cannot be attached to the Werewolf. Noon Pull: Boot the Werewolf. If the pull is Black, and the Fear level is below 8, put a Lycanthrope dude into play from your Hand in the Werewolf's location. Put the Werewolf into your Hand.

  Whiskey Nick

  Wilhelmina Whateley

  Wilhelmina Whateley (Experienced)

  Wrath (Experienced)

  Xiong "Wendy" Cheng - MRP in Boot Hill  

Shootout: Target a Dude in the opposing posse and send the Dude home booted. Wendy has a -2 Bullet penalty (minimum 0) and becomes a Draw until after Nightfall.
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Events

  1st Bank Is Robbed

  A Coach Comes To Town - MRP in Boot Hill  

Starting with the Winner and going clockwise, one of your opponent's Dudes can start a job to rob the stage in the Town Square. You can form a posse to defend it if you wish. If the job succeeds, pay that player 4 ghost rock, or your total ghost rock if you have less than 4. If nobody attacks the stage or the job fails, you gain 4 ghost rock from the Bank.

  Army Of Gremlins - MRP in Boot Hill  

All Gadgets are turned face-down until after Nightfall. While face-down, those Gadgets are considered out of play except for uniqueness purposes. Every Dude with one or more of these Gadgets has a -1 Influence penalty until after Nightfall.

  Austin Saves Father Juan

  Battle For Lord Grimelys

  Boxing Match

   Burning of the Whateley Estate

  Christmas Day

  Dead Walk The Earth

  Earthquake

  Easter Sunday - MRP in Pine Box  

Each Player can pull for each one of his or her dudes that was aced last turn. If the pull is red, the dude returns to play at your home, unbooted. If the dude was Harrowed before, he or she remains Harrowed; otherwise, he or she returns to play as a normal, non-Harrowed dude. Ace this card.

  Election Day

  Eureka! - MRP in Pine Box  

Eureka enters play attached to your gang. Whenever Eureka attaches to a Players Gang, that player draws two cards and adds them to his or her Play Hand. A Players maximum hand size is increased by 2 while Eureka is attached. Eureka leaves his player whenever a dude that player controls is aced and attaches to the next player on the left. If multiple dudes are aced simultaneously, Eureka! moves only once. Only one Eureka can be in play at a time.

  Eureka?!? - MRP in Boot Hill  

If "Eureka!" is in play, send it to its owner's Boot Hill. Attach Eureka?!? to the home of the player to your left. When Eureka?!? attaches to a player's home, the player discards one card from his or her Play hand. A player's maximum hand size is reduced by one while Eureka?!? is attached. If the player wins a shootout, Eureka?!? leaves and attaches to the next player on the left. Only one Eureka can be in play at a time - discard any subsequent copies.

Full Moon - MRP in Boot Hill  

Choose a Dude and pull: If the pull is greater than the Dudes value, you gain control of the Dude until after Nightfall, but his or her Upkeep cost is tripled until after Nightfall. If you do not pay the Upkeep, the Dude is immediately returned to his or her original controller. Ace this card.

  Ghost Infestation

  Ghost Rock Fever - MRP in Boot Hill  

Until after Nightfall, lower by 2 (minimum 0) the Control Points of each Strike with a value under 5, and lower by 1 (minimum 0) the Control Points of each Strike with a value over 4.

  Harvest Moon

  It Was A Mountain Lion - MRP in Pine Box  

Pull: The Dude (or Dudes) in play whose value is closest to the pull gets aced. Ace this card.

  Jack Guns Down Spike

  Knicknevin

  Labor Dispute - MRP in Pine Box  

All Strikes have their printed Production reduced by 2 this turn (minimum 0).

  Los Diablos Stampede - MRP in Pine Box  

The Dude (or Dudes) in play with the highest value is chased by the Stampede. Pull for each Dude being chased; If the pull is less than or equal to the dude's Bullet rating, the Dude is booted. If the pull is greater than the Dude's Bullet rating, but less than the Dude's value, the Dude goes into his or her owner's hand. If the pull is neither of the above, the Dude is aced. Ace this card.

  Major Earthquake

  Military Occupation

  Missing Children

  Nate Hunter Is Elected Sheriff

  New Science Magazine

  New Town, New Rules

  Purging Of The Golden Mare - Errata  

Each player may search through his or her deck, Play hand, and discard pile for any copies of Dudes or Deeds currently in play or in Boot Hill that are owned by another player. If any copies are found, those copies are put into their owners' Boot Hill. That player must shuffle their deck if they searched it.

  Riot - MRP in Boot Hill  

All Dudes with 0 Influence are turned face-down until after Nightfall. While face-down, those Dudes are considered out of play except for uniqueness purposes. Ace this card.

