

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
- This does not give the Weapon trait to a non-Weapon gadget
copying an action from a Weapon.
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. |
- Can be used to add an Event into a lowball hand.
- Can add a Death's Head Joker to a Draw hand using this card.
The Death's Head Joker will detonate after all other reactions to the Draw
hand have been played.
- Can also remove a Death's Head Joker from a shootout Draw
hand (only), in which case it doesn't detonate and is simply discarded.
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. |
- If the target becomes wanted during the
ambush shootout, this does not prevent the attacking dudes from becoming 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. |
- You only get a VP if no one calls out your Dude. Winning
the subsequent shootout does not give a VP.
- Only overrides calling out restrictions, not movement restrictions.
- Your Dude must be able to move to the Town Square for the
shootout. Using a card effect that allows you to join posses from an adjacent
location without moving is not sufficient.
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
- Dude uniqueness rules apply to the Terror
- Can be used to play the Werewolf
Bad Tequila
- MRP in Boot Hill
| Noon: Target
an unbooted Dude with Influence less than 2. Boot the Dude. |
Between The Shoulderblades
- Only card effects that say they remove a Dude count. Yes,
that does include Medicine and Helping Hands, but wouldn't include a Harrowed
pull which is not a card effect.
Bloody Face
- If a Dude targeted with this then attaches
a Harrowed Power, the Harrowed Power is permanent, even though the effect
of Bloody Face expires at Nightfall
- This only allows the Dude to be targeted
as though he were a Harrowed - it does not actually make the Dude harrowed.
Bluff
- If this results in an illegal hand, your opponent cannot
play a Cheatin' card as the time to play those has passed (For a more detailed
explanation, see the FAQ - Reactions)
- You cannot play this unless you have a Draw hand of your
own.
Born Under A Strange Star
- If the Dude hits Boot Hill again, you can still bring another
copy into play.
Both
Barrels
- Complete the first hand, including all extra
cards and redraws, then draw the second.
Bottom Dealin'
- Draw the top card of your Discard pile before
discarding this card.
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. |
- He can target dudes at restricted locations,
such as the Abandoned Mine, as he come's into play there rather than moving
there.
- Can be cancelled with Sheriff's Watchin'
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. |
- Only Dudes declared as casualties after
comparing Draw hands are sent home booted. Dudes aced at other times during
the Brawl, for example with a Shotgun, are aced and sent to Boot Hill.
- A Dude can start as many Brawls as he wants
in a turn at the selected location.
- If an Unlucky Charm is played on a Dude
in a Brawl, he can be aced as normal.
- Effects that prevent Dudes from not being
aced override Brawl. So Deputy John Templeton aces any Dude he defeats in
a Brawl. Same goes for the Sioux Spirit Warriors.
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
- Collegium New Front dudes hit with this
gain no benefit from attached gadgets, and so will not get a VP for acing
a Stud.
- Takes precedence over the Ammo Belt
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. |
- You may Claim Jump a copy of a non-unique
claim that you already have in play
Clean Getaway
- You must move to another out of town location. If you cannot, you cannot play the card.
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. |
- If the shootout takes place on your opponents
Private land, your posse becomes Wanted
- Your dude moves to the location of the target, and stays there, booted, when the shootout is over.
Collegium
Sinks The Typhoon
- You must target a number of Dudes equal
to the number of Gadget Weapons. You cannot target less.
Confederate Hunter
- This only allows you to override an effect
that specifically prevents targeting, such as Shadow Man. It does not
allow you to ignore targeting requirements - for example, you cannot use this
to target a Dude for a Kidnapping with a higher Bullet rating.
Construction Crew
- The Deed comes from your Play hand.
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. |
- When raising your Dude's Bullet rating,
all Weapons and other bonuses currently applied to the target Dude are included
e.g.when calling out Black Jack (5), who is armed with a Ray Gun (+3) and
who has been targeted with Warpaint (+2), your Dude's Bullet rating is raised
to 10.
- Does not change the Bullet type of your
Dude from a Draw to a Stud, or vice versa.
Degeneration
- Consider all permanent changes (including
Harrowed Powers) to be 'printed' and therefore removable.
- If you remove an action on an inexperienced
Dude, and the Dude is then switched for an experienced version (or vice versa),
the new version is not affected by the removal of the original action. This
applies even if the actions are very similar, such as Ezzie. The
reduction in Influence and Bullets do carry over, so long as the original
version did not have zero in those values, as Degeneration has the (minimum
zero) provision.
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. |
- Can be used even if all your dudes already
belong to your outfit.
- If you Deputize a Drifter, he loses his
Drifter status.
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
- The spell is considered resolved even it
fails it's pull.
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. |
- This can be used to prevent dudes from joining
a posse at any point in a shootout (such as Victor Navarro's action).
- Cannot prevent Smoke Signals, as booting
the Dudes is not a cost to join the posse - it is an effect after they have
joined.
Divided Loyalties
- If the dude changes sides in the middle
of a shootout, he is still in the shootout but is now part of the opposing
posse.
- If the dude you take control of has upkeep
(including the additional upkeep for a dude with influence who is not of your
outfit), you may choose not to pay the upkeep and so discard the dude.
Dominion
- If the Dude is discarded, the Harrowed power
is still aced.
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
- Occurs after bonuses that add to production
- As production is only increased during the
Upkeep Phase, the increase does not count towards Sweetrock control points.
Drawing A Bead
- When played on a lone dude in a shootout,
that dude provides no bullet bonuses of any sort for the first round of the
shootout.
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. |
- Can only be played if it's the last card
in your hand.
Extortion
- If the target Deed leaves play and then
returns, the Extortion is retained through card memory.
- Multiple copies played on the same Deed
are cumulative.
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
- Yes- this is cumulative! Don't cheat!!
- On subsequent turns, FoA triggers after
any other Cheatin' cards are played.
- The player who played this is the one considered
to be acing the Dudes, and so gains such benefits as a bounty in a shootout,
making a Harrowed pull, etc.
- A player under the effect of 1 FoA, and
who draws 4 illegal hands due to a Jackelope Stampede, sitll only has to make
one Dude wanted or ace one Dude as all the Jackelope hands are all part of
a single illegal Draw
- If a player has been hit multiple times
with this card, and then cheats again, resolve each FOA as a separate event,
not all at the same time.
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
- You do not have to pay the cost of the Deed
when using this card, just the cost of Forgery
- If a subsequent card effect prevents the
Deed being aced (e.g. Bucket Brigade), the Forgery doesn't resolve. The Deed
remains in your hand but the Forgery is still discarded.
Friendly Game
- Cheatin'! cards may be played normally
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. |
- The draw hands from being resolved remain on the table until the Get a Rope shooting is over.
- The dude performing the Get a Rope leaves any posse they are currently in if
they move to a new location.
- If that dude was the only dude in the original shootout's posse, that shootout does not resolve; any jobs are either
successful or fail as per the normal rules.
- If they do not move, they remain in their existing posse.
Gettin'
Outta Hand
- A Dude is performing an action:
- When you use an action printed on the Dude
- When you use an action printed on a card attached
to the Dude.
- When you use an action that requires you to boot a
Dude, the booting Dude is considered to be performing an action
- When you move a Dude using the standard Movin' rules
or via a card effect
- When you call out another Dude using the standard
Callin' Out rules or with a card effect.
- When you attach a Goods or Spell to a Dude using
the standard Shoppin'/Tradin' rules, or with a card effect. When Tradin',
the original (giving) dude is also considered performing an action.
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
- Can only affect an action printed on a Dude,
not actions on cards attached to the dude.
- Multiple copies can be applied to the same
action on a Dude
Grave Robbin'
- If multiple copies of the same Dude are
in Boot Hill, gain 1 ghostrock per copy.
- Gain 1 GR for each dude in every Boot Hill, not just your own.
