

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.