  Temperance Army

  Total Eclipse

  Undead Miners

  Unexpected Guest

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Goods

  Ammo Belt

  Bioengineering

  Blood Money

  Bomb

  Buffalo Rifle - MRP in Pine Box  

If this dude is adjacent to the location of a job or Shootout, he or she can become part of the posse without moving or booting, even if booted. If a dude joins a posse this way, that dude cannot have any other Weapons ready until after the shootout.

  Bullet-Proof Vest - MRP in Pine Box  

Gadget: 3. This dude cannot be aced as a result of a Draw hand rank in a Shootout unless his or her Draw Hand is beaten by at least two Ranks. Continue the Shootout for another round, if necessary.

  Derringer

  Double-barreled Shotgun - Errata

  Duplicator

  Electrothermic Entropy Projector - Errata  

Unique. Weapon. Gadget. Can only be attached to a Collegium Dude. This Dude gains +1 Bullet bonus and a +1 Influence bonus for every other Collegium Dude in this location. When bringing this Gadget into play, it can be attached to Dudes other than Mad Scientists, does not require a Mad Scientist to boot, and does not require a skill check.

  Flamethrower - MRP in Boot Hill  

Weapon. Gadget Difficulty: 5. If this Dude is aced in a shootout, pull: If the pull is odd, the Flamethrower explodes, acing two additional Dudes of your choice in your posse. Shootout: Pay 1 ghost rock. This Dude gains a +2 Bullet bonus and is a Stud until the end of the shootout. This action can be used once per shootout.

  Gatling Gun

  Ghost Rock Detector

  Ghostrock Cannon

  Hat Gun

  Hoyles Book, 1769 Ed

  Infrared Spectacles - MRP in Boot Hill  

Gadget Difficulty: 6 Reaction: Immediately after this Dude moves to a location, target a Dude at the same location. Boot the Infrared Spectacles to call out the target Dude.

  Jack's Right Shooter

  Kenny - MRP in Pine Box  

Sidekick. While Kenny is attached to a Dude in a shootout, he is a Dude in the posse and has a 0 Draw Bullet rating. If Kenny is removed from the shootout, he becomes booted, still attached to the same Dude, and is no longer a Dude. If Kenny is killed in a shootout, he is aced (not discarded).

  Lucifer's Cane

  Lemat Pistol

  Maze Runner

 New Hat

  Oswald's Chair

  Pair Of Six Shooters

  Pandora's Box

  Pale Horse

  Peace Pipe

  Pipe

  Pocket Watch

Prof. Parnham's Miracle Elixir - MRP in Pine Box  

Gadget: 4. Reaction: Use the Elixir when this dude is aced to ace the Elixir instead. The Dude is not aced and goes home booted.

  Ray Gun - MRP in Boot Hill  

Weapon. Gadget Difficulty: 6 This Gadget has no ghost rock cost if being attached to Erik Zarkov.

  Roan

  Sawn-off Shotgun - Errata

  Screamers

  Shotgun - MRP in Boot Hill  

Weapon. Shootout: Target a Dude in the opposing posse whose value is less than or equal to this Dude’s Bullet rating. Ace the target Dude.

  Soul Blast Cannon

  Stallion

  Still

  Steam-Powered Crane

  Stoker's Sabre

  Sweaty Dynamite - MRP in Boot Hill  

Noon Pull: If the pull is a §, ace this Dude. Otherwise, boot this Dude and attach the Dynamite to this Deed. Any Dude can start a Noon job that targets the Dynamite - if the job succeeds, the Dynamite is aced. If the Dynamite is still attached to the Deed after Nightfall, ace the Deed and discard the Dynamite.

  Unholy Symbol - MRP in Boot Hill  

Mystical. If this Dude is in a posse that wins a round of a shootout, the opposing posse takes one additional casualty

  Zapper - MRP in Boot Hill  

Weapon. Gadget Difficulty: 5. Shootout: Target an opposing Dude. Until the shootout ends, the target Dude cannot be the shooter if another Dude can be, and the target Dude's Bullet rating does not contribute to the number of cards drawn or redrawn by the opposing player.
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Homes

  Agency

  Agency - Union Blue

  Black Jacks - MRP in Boot Hill  

Noon: Target and boot one of your Blackjacks Dudes to gain 2 ghost rock. The Dude becomes Wanted. This action can be used any number of times per turn.

  Coalition

  Collegium

  Collegium - Wasatch Rails

  Flock: Children Of Armageddon

  Law Dogs - MRP in Pine Box  

You get 1 Victory Point every time you put another player's Wanted dude into Jail and every time you ace a Wanted dude who has more than 1 Influence.