Haunting
- This reduction is applied after all production
bonuses
- Is retained through card memory if the Deed
leaves play.
- Multiple copies are cumulative, and require
one Shaman or Blessed to boot for each copy played.
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. |
- Can be used whether you are the Dealer or
the Target of the Job.
- Occurs before posses are formed, so will
always react before cards like Diversion
Headsman's Axe
- This reaction is triggered after a dude
is aced i.e. after any reactions that prevent the dude from being aced. It
does not stop a Harrowed pull.
- If the dude is not discarded from the harrowed pull, but later leaves play, the Axe is in effect and he may not re-enter.
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. |
- You can select an already Harrowed dude
from Boot Hill
Home
Sweet Home
- Shoppin' is considered a Noon Action, so
you cannot attach Goods or Spells to a dude protected by this card.
- Both effects end after Nightfall.
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
- Multiple copies of this card are cumulative.
Hot Loaded Rounds
- If no Draw hands are revealed, this card
is not aced
Ignore Im
- If the shootout is taking place at your
Home, the dude is booted and removed from the shootout.
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. |
- You discard cards you control, not necessarily
cards you own.
- For subsequent draws, always draw 5 cards.
That includes Sweetrock during Lowball, and all shootout Draw Hands.
- Cannot discard Eureka! or Eureka?!?
- The Old Moon Saloon pays just 1
ghostrock, no matter how many illegal hands are drawn.
- If you discard your last card in
play, stop. Your final hand is the cheating hand that
you now have. That's the point at which the Stampede
ends, even if the Deed at the centre of a shootout is discarded, or one posse
has all it's dudes discarded.
- If you discard a card that forces the end
of a shootout, continue to discard cards until a legal hand is drawn.
Jailbreak
- Does not negate any special abilities other
than Noon, Shootout and Reaction actions.
- It cannot remove the Noon job special action
on the Jail.
- If Jailbreak removes the last CP from a
Deed, it is no longer to considered to have a blue chip or be a 'Control Point
Deed'.
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. |
- Is not prevented by effects that stop un-acing
effects from being played, such as the Magnum Bullets.
Just
What I Need
- Can make the new Weapon ready, even if an
existing ready weapon has been used during the current shootout.
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
- Occurs at the same time as the Clocktower,
before the normal round of shootout actions begin.
Last Will
- The Dude receiving the Goods does not have
to be in the same location as the aced Dude.
Lost Faith
- Attached spells remain on the target dude, even though they now cannot be used.
Lost In The Badlands
- Can target a Dude moving as part of a Job,
even if the Dude is the Dealer. If the Dude is the only one in the posse,
the Job automatically fails, otherwise the remaining Dudes in the posse continue
to the target location.
Luck of the Draw
- Each rank has a definable "worst possible
hand", which your hand should be considered to be. Note that if you raise
your hand to rank 11, that "worst hand" happens to be identical
to all other rank 11 hands
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. |
- Multiple copies can be played after the same failed spell. Fully resolve the effects of one before playing the
second.
- Targets the Huckster, so is blocked by Shadow
Man.
Marked
Cards
- The Dealer must declare how many cards to
discard first, then the Target.
- The Dealer draws his cards before the Target
- The Dealer declares his Draw Hand before
the Target
- Playing this card in a Kansas City tournament
is not a good idea - it is considered cheatin' and will lose you the game.
Mark of
Pestilence
- Dudes targeted by this card and then discarded do not continue to lose value while in the discard pile, but will start to do so again if they return to
play, when they will have the value they had when they last left..
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. |
- Note the new wording on this card.
- Booted Dudes can now escape.
- Movement Restrictions are only ignored when
joining the defending posse.
- Can be defended against by any other player with dudes at the target location.
If none of these player owns or controls the location, the winner gets the first opportunity to form a defending posse, then go clockwise.
If no one defends, the attacking posse goes home, and everybody left dies.
- If you massacre your own home and do not have Corporate HQ in play, at the end of the job, all your attacking dudes go home and then die as per the card
text.
- Escaping is not a shootout action, and cannot be prevented by effects such
as No Funny Stuff.
Mimic
- Words in the action which refer to the original
dude become self-referential (e.g. Lucky Ted's ability)
- All actions are retained permanently through
Card Memory
- A Harrowed Dude aced in a shootout can Mimic
his own action.
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
- To keep us all sane, Mob Justice needs to
be consistent with Sheriff's Watchin'. Mob Justice says it can cancel an action
that *could* make the dude wanted. If a job takes place at someone else's
private location, dudes taking part would become wanted if there was a shootout
there, so it's a valid trigger for MJ, and can be cancelled by it.
- See definition of an action under Gettin'
Outta Hand
.
- Triggers for any action that 'could' make the
dude wanted, even if they only become so if a shootout occurs Card
effects can create a defending posse regardless of location, such as Head 'em
off at the Pass.
Move Along
- Cannot be used against No Funny Stuff
because this is a reaction, and NFS prevents reactions from being
played.
- Can be used against a cancelled action
Nice Boots Chief
- May not be used to attach a Goods card to
a Dude that cannot receive it.
Night
Haunt
- Takes place after all ohter Nightfall activities.
Night Haunt
Attack
- Can be cancelled by Sheriff's Watchin'
- Take Ya With Me can be used by the Night
Haunt if it loses the shootout.
No End In Sight
- "That player" refers to the targeted
player, not the player who played the Cheatin'! card.
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. |
- Can be cancelled by reactions that cancel shootout actions, such as screamers
Nowhere To Run
- This cannot prevent a dude from refusing
a shootout.
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
- The Miners Union House cannot prevent
the "no production" on the next turn. Overtime does not reduce a
Strike's production, it just prevents a player from collecting it
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. |
- Has had its value changed in Boot Hill from
8§ to A§. You may use
either or both values in a deck, in any combination you wish, but you may
still only include a total of up to 4 copies in your deck.
- The target's bullet rating doesn't contribute
only when he or she is not the shooter
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. |
- You can assign the Bullet penalty to a dude
with a Bullet rating of 0. As it says minimum 0, the Dudes
Bullet rating will remain on 0.
Price On His Head
- The 5 ghost rock is in addition to the 1
you receive when you ace a Wanted Dude, giving a total bounty of 6 ghostrock.
Additional copies are cumulative.
Quick Reload
- If the action is on a Weapon used in a shootout,
the additional action can be used in the same shootout.
- Like Good Stiff Drink, multiple copies of
this are cumulative.
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
- All Dudes must begin and end the move in
the same location as each other
Reading the Stars
- If an event is delayed and another event is revealed next lowball, select one to resolve.
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. |
- If this prevents a Dude from being aced,
any effects that would have happened had the Dude been aced at the time do
not carry forward to the end of the shootout. For example, if this prevents
a Harrowed Dude being aced with no pull by the Holy Wheel Gun, the Harrowed
will get the normal pull when it is eventually aced after the shootout.
- If a player uses this on his Harrowed
Dude during a shootout, he is considered to be the player acing the Dude after
the shootout. Therefore it is he who makes the Harrowed pull.
Renovations
- The Deed you play can be the same as the
Deed you replace.
- Can be played on a Deed you control in your
opponent's street
Rooftop Sniper
- The sniper does not move to the target's
location. He stays where he is, although the shootout is considered to take
place at the target's location.
- Shootout actions from the original shootout
do not carry forward to this new one, but are still in effect when the original
shootout resumes.
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
- Can only be played if you have a Draw hand.
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. |
- Cannot be used to prevent someone joining
a posse containing a Walking Dead - thats not an action.
- All costs for the cancelled action remain
paid. Booted dudes remain booted and cards played stay in discard. Any actions
on cards are considered used for this turn.
- This card is played before posses are formed
for a Job or other shootout. If a job requires the Dealer to boot, only that
Dude is booted.
Shooting From
The Hip
- The opposing player chooses which dude is
aced.
Shortcut
- Can be used when refusing a shootout to
go Home unbooted.
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
- Does not provide ghostrock via the Graveyard
or Undertakers.
Stoker Vs Knicknevin
- If your opponent has multiple eligible dudes,
you choose which dude is targeted.
- Sidekicks can be used during the shootout,
they do not join the posse, just turn up.
- If the highest value opposing Dude can't
be targeted, this card has no effect.
- In a multi-player game, select a player
and target that player's highest value Dude. You don't need to target the
highest value Dude among all the other players.
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. |
- Multiple copies of this card are cumulative.
- The player who plays this card gets any
benefits from acing the Dude, such as a bounty on a Wanted Dude.
Takin'
Precautions
- You cannot use this card to ace No Funny
Stuff after it's been played - NFS resolves immediately, not at the end of
the shootout.
- This only affects Action cards (and Event
cards), not actions on cards in play.
Tattoo
- You can Tattoo a Shaman with a 0 Bullet
rating. Tatoo says "minimum 0" so his Bullet rating remains on 0
and can be increased through Weapons and other bonuses.
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. |
- Does not remove New Town Hall Victory Points
- only Control Points.
That'll Leave A Scar
- Cards put into Boot Hill by this can't be
saved by reactions that prevent acing.
- The card goes to Boot Hill after Draw hands
have been compared and resolved.
That's Two Pair
- This cannot be played on a non-DMH Draw
hand that has had its hand rank raised to 11
- It also can't be played on a DMH that includes
Jokers, because the value of Jokers aren't declared until after all reactions
to the Draw hands have been played.
They Just Pay Better'n
You
- The Dude keeps any Spells when he switches.
If he should leave play, the Spells return to their owner. (See the FAQ -
Controllin' Cards)
Today I Am
- Has no effect on a Dude leaving the shootout
after being aced
Tricky Spirits
- The increase in difficulty is only in effect
for this pull - it is not a permanent change to a Gadget difficulty.
Unlucky Charm.
- Prevents card effects that un-ace a Dude.
- Overrides card effects that prevent a Dude
being aced.
- Does not prevent a Harrowed pull as the
Harrowed Dude is still aced (See the FAQ - Harrowed Dudes)
Vermin Problem
- Targets the Deed, so only gives bonuses
to Dude while they remain at the Deed.
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. |
- Dudes can make themselves Wanted.
Watch the Floor
- Only dudes moving to the location make the
pull, not Dudes already there.
- Lasts until the end of the game, or a Dude
moves to the location, whichever comes first
- These are cumulative - if two are played,
the next Dude to move to the location must make two pulls.
Waylaid
- Cannot target goods cards in Boot Hill; they're not attached to anyone
What
Have You Done Lately
- This includes New Town Hall Victory Points.
What This Town
Needs...
- You can look through both your deck and
discard pile for a Deed.
- You must retrieve a card if you can.
What's that ticking?
- Any opposing dudes already at the deed are
unaffected.
Yer All Chicken!
- The calling out Dude can be at any location
in play, although this does not override movement restrictions.
- A Dude can be selected for the calling out
even if booted.
Yer Cheatin' Too
- This player is still considered to have
been targeted by a cheatin' card, so cannot be targeted again this Draw.
You're Comin' With
Us
- The Dude is not aced when this card is played
by a Sioux Spirit Warriors player, as it says to ignore other card effects.
- The Dude returns to his original controller
before Nightfall, not after.
Top
Deeds
Automaton Factory
- Whenever an automaton is aced, the card
representing it is discarded, not aced.
- Can be hit by Gremlins
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
- The maximum applies to the bonus from Mad
Scientists in play, so you can use other cards such as Double Time to increase
its production beyond the +3 maximum.
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
- If a player has no Ghost Rock and his dude
is sent to the California Queen by another player's action, no payment is
made.
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
- Does not make Dudes unwanted, just treats
them as though they were. Therefore Black Jack is also not considered wanted
while here.
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. |
- If Hells Fury is used to bring
a dude back from Boot Hill, he is not considered a Terror until he arrives
in play. Therefore you do not get the 5 ghost rock from the Deadland.
- You cannot play a second Deadland until
the Fear Level has increased by at least 1 since the previous Deadland was
played.
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. |
- With the Headline Rule now in effect, this
will cancel and ace the Event selected for resolution.
Extra Room
- Is considered to be an Improvement and should
be treated in the same way. It is not considered to be a Deed.
Fine
China Shop
- If Arsoned, and it is defended, thereby
becoming the scene of a shootout, it is discarded before the effects of the
Arson ace it..
Freak Show
- Any attached improvements are removed with it when it leaves play.
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. |
- This only prevents a Dude from gaining the
Harrowed trait. Therefore both Hell's Fury and Miss Me?
still return the Dude to play, but he would not be Harrowed.
- Effectively cancels Nasty Docs,
because without the Harrowed trait, the Dude remains aced and heading for
Boot Hill
Green-Eye
Saloon - MRP in Pine Box
| Non-Unique.
Public. Saloon |
Guard Dog House
- Is considered to be an Improvement and should
be treated in the same way. It is not considered to be a Deed.
Gypsy's
Tent - MRP in Boot Hill
| Private
The Gypsy's Tent increases it's controller's maximum hand size by one. |
Hideout
- If the strike adjacent to the Hideout is
aced, the Hideout remains in play as an out of town location.
- If your Dudes at the Hideout are called
out by the experienced Black Jack, the Winner gets to play the first
shootout action. If neither player is the Winner, the first player to the
left of the Winner goes first.
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
- If the Icehouse is removed from play, a
dude in it goes to Boot Hill. The dude is not considered to be aced again.
- A dude in the Icehouse is considered to
be out of play for cards such as Headsmans Axe
- If this targets a Harrowed Dude, the Dude
still gets the Harrowed pull. If the pull sends the Dude to Boot Hill, he
goes to the Icehouse instead. Otherwise, he goes wherever the Harrowed pull
sends him, ignoring the 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. |
- You can also do the Noon Job against it if you
have dudes in there and you control (or own) it. If someone else owns (or
controls) the Jail, they can defend.
- If you both own and control the jail, no other player can defend.
- The Dudes always go home booted when the
Jail is aced, even if the Jail's text box has been blanked.
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. |
- In Boot Hill, this had +1 Production instead
of -1 Upkeep, and was worth 1 Control Point. In Eye for an Eye, it returned
to its original printing of -1 Upkeep and zero CPs. This is now the correct
version.
Lord
Grimely's Manor
- You can use Forgery to put your own copy
of the Manor into play. Control is determined normally, with the new owner
winning any ties.
Nasty Docs
- When harrowing a Dude with this card, make
the normal Harrowed pull to determine where the Dude ends up.
- You can target a dude who is already harrowed.
- You cannot save the sacrificial Dude as
acing him is part of the cost of Nasty Docs.
New Pony Express
- The target Deed is only in-town -
it loses its out-of-town status.
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
- This gives you a -1 Influence penalty, not
a total influence of -1
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. |
- Ghostrock gained here is received after
reactions to the illegal hand, in particular Bankrupt Morals.
- Only 1 ghostrock is received from a Jackelope
Stampede, no matter how many subsequent cheatin' hands are shown.
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
- The adjacency applies to both directions,
i.e. the strike is adjacent to the Lift Winch and the Lift Winch is adjacent
to the strike.
Stagecoach Office
- When using this card, you are acing cards,
not the actual card type. In other words, a Dude card aced with this cannot
be saved with Medicine, as the Dude himself has not been aced, just the card.
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. |
- This does not prevent card effects from
returning your ghostrock to the bank. It only prevents other players taking
ghostrock from your vault and adding it to their own.