  Law Dogs - Hunter's Office - MRP in Boot Hill  

All Weapons you put into play have their ghost rock cost halved, rounded down. Noon: Select one of your Dudes and target a Wanted Dude at the same location. Your Dude calls out the Wanted Dude. You can use this action any number of times per turn.

  Law Dogs - Mob Justice

  Maze Rats - MRP in Pine Box  

All Dudes you control consider all Strikes adjacent to your home. Noon: Boot one or more Dudes you control at a Strike you control. If the total of the Dudes' Bullet ratings is higher than the current Production of the Strike, you are the owner of the Strike until the end of the game.

  Maze Rats - Landed Rats

  Sioux Union - MRP in Boot Hill + Errata

Reaction: Instead of receiving your home's Production during Upkeep, you can get any one Spirit or Sioux Dude from your deck, show it to the other players, then put it into your Play hand. If you borrowed from the Bank during the Gambling Phase, you cannot use this action.

  Sioux War Party

  Sioux Spirit Warriors

  Sweetrock - MRP in Pine Box     Production dropped to +3

You cannot put into play or take control of a Dude from another Outfit if you already control a non-Sweetrock, non-Drifter Dude. You have +1 Control Point for each Strike that you control that has a current Production more than 5. When playing lowball during the Gambling Phase, draw an extra card, then discard a card.

  Sweetrock - Gomorra Ltd, Rail Line - Errata  

All Deeds you put into play have their ghost rock cost reduced by 2. All your Deeds enter play booted.
Noon: Target an unbooted Deed you own and control. Ace the Deed to gain ghost rock equal to the Deeds printed cost

  Sweetrock - Western Corporate Office

  Texas Rangers - MRP in Boot Hill  

Noon: Target a Terror. Boot one of your Dudes in the same or adjacent location to call out the Terror. Reaction: Immediately before one of your Dudes moves or joins a posse, boot this card. The Dude can ignore all movement restrictions, and can join a posse at a non-adjacent location. All movement costs, such as booting, must still be paid.

  Texas Rangers - Dixie Rails

  Whateleys - Extended Family - MRP in Boot Hill  

Each of your Terrors has its Upkeep cost lowered by 1 (minimum 0). You always have additional Control Points equal to the Fear level minus 6 (minimum 0).
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Improvements

  Chain Gang

  Corporate Headquarters

  Homeless Joe - MRP in Boot Hill  

Improvement. Controller Noon: Use when you have less than four cards in your Play hand. Draw a card.

  Harvesting Plots

  Iron Gate

  Night Sentry

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Jokers

  Death's Head Joker - MRP in Boot Hill  

Joker This card can only be used for shootout Draw hands. Ace this card after it is used. If it is pulled, or revealed in a non-shootout Draw hand, it has no effect - immediately ace and replace it with the top card of your deck. When used in a shootout Draw hand, it is a Wildcard: the player who draws it determines its suit and value, and in addition, the lowest value Dude (or Dudes) in the opposing posse is aced before hand ranks are compared. You cannot have more than two Jokers in a deck. This card does not count against your deck limit.

  Joker - MRP in Boot Hill 

Joker This card can only be used for Draw hands and pulls. Ace this card after it is used. The Joker is a wildcard: the player who draws it determines its suit and value. You may not have more than two Jokers in a deck. This card does not count against your deck limit.
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Spells

  Apache Devil Dancers - MRP in Boot Hill  

Reaction Spirit 6: Immediately before an Event in a lowball Draw hand resolves, boot this Shaman. If this Spirit succeeds, the Event is discarded without effect. Reaction Spirit 8: Immediately before an Event in a lowball Draw hand resolves, boot this Shaman. If this Spirit succeeds, the Event is aced without effect.

  Ask the Spirits

  Blood Curse - MRP in Boot Hill  

Noon Hex 8: Target a Dude. If this Hex succeeds, the Dude has a -1 Bullet penalty and a -1 Influence penalty (minimum 0) until after Nightfall. Shootout Hex 9: Target a Dude in this shootout. If this Hex succeeds, the Dude has a -2 Bullet penalty (minimum 0) until after Nightfall.

  Burnt Offerin' - MRP in Boot Hill  

Noon Miracle Job 6: Boot this Blessed to start a job that targets a Deed. If the job succeeds and this Blessed is still in the posse, make the Spell pull. If the Miracle succeeds, the Deed and this Miracle are aced and you gain 1 Victory Point.

  Calm

  Censure

  Consecrate Armament - MRP in Pine Box  

Noon Miracle 3: If this Miracle is successful, give a +1 bullet bonus and the Mystical trait to any one weapon in play until after nightfall. Noon Miracle 7: If this Miracle is successful, give a +2 bullet bonus and the Mystical trait to any one weapon in play until after nightfall.