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. |
- A Harrowed Dude still gets the Harrowed
pull
- Note this changed in Boot Hill from Public
to Private
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. |
- This is misleading as it states "The
next time a player passes as a Noon action...", when in fact passing
is not a Noon action.
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 Lodes Control Points and Production
are equal to its number of tokens. The Lodes 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 |
- As it has a blue Control Point chip on it,
Sweetrock Western Corporate Office cannot start with this strike.
- If it is discarded from play, the number
of tokens on it is not retained by card memory. If it returns to play, it
starts with 1 token again.
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. |
- When removing a non-unique Dude, only that
player's copy has been turned into frankfurters...
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. |
- The additional Influence is at the deed,
and goes to the Controller. If the owner does not control it, his opponent
could move all his dudes out and still retain control until the owner moves
at least 1 influence in, thereby regaining control
Union Train Depot
- If time is called in a tournament, this
card has no effect on determining who the winner is. Victory is established
using Control Points and Influence only.
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
- It's production is considered to be zero.
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 Dudes controller (if possible). |
...And Scooter
- He does not cost less if selected as a starting dude with
Big Jake
Austin Stoker
- Terrors joining the shootout after Austin has used his action
are not affected
Avarice
- If you search your deck but don't find a strike, you must
still discard a card.
- If you can retreive a strike, you must.
Becky Henricks
- The banished Dude is not booted when moving to his new location
- The Dude is moved immediately
- If the Dude has no other location to move to, he remains
where he is but is out of the shootout.
Big Jake...
- He does not cost less if selected as a starting dude with
Scooter
Billy Iron Horse
- He can boot to discard zero cards.
Billy
No-Neck - Experienced
- The target's bullet rating doesn't contribute
only when he or she is not the shooter
- The dude does not add a stud or draw bonus to the lead shooter.
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
- This refers to all Cheatin' cards, not just
those that effect the Draw hand.
- A second Cheatin' card cannot be played
after Black Jack has cancelled one.
- Cannot cancel the effect of Pembroke's Analysis
of Hoyle as it's not a Cheatin' card.
Bobo
LeVeux - MRP in Boot Hill
| Experienced. Huckster:
2 Reaction: Immediately after a Spell fails, boot Bobo. Ace the
Spell. |
Boom
Boom O'Bannen
- Do the pull after the job ends, regardless
of it's success.
- He can't start this job when booted.
Brigadier-General
Patterson
- Dudes in Boot Hill are not in play, so when
Patterson returns them, he is considered to be putting them into play. However,
they do not become Harrowed until after they arrive at your home. This means
they cannot have their cost reduced by the Deadland.
"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.. |
- There is no limit to the number of sharks
he can create in a turn. Each shark is created as a separate shootout action.
- You cannot discard a Joker to create a shark
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.) |
- Cannot join a posse that includes Howard
Findley unless he is already at Howard's location.
- Can boot to go home even if Howard
is there, as booting to go home overrides all movement restrictions.
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.. |
- If he drops his influence, it cannot be
raised again from zero for the remainder of this turn.
- If he is wearing Blue Jeans, he
cannot drop his influence so cannot use his action.
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. |
- Cannot give the +1 Bullet bonus to a Dude
at your home, as it ain't a Deed.
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 |
- Cards that "start a shootout"
can target Charlie Landers, as this is not the same as calling him out.
Christopher Hill
- Can use a Miracle even if it refers to "this
Blessed" in its text
- If a Miracle says the spellcaster loses
his Blessed skill if the Spell fails, Christopher loses his Huckster skill
instead.
- Miracles attached to Christopher are considered
Hexes only, not Miracles and Hexes.
- If a (Miracle) hex on Christopher is copied
by another dude, it is still considered to be a hex, not a miracle.
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. |
- You can use him to ace your own Terrors
(thus earning a Victory Point if you are playing the Agency)
Crawford Talmadge
- If the Dude he stole the Spell from is discarded
during the turn, the Spell is discarded at Nightfall.
- If the spell is aced or discarded, it goes
to its owner's Boot Hill or discard pile.
- If he steals a (miracle) hex from Christopher
Hill, he can't cast it because it reverts back to its miracle status.
- If the spell is taken from a dude who has been aced but is not in Boot Hill, the spell returns to
him.
- If the spell has already been used, it cannot
be used again.
Cynthia Kingston
- She is missing her outfit symbol - she is
a member of the Collegium - Errata
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
- Whateleys Black Circle can ace his copied
spell to cancel an action.
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
- Can give the +2 Bullet bonus to non-Dude
Abominations, such as the Pale Horse.
- Effects such as Miss Me, Hells Fury, and
Brig-Gen Patterson all make a Dude harrowed after the Dude returns
to play. Therefore, unless the Dude was already a Terror, Dr Hardstrom cannot
give him or her the bonus.
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
- Does not override uniqueness restrictions
Elijah - Experienced 2
- The target is declared at the start of the
job, even if the Goods changes hands during the job..
Enoch
Whateley
- He can ace any Dude regardless of the Dude's
location.
Enrique Alonso
- His base Bullet rating equals his Blessed
skill, but can be increased with Weapons and other effects. Increasing his
Bullet rating does not increase his Blessed skill
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
- Cannot use Tinker as he does not make a
pull.
Ezra Whateley
- When casting hexes with a variable result,
such as Soul Blast, use the first pull to determine the result.
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
- Can join a posse with a Blessed dude, as long as there are no blessed dudes at the target's location before posses are formed.
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
- He cannot give his bonus to himself.
- His bonus is only in effect for that Spell
Gerald
Klippstein
- If you have no Dudes in the shootout, Gerald
can only join a shootout for a job that he has been invited to.
- He can decline an invitation to join a shootout
when posses are formed, and then join later using his action.
Gordo
Andrade
- Not cumulative with Jack's Left and Right
Shooters.
Grady
Murdoch
- When the opposing shooter is a Stud, his
action does not make him a Stud.
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
- There must be a Maze Rat at a location before
the Gyonshee moves there. Moving with a Maze Rat at the same time, such as
on a job, is not sufficient.
Hangin' Judge
- His card effect does not target (see Targeting
in the rulebook). Therefore he can chase Black Jack Experienced 2.
- If he cannot move to the victim's location,
he still boots and aces the Dude.
- If he is already booted, he still moves
and aces the Dude.
- If there are no other Dudes in play, the
Judge has no effect.
- Chases the dude closest to the pull, regardless of whose dude it is.
Hangin' Judge Gabriel
- You can legally save the Judge after he
aces a wanted dude (for example, using a Miracle Elixir).
Harrowed Kenny
- Can start the game in play, but cannot be brought into play later through normal means.
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
- Only Dudes joining his posse using the normal
rules do not boot when joining or going home. If a card effect boots a Dude
to move him into the posse, the Dude still boots. Examples include Hiding
In The Bushes and Smoke Signals
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. |
- If Humphrey turns into the Werewolf during
a shootout, any shootout effects on him do not carry over to the Werewolf.
Humphrey
Walters - Experienced
- Both effects disappear after Nightfall (although
it sounds otherwise due to a misplaced comma).
Jacob The Healer
- If Jacob saves a Harrowed Dude, it's Jacob's
controller who makes the pull when the Dude is aced again after Nightfall.
Jacynth Ambrose
- She is missing her outfit symbol - she is
a member of the Collegium - Errata
Jim MacNeil
- When Jim performs his Shootout action to
replace a Dude in a posse, that Dude leaves the posse but remains at the location.
- His action can be prevented by Diversion.
- Cannot replace someone in a
shootout that he is already in
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. |
- When drawing cards from your opponent's
deck, Joseph selects from the cards going into your own Discard Pile, not
the cards you drew.
J.P.
Coleman
- Both his cost to bring into play and his
upkeep are reduced by 5
- If you start with him, he is not brought
into play from your play hand and his cost remains 10.
- He is both a Law Dog and an Agency Dude,
and can therefore start for either outfit. He can also start for the Coalition.
Judge
Fayllen Wells
- Does not need to be in the shootout..
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
- If selected as a starting dude, is not wanted. Starting is not entering play.
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. |
- Can play shootout actions even after your
opponent has played No Funny Stuff
- Dudes can still be turned back to Draw dudes
while Katie is in the shootout.
- For examples of how to determine which Dudes
are Draws and/or Studs in a shootout, see the FAQ
- Shootouts
Killer
Kerry
- Must target a dude with exactly 2 influence.
Lawrence
Goodman
- Use the Bullet Rating of the dude that started
the job, even if he or she is sent out of the shootout or aced.
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)
- You must select either a Bullet bonus or
a Value bonus, not a combination of both.
Lucky Ted
- When using his reaction, Lucky Ted's controller
is considered to be the player who is acing him..
Lukas
Owens
- When calculating his discount for Gadget
weapons in addition to others, apply addition/subtraction first, then multiplication/division.
Lucifer Whately
(Experienced)
- His name is mis-spelled - it should read
Whateley - Errata
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)
- Cannot save the aced gadget using Bob's
Fixit.
McCracken
Brothers
- These are only considered two dudes when
acing casualties after comparing Draw hands.
- For all other acing effects, such as saving
the Brothers with a card effect, or receiving a bounty if they are Wanted,
they are considered one Dude.
Mick
Caples
- Mick may only use his action once per turn.
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.
- Can cancel the effects of jobs, including
Kidnappings and Massacres. Note that he doesn't actually prevent a job, so
if you defend the job your Dudes can still be aced in the shootout. But if
the job is successful, either because you lost the shootout or you didn't
defend, he can cancel the results of the job.
- Can cancel the initial playing of Flight
of Angels if you already have a Wanted Dude, because you can ace that Dude
but then cancel the acing with Mr Applegate. But he cannot cancel the subsequent
effect of FoA because the ongoing effect is no longer considered an action
(it's not preceded with Noon, Shootout, or Reaction).
Nadia Krasnova
- If her action raises your Influence during
Nightfall, the increase in Influence does count when determining who draws
the extra card.
- If her action is copied onto another Dude,
each Dude can perform it up to 3 times per game. A Dude can only use it 3
times, no matter how many times it was copied onto the Dude.
Nate Hunter (Experienced 2)
- He does not have to be in the shootout to
use his ability
- His upkeep is 3, not 2 - Errata
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. |
- He can be outside the shootout and still
use his action.
Old
Scratch
- If Old Scratch has more than one kind of
spell attached, adjacent spellcasters can only cast their own type. e.g. If
he has a Hex and a Spirit attached, an adjacent Huckster could only cast the
Hex.
Pennsylvania
Kid
- When in a posse with another Dude, the Kid
is only exempt from being aced if that other Dude could be aced instead. For
example, Blackjack and the Kid are in a shootout together, and your opponent
reveals a Death's Head Joker. There is only one Dude with the lowest value,
and that's the Kid. Black Jack lives and the Kid dies.
- If the Kid is in a posse with another Ace
value Dude e.g. Charlie Landers, and your opponent uses a Shotgun, he must
target Charlie, as the Kid is exempt while there is another valid target.
Philip
Goodson
- To get the bonus, you must have exactly
3 sevens in your Draw hand, plus two non-7 cards. You cannot claim the bonus
with 4 sevens, nor 2 sevens and a joker.
You can claim it with three sevens and one or two jokers. Jokers aren't natural sevens.
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
- She effects all Dudes in the shootout, not
just those in one or other posse.
- For examples of how to determine which Dudes
are Draws and/or Studs in a shootout, see the FAQ
- Shootouts
Pox
Walker
- The value reduction is cumulative
Pride
(Experienced)
- Acing is not equivalent to removing him
from a shootout. Pride cannot cancel acing actions.
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
- Cannot target himself
- Really is as ugly as the card suggests...
Professor Sarah
Wings
- When replacing another Dudes MS rating,
any bonuses already on that dude are not also added to their new skill.
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
- He must take another dude along to use his
action
- Can perform his action while booted, and can move with a booted dude.
Reggie
Cornell
- Any Events that say they are to be aced
and that would effect Reggie are not aced, but discarded instead.
- If Los Diablos Stampede appears and will
affect Reggie plus one or more other dudes, make the pull for Reggie first
to see whether the Event is cancelled.
Requiem
- Is a Whateley Dude but is missing the outfit
symbol
- Cannot target himself
Reverend
Simon MacPherson
- Terrors joining the shootout after Simon
has booted are not affected by his action
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. |
- Counts towards Sweetrock Control Points
for that turn.
- Doubles Printed production, before other
bonuses.
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
- She can prevent a Harrowed Dude from Shoppin',
Tradin', Movin', Callin' Out, using an action on his card, and using an action
on a card attached to him.
Sun
Shu-Jen
- The dudes sent home are not booted
Suzy
309
- She is not considered a Goods card. She
is a Dude with the Gadget attribute.
- Any card effect that affects Gadgets affects
Suzy. This includes, but is not limited to, Gremlins, Robert Holmes, Bob's
Fix-It, and the original Collegium home.
The
Drifter - MRP in Boot Hill
| The Drifter's
Upkeep cost cannot be reduced or negated by any means. |
The
Ghost
- Cannot cancel a Massacre at High Noon at
his location, as it targets the location, not the Dudes.
- The experienced Ghost says "if you
pull an Ace", implying that the his controller makes the Harrowed pull.
This is incorrect - it is still the Dude who ace the Ghost that makes the
pull.
The
Jinx
- For examples of how to determine which Dudes
are Draws and/or Studs in a shootout, see the FAQ
- Shootouts
The
Snitch
- If a Dude made wanted by the Snitch performs
an action later in the same turn that would make him wanted permanently, the
Dude remains Wanted at the end of the turn.
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. |
- If he drops to zero bullets at the Casino
Morongo, he is still removed from play.
- He can be sent to Jail.
Tioga
Joe
- Cannot be aced during a shootout by anything
other than a hand rank difference of 2 or greater. Shotguns, Death's Head
Jokers, and any other similar effect cannot ace him during a shootout.
- Cannot be selected as a casualty unless
you lose by at least 2 ranks.
Tom
O'Reilly
- His total upkeep is reduced by the number
of dead Dudes, not just his printed upkeep.
- Does not produce ghost rock if there are
more than 3 Dudes in Boot Hill.
Tombstone
Frank
- Cannot be aced during a shootout by anything
other than a hand rank difference of 3 or greater. Shotguns, Death's Head
Jokers, and any other similar effect cannot ace him during a shootout.
- Cannot be selected as a casualty unless
you lose by at least 3 ranks.
Two
Birds Chirping - Experienced
- Is a Sioux Dude but is missing the outfit
symbol.
Tzipporah
Whateley - Experienced.
- You can continue to use her action long
after she's aced, discarded, or otherwise leaves play.
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. |
- He becomes harrowed immediately after being
aced for the first time.
- The Graveyard prevents him from becoming
Harrowed, but he still returns the following turn as a non-harrowed dude.
He still gets the bullet bonus.
- If you have no Whateleys in play at the
start of the turn after the figure is aced, he cannot return.
- His reaction triggers at the start of the
following Noon phase, not at the time he is aced. This means if a card effect
copies the action until Nightfall, such as a Skin Shifter, it will not apply
the following turn when the reaction is due to trigger.
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. |
- Does not become wanted for joining a posse.
Only dudes joining a posse that already contain a Walking Dead become Wanted.
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. |
- Each player can only play one Werewolf,
no matter how many Lycanthropes they have in play.
Whiskey
Nick
- When facing off against a Maze Rat, Nick
becomes a 2 Stud.