  Coyote's Laugh - MRP in Boot Hill  

Shootout Spirit 6: If this Spirit succeeds, this Shaman moves to the shootout's location, ignoring movement restrictions, and joins your posse.

  Curse

  Dark Protection

  Exorcism

Faustian Deal

  Helpin' Hand - MRP in Pine Box  

Reaction Hex X: Boot this Huckster when any dude (including himself) is aced. X is the Dude's value plus Influence plus bullet rating. If the hex is successful, the Dude is not aced, but is moved home booted.

  Hunch

  Jinx

  Kentucky Windage - MRP in Boot Hill  

Shootout Hex 5: If this Hex succeeds, target a Dude in the opposing posse. Until the end of this shootout, card effects cannot prevent the target Dude from being aced. Any card effect that would prevent the target Dude from being aced is negated.

  Knicknevin's Deal - MRP in Boot Hill  

Noon Hex X: Boot this Huckster and target a Dude in Boot Hill. X is the value of the target Dude. If this Hex succeeds, return the Dude to play under your control, Harrowed. Ace this card.

  Lay On Hands - MRP in Boot Hill  

Reaction Miracle 8: When a Dude is aced, boot this Blessed. If this Miracle succeeds, the target Dude is not aced, but is sent home booted. If the Miracle fails, this Blessed cannot unboot this turn, and loses one Influence permanently (minimum zero).

  Looking Glass - MRP in Boot Hill  

Noon Hex 6: Use when this Huckster is at an in-town Deed. If this Hex succeeds, then until after Nightfall your Dudes are considered adjacent to all other in-town Deeds while at that Deed. 

  Mark Of Pestilence

  Medicine - MRP in Boot Hill  

Reaction Spirit X: When a Dude is aced, boot this Shaman. X is the target Dude's value plus Influence plus Bullet rating. If the Spirit succeeds, the Dude is not aced, but is sent home booted.

  Mercy

  Mirror Mirror

  Missed Me

  Phantom Fingers

  Prophecy - Errata  

Noon Miracle 6: Target a player's deck. If this Miracle succeeds, look at the top four cards of that deck, then return them in the same order.

  Puppet - MRP in Boot Hill  

Noon Hex X: Target a Dude at this location. X is the Dude's value plus Influence plus Bullet rating. If this Hex succeeds, you take control of the Dude until after Nightfall.

  Roll The Dice - Errata  

Reaction Miracle X: Perform this Miracle immediately before an Event resolves. X is the value of the Event. If this Miracle succeeds, the Event is aced without effect.

  Sacrifice - MRP in Boot Hill  

Noon Miracle 6: Boot this Blessed and target a booted Dude in play. If this Miracle is successful, unboot the Dude.

  Seventh Bowl

  Shadow Man

  Sixth Bowl

  Soul Blast - MRP in Boot Hill  

Shootout Hex X: Target an opposing Dude. X is the value plus Bullet rating of the Dude. If this Hex succeeds, send the Dude home booted. If the skill check exceeds the Difficulty by more than 5, ace the Dude instead. If you pull an ace or Joker, the Huckster is also aced.

  Spirit Walk

  Strength Of The Bear

  Summon Spirit - MRP in Boot Hill  

Shootout Spirit 6: If this Spirit succeeds, a Spirit joins your posse. The Spirit is a 1 Draw, 0 Influence, ace-value token Dude. The Spirit is removed from play after the shootout. Shootout Spirit 9: If this Spirit succeeds, a Spirit joins your posse. The Spirit is a 2 Stud, 0 Influence, ace-value token Dude. The Spirit is removed from play after the shootout.

  Sympathy For The Devil - MRP in Boot Hill  

Noon Hex X: Target an opponent’s Dude at this location. This Huckster calls out the Dude, who cannot refuse. No other Dudes can join. If the Dude is aced in the shootout, make the Hex pull. X is the value plus twice the Influence of the Dude. If successful, gain Victory Points equal to the Dude’s Influence and remove the Dude from play - no other copy can enter play this game. Ace this Hex.

  Test Of Faith

  Texas Twister - MRP in Boot Hill  

Noon Hex 5: Target an unbooted Dude at an adjacent location. If this Hex succeeds, boot the Dude. Noon Hex X: Target an unbooted Dude in play. X is the value plus Influence of the Dude. If this Hex succeeds, boot the Dude.

  The Spirits Flee

  Turtle's Shell - MRP in Pine Box  

Shootout Spirit 6: If this Spirit is successful, then you can ace one less Dude (if you have to ace any) each round for the rest of this shootout.

  Unearthly Beacon 

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