Wilhelmina
Whateley
- If she is on a Pinto, she cannot flee out
of town so she will run home instead
Wilhelmina
Whateley (Experienced)
- The Dude she aces does not have to be in
her posse.
Wrath
(Experienced)
- A blanked text box means the Dude has no
traits. That means:
- If he aces a Harrowed Dude, the Dude is
not considered Harrowed and so does not get a Harrowed pull
- Harrowed Powers and other actions that are
permanent additions are also considered to be blanked.
- Hucksters lose their Huckster skill and
can't cast Hexes, and the same goes for Shamen and Blessed.
- Blanks effects giving by other cards in
the shootout e.g. Animate Hand
- Note that this list is an example
and is not intended to be all inclusive.
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. |
Top
Events
1st Bank Is Robbed
- Cannot target a Strike owned and controlled by a player
who also controls the Miners Union House.
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. |
- If a player decides to rob the Coach, the job happens immediately
(in the Gambling Phase).
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
- If multiple dudes have the the highest value, all are affected
Battle For Lord
Grimelys
- This is continually re-assessed throughout the turn, so
the Deed in question can change.
Boxing Match
- When determining which dude is discarded, you do not add
the dude's value to the pull
Burning of the Whateley Estate
- Take any Home card for your outfit. If you have more than one outfit, eg. you are a Coalition player,
pick any other home from either outfit, but become only that outfit.
- Does not allow you to change outfit.
- Remove your old home from your street, the deeds on either side of it are
moved together and are now adjacent.
Christmas Day
- Allows Gadgets to be attached for free, but they must still
be created by a Mad Scientist with a successful skill check.
Dead Walk The
Earth
- If there are two or more copies of a unique dude in Boot
Hill, only one comes back from the dead. If they are owned by different players,
start with the Winner and go clockwise to see who's returns.
- Dudes sent to the Slaughterhouse will not return.
Earthquake
- This state that the strike is "destroyed". "Destroyed"
means aced.
- If a strike is controlled by another player, that does not
reduce the Production of the strike to 0 making it susceptible to an 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
- A Dude played this turn may be a candidate for Mayor.
- If a Dude boots to vote, and is successfully unbooted during
the same turn, he may vote again.
- Takes effect at the very beginning of Nightfall, before
Victory Conditions are checked.
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. |
- You gain Eureka (and the addtional cards) as soon as the
opposing Dude is aced. So you could be drawing cards in the middle of a shootout.
- If this is play and a second copy appears in Lowball, the
second copy is discarded
- Eureka will leave a player if a Token
Dude controlled by that player is aced.
- Eureka will also leave a player if that
player controls another player's Dude and the Dude is aced.
- Even if Kenny is aced, that triggers Eureka
to leave.
- Is considered to have resolved once the
player draws 2 cards. At that point (only), it can be affected by any card
that targets resolved Events (such as Takin' Precautions). After that, even
when it moves to another player, it is not considered to be resolving again.
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. |
- If Eureka! appears when Eureka?!? is in
play, nothing happens...it doesn't resolve. Only one copy of the dog can be
in play at a time, so if the dead one's in play, the living one can't enter.
It's discarded
- Winning a shootout means being the sole
surviving posse. If you send the only opposing Dude home booted, the shootout
ends, you win, and you pass the Harrowed dog to the next player.
- Is considered to have resolved once the
player discards 1 card. At that point (only), it can be affected by any card
that targets resolved Events (such as Takin' Precautions). After that, even
when it moves to another player, it is not considered to be resolving again.
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. |
- Treat a Full Mooned Dude you currently control like any other
of your Dude i.e. he can call out your opponents Dudes (and be called out), if he calls out one of your opponents
Dudes on their Private land, he becomes Wanted etc.
- If you control an opposing Dude and he gets
sent home, he goes to your home.
- If you take control of a Dude with Goods,
you can trade those Goods with another of your Dudes.
Ghost
Infestation
- If time is called in a tournament, this
card has no effect on determining who the winner is. Victory is established
using Control Points and Influence only.
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
- Can be used to retreive itself, but is still
aced.
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
- That'll Leave A Scar is still aced regardless
of whether you spend the 2 Ghost Rock.
Knicknevin
- Takes effect at the very beginning of Nightfall,
before Victory Conditions are checked.
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. |
- When a dude is returned to his owner's hand,
any attached cards return with him.
Major Earthquake
- The strike that's discarded can be any strike,
not just one with greater then 3 production.
Military Occupation
- Only affects Deeds in play when the event
resolves.
Missing Children
- The Whateley symbol is just there for the
cool factor, nothing else.
Nate Hunter Is
Elected Sheriff
- These are cumulative, but are only applied
if the Dudes are currently in play
New Science Magazine
- You must search your deck for a Gadget,
it is not optional.
- Even if your deck contains no Gadgets, you
must still discard a card
New Town, New
Rules
- The value change affects cards in play as
well as cards drawn in Draw hands and pulls.
- An Ace still aces a Harrowed Dude.
- When this triggers, resolve all Ace
value Events next as they are now the next highest left to resolve.
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. |
- You do not pay upkeep on any Dudes turned
face down
Temperance
Army
- Prevents the Old Moon Saloon gaining ghost
rock from Cheatin' Draw hands.
Total
Eclipse
- Flushes are not considered illegal
hands
they simply dont exist as a Hand Rank
- Straight Flushes are not affected
- When raising or lowering your hand rank
during a Total Eclipse, rank 6 still exists. It's just not represented by
any set of card values.
Undead
Miners
- You can use a card effect to save the strike
that you aced. If you do, the strike is not aced but the other strike still
get's double production for the rest of the game.
Unexpected Guest
- This means one Terror only, not one Terror
from your deck and another from your discard pile.
Top
Goods
Ammo Belt
- The dude can't be changed to a draw by an opponent's shootout
action, nor can he have his bullet rating reduced by an opponent's shootout
action.
- If a Draw Dude uses a card effect to turn himself into a
Stud, this does not prevent reverting back to a Draw when the effect expires.
Bioengineering
- Once in play, this can be used by a non-Mad
Scientist. Consider such a Dude to have a skill of 0.
- As the copies are Non-Unique, any changes
to the original Dude do not carry over to the copies.
Blood
Money
- If a Dude with Blood Money performs an action
that would make him wanted permanently, and later trades away the Blood Money,
the Dude remains Wanted.
Bomb
- Dudes return home booted "after Nightfall".
This means they will remain booted until the following Nightfall.
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. |
- Once the dude has joined a posse, using
cards that prevent the use of Goods, such as Caught With yer Pants Down, will
not prevent him taking part in 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. |
- This Dude is only protected when taking
casualties.
- This Dude is not protected against cards
that ace a Dude during a shootout (e.g. Shotgun)
- If there are 2 Dudes in a shootout, one
has a BPV, and you lose the shootout by 1 rank, you must ace the unprotected
Dude.
Derringer
- Can be attached to a Dude who does not control
his location.
Double-barreled
Shotgun - Errata
Duplicator
- Cannot use this to give another Dude the
Unknown Hooded Figure's action, because the UHF reaction doesn't occur until
the turn after he's aced, by which time the duplicated effect has worn off.
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. |
- Has had its value changed in
Boot Hill from 9©
to 4©.
You may use either or both values in a deck, in any combination you wish,
but you may still only include a total of up to 4 copies in your deck
Gatling
Gun
- You can use the Gun even if it has moved
this turn, so long as the Dude using it hasn't
Ghost
Rock Detector
- The suit on this card is an error - it is
not an action. It's just a Goods card like any other, except for the dang
suit. Play it as printed
Ghostrock Cannon
- Its controller must discard a card when
moving via a card effect.
- If a player other than the controller moves
the Dude, nobody discards a card
- If the dude is moving home booted, he does
not have to discard a card - this is to keep consistency with all the other
movement rules, particularly movement restrictions.
- If the Cannon is unready, no discard is necessary.
Hat
Gun
- Can have its Bullet Rating increased by
the Weaponsmith
- This is not considered a Goods card until
it has entered play. It does not have its cost reduced by the Scrapyard or
One Eyed Ikes
- Remains attached until the end of the game.
- Comes into play as an Action, not a Weapon,
so does not get a discount from the Law Dogs - Hunter's Office.
Hoyles
Book, 1769 Ed
- This remains a Goods card even after becoming
a Spell equivalent. Cannot be targetted by effects that specifically target spells, such as Higher Learning.
- If the spell it copies aces or discards itself as part of its resoloution, the same thing happens to the book.
- Can copy a miracle attached to Chris Hill
.
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. |
- If attached to a dude moving as part of a posse, can be used to call
out a dude in the opposing posse; both dudes move at the same time. When the IR specs shootout
has finished, return to the original shootout.
Jack's
Right Shooter
- The dude with the Shooter chooses who is
aced.
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). |
- If sent home booted from a shootout (e.g.
Pistol Whip), Kenny remains attached to his dude but is out of the shootout.
- If he's Wanted, he can be put into Jail.
If he goes there alone, he reverts to a Goods and cannot be broken out.
- If he manages to attach Goods during a shootout,
those Goods revert to Kenny's Dude after the shootout.
Lucifer's
Cane
- The bonus only lasts until Nightfall
Lemat
Pistol
- Even though the action discards the pistol,
you have still used a weapon in this shootout and cannot ready another.
Maze
Runner
- This means all Strikes are adjacent to each
other for this dude.
New Hat
- A dude may wear multiple New Hats, and receives
a +1 Influence bonus for each hat worn.
Oswald's Chair
- The dude gains +2 Influence, not +4 - the
text just highlights the influence bonus.
Pair
Of Six Shooters
- If you discard the cards you may do so in
any order
Pandora's
Box
- The bonus only lasts until Nightfall
Pale
Horse
- As this is a Goods card, it cannot receive
Influence or Bullet bonuses given to other Abominations.
- If you have Nicodemus Whateley in the same
location as a Dude equipped with the Pale Horse, you can boot Nic to take
control of the Pale Horse. If you do, you can then use it's actions, which
means you can move the Dude with the Pale Horse to another location, and,
even better, you can move him into a shootout.
Peace
Pipe
- Multiple Peace Pipes are cumulative
Pipe
- Targets the Deed, so if a Dude moves away,
he regains the lost Influence.
Pocket
Watch
- Multiple copies can be used to give additional
actions before High Noon starts.
- If the action is used to play another Pocket
Watch, that new copy can be used immediately.
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. |
- As per the Boot Hill version, Erik Zarkov
does boot to create a Ray Gun.
Roan
- You can boot a Roan to join a posse instead
of booting the dude
Sawn-off
Shotgun - Errata
Screamers
- A dude does not need to be in the shootout
to use this card.
Shotgun
- MRP in Boot Hill
| Weapon.
Shootout: Target a Dude in the opposing posse whose value is less
than or equal to this Dudes Bullet rating. Ace the target Dude. |
Soul
Blast Cannon
- Can be fired by non-Mad Scientists, who
just add 0 to their pull
Stallion
- Move the Dude, then declare the Noon
action.
- Passin' is not a Noon action.
- Because you move the Dude first, and then
declare the action, it's possible that reactions from other players could
remove the opportunity to play a Noon action. In this situation, you must
pass instead e.g. Assume you have no
cards in your hand and only one Dude in play. You use a Stallion to move him
to a Deed intending to call out an opposing Dude, but your opponent plays
a reaction to boot your Dude. Barring other effects from cards in play, there
are no other Noon Actions that you can do, and so you must pass instead.
Still
- The Dude's suit does not change
he
remains as a Spade.
Steam-Powered
Crane
- If you control two adjacent Deeds in your
opponent's street, you may use this to place a Deed between them.
Stoker's
Sabre
- If a Dude without the Huckster skill is
given this, attaches a Hex, and then loses the Sabre, the Dude cannot cast
the attached Hex until he regains it.
- If the above Dude managed to increase his
Huckster skill before losing the Sabre, he will still have the increased skill
when he reattaches it.
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. |
- Dudes return home booted "after nightfall".
This means they will remain booted until the following Nightfall.
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. |
Top
Homes
Agency
- If you ace multiple Terrors at the same time, gain one Victory
Point for each Terror aced.
Agency - Union
Blue
- You may start with Harrowed Dudes
- When bringing gadgets into play, you pay
a cost equal to the difficulty only, not the difficulty plus printed ghost
rock cost. You don't need to boot a Dude.
- Where it says Harrowed Dudes do not pull,
that means they go to Boot Hill as normal.
- When paying the ghostrock equal to the gadget
difficulty, what you're actually paying is the ghostrock cost of the UB action,
not the cost of the gadget. Therefore cards that reduce the cost of gadgets,
such as Benny Hibbs, do not reduce the cost of the UB action. They are also
not free on Christmas Day.
- Miss Me? doesn't make the Dude Harrowed
until after he enters play, so can be used by a Union Blue player.
- Can attach a gadget to a booted dude.
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. |
- To gain the 2 ghost rock, you must boot
a Black Jacks aligned card, not a drifter.
Coalition
- Any of your Dudes that are neither Agency
nor Texas Rangers would become BOTH were you to play Deputize.
- You start with 5 cards, and draw the extra
one at Nightfall.
Collegium
- Gain Control Points for all high difficulty
gadgets in play, not just those you control.
- Gadget weapons that are unready do not count
for Control Points.
Collegium - Wasatch Rails
- You can retrieve non-Goods gadgets, such
as Suzy and the Automaton Factory
Flock:
Children Of Armageddon
- Acing the dude is not a cost of retrieving
the card, so he can be saved after he's aced (See the FAQ
- Actin')
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. |
- Can gain a VP by acing a wanted Dude with
their own Event
- Can gain a VP by putting a wanted Token
Dude into Jail.
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. |
- Dudes may use this action even
when booted.
Law Dogs - Mob Justice
- This home is official for all tournaments
- you can find an image for it here
- Discount does not apply to Deputized
dudes.
- When moving, you first declare the destination
and boot if necessary, and then move. Therefore if a wanted dude is redirected
to a location that would normally boot him, he is not booted because the time
for booting has passed.
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. |
- The Maze Rat home is not adjacent for other
player's dudes.
Maze
Rats - Landed Rats
- Only get 2 CP's from controlling the Grendel's
Eye Strike.
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. |
- You
can use this action if you borrowed from the bank, so long as you have enough
production from other Deeds to pay back the bank..
Sioux
War Party
- The booting Shaman does not have to be in
the posse, only the dude receiving the bonus.
Sioux
Spirit Warriors
- They negate any effect that prevents a Dude
being aced, and any effect that un-aces a Dude, including global effects such as Samhain. They do not prevent
effects that lower casualties in a shootout, as these occur before those Dudes
are aced.
- If for some reason you are forced to ace
one of your own Dudes, you are bound by the same effects as the other players,
and so cannot save your Dude.
- If you must ace dudes "as if you had lost the round", such as with Hot Lead Flyin', you opponent is acing them,
and the home does not apply.
- Will permanently ace dudes aced by It's
Just You and Me, Brawl, War of Words and at the Casino Morongo or at a
Well of Souls.
- Does not prevent multiple Wall Crawlers
or other dudes with no card memory from being played. Does effect all copies of non-unique dudes.
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. |
- If you Deputize the non-Sweetrock Dude,
you can now bring another into play or take control of one.
- If a Sweetrock player has a non-Sweetrock
dude in play, and another player takes control of that dude, the Sweetrock
player can put another non-Sweetrock dude into play. If and when control of
the original dude is due to return, he must be discarded instead.
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 |
- Acing the Deed is the cost of gaining the
ghost rock, therefore you cannot save the strike with effects like Bucket
Brigade etc.
Sweetrock - Western
Corporate Office
- Cannot start with The Lode, as it has a
Control Point Chip.
- Performing a Job is not considered to be
moving via a card effect and so cannot be used to get a posse to the protected
strike.
- If it's protected Strike is discarded and
then returned to play, it keeps it's protected status.
- You must use an action that actually moves
the dude, not an action that prevents the dude from booting, or otherwise
negates any movement costs. Shortcut will not work, but Shadow Walk will.
- If ownership of the starting strike changes,
it's movement limitation remains in place.
- If Burning Of The Whateley Estate
is used to swap this home out, the strike loses its movement limitation as
the home text is no longer in effect.
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
- Starting Dudes do receive the 2 ghost rock
discount
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). |
Top
Improvements
Chain Gang
- When applied to cards like The Lode, Chain
Gang is considered to be altering the text of those cards and so takes precedence.
Corporate Headquarters
- Overrides all movement restrictions for your dudes moving there, including those on it's own deed.
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
- Dudes ace at this Deed by a Union Blue player
do not get a Harrowed pull
- If Samhain is in effect, Dudes aced here
automatically go home booted.
Iron
Gate
- These are not cumulative - you only boot
once no matter how many gates there are on a Deed.
- A Dude can still start a job against the
Deed protected by the Iron Gate, even if the job requires him to boot. The
Gate basically says "if you didn't have to boot to move to this Deed
before, you do now".
- If a dude moves to this Deed using a card
effect e.g. Speed Of The Wolf, the Iron Gate still boots him.
- If a dude is moving elsewhere, but is redirected to the location of the Gate,
he only boots if his original move would have booted him.
Night
Sentry
- The shootout action can only be used during
a shootout at the Night Sentry's location.
Top
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. |
- If pulled for a Soul Blast (or similar card), the Death's
Head Joker is aced and you pull again. The Huckster is not aced.
- If revealed in a non-shootout Draw hand, it is immediately
replaced, before any reactions to the hand are played.
- In a shootout, it does not explode and ace the Dude until
just before hands are compared, after all reactions to the hand have been
played.
- If two appear in the same Draw hand, resolve them one at
a time.
- If the lowest value dude in the opposing posse
cannot be aced due to a card effect, eg Tombestone Frank, then it does not ace anyone
- If revealed for a shootout draw that does not fully resolve due to other card effects, it is still aced.
- See also the rulings for the Joker, below
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. |
- If you draw a Joker from your opponents deck, you get to
decide its value
- The jokers text is only used for the circumstance listed (draw or pull). The
rest of the time it is a card without value or suit. Card text can only take effect during draws and pulls.
- Cards that call for cards of specific suit or value, eg. Dolores Whateley, cannot target a joker if it
does not have a value or suit at the time of target.
- Jokers are normally a card without value or suit, unless their card text is in effect.
- Cards that target a joker must use it's current state. If a joker doesn't have a value or suit at the time of
target and the card requires one, it can not target the joker.
- Can be used for card effects that call for a card to be discarded from your hand, such as "Buckets" Nelson or the Pony Express.
- Can be placed into your draw hand using Ace in the Hole
Top
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
- Events played can be cancelled by other card effects, such as the Den of Eastern Delights.
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. |
- Acing the Deed is not a cost of gaining
the VP, so you can use Bucket Brigade to save it. (See the FAQ
- Actin')
Calm
- When used during a shootout for a job, this cancels the
shootout so the job automatically fails.
Censure
- If this reduces a Soul Blast pull to an Ace or lower, it
does not ace the Huckster.
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
- There is no minimum zero on Curse, so if a 0 bullet dude
is cursed for -1, and later in the turn is given a +1 weapon, he will be still
be a 0 bullet dude for the remainder of the turn.
Dark Protection
- This reduces the number of casualties suffered
to zero.
- As this reduces casualties, it is not prevented
by the Sioux Spirit Warriors
Exorcism
- If the Terror is aced by 5 or more, it cannot
be saved by cards that un-ace it, such as Lay On Hands.
- If the Terror is a Harrowed Dude, it does
not get a harrowed pull.
Faustian Deal
- If this targets an existing Huckster, the
Huckster's skill is replaced with a skill of 1.
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
- The cards must be returned to the deck in
their original order.
Jinx
- Is overriden by Ethics Aside
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. |
- Does not stop a Harrowed Pull as it does
not prevent a Dude being aced - it just changes his destination.
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
- If the target Dude leaves play, this effect
remains via card memory. If the Dude returns, his value will continue to fall.
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. |
- A Shaman who has just been aced can cast
this to save himself
Mercy
- When cast by a Sioux Spirit Warriors player,
this does not force the opposing Dudes to be aced - Mercy reduces casualties
to 0, so there are no Dudes to ace in the first place.
Mirror Mirror
- When copying the Bullet rating of a dude,
only the number is copied, not the type.
- When copying the Bullet rating, include
any bonuses from Weapons etc. Same applies when copying Influence.
Missed Me
- This card reduces casualties by 1..
Phantom Fingers
- As per the change in the Boot Hill rulebook,
this can now attach Goods to a Huckster who does not control his location.
- If the Huckster is aced after stealing a
goods card, the goods card is returned to its owners Boot Hill
- Similarly, if you ace the goods card to
Perry's Pawnshop, the card is returned to its owners Boot Hill
- Can only steal Goods from a Dude in an adjacent
location, not in the same location.
- Cannot attempt to steal a Goods he cannot
legally attach (such as a Bow & Arrow on a non-Sioux Dude.
- Targets the Goods card, so can steal goods from dudes that cannot be
targeted due to other card effects.
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
- If The Ghost cancels this, he cancels the
whole effect except the acing of the Blessed (which is a cost that must be
payed before the Spell targets).
Shadow
Man
- Does not protect from cards that dont
target a dude
- Does not protect from cards that force the
controlling Player to target a dude.
- Does protect against calling out
- Goods attached to the Huckster can be targeted
as normal.
Sixth
Bowl
- This cannot be used to bring the Werewolf
into play.
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. |
- To ace the target, you must pull more than
5 above the target number. If the target is T.C. (difficulty 4), you must
pull 10 or higher to ace him.
- Can only target a dude in the opposing posse.
- If you pull an Ace or Joker, your Huckster
is aced, even if the target survives.
Spirit
Walk
- Can ace token Dudes
- An aced Dude can be saved
Strength
Of The Bear
- A dude protected by this cannot be aced
during a shootout by anything other than a hand rank difference of 2 or greater,
or 3 or greater if the second action is used. That includes a Shotgun, Snakebite,
and any other card that might otherwise ace this dude
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 opponents 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 Dudes
Influence and remove the Dude from play - no other copy can enter play this
game. Ace this Hex. |
- The spell pull is only made if the target
is aced in the shootout
- If you ace a Harrowed Dude, you still remove
the Dude from play.
Test
Of Faith
- If the dude has a Bullet bonus from a Weapon
or other source, that is applied to the Dude's Bullet rating before increasing
his Bullet rating with this card.
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 first Noon action can't target a Dude
in the Huckster's location
The
Spirits Flee
- If using Bottom Dealing for this spell,
take the top card from your opponent's Discard pile.
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. |
- Multiple copies of this card are cumulative
- This is equivalent to reducing your casualties
by 1 for the rest of the shootout.
Unearthly
Beacon
- After you declare your intent to cast this
spell, you may look through your discard pile before selecting the target.
- If there is no valid target in the discard pile, the spell has still been
used
.
Cannot target dudes that cannot be targeted
by spells, such as Terrormental.
If you target an experienced dude who you
have in play as well, they are replaced in the normal manner.
May be redircted by Saul Whateley to a different
dude in the discard pile.
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