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Doomtown: Hell's Comin' With Me

Expansion for Doomtown: Reloaded

Doomtown: Hell's Comin' With Me Rulebook

Table of Contents

Table of Contents

  • Cards
    • Andrew Lane
    • Hank Ketchum
    • Lacy O'Malley
    • The Tombstone Haint
    • Rock Woofstone
    • Arielle Moriah
    • Gabriel Prior
    • Mr. Baird
    • Harlan Stanton
    • Dr. Delphi Wallis
    • Cooper Grannon
    • Vivene Goldsun
    • Maurice Croker
    • Bogie Man
    • Evan Lucas
    • Tawodi
    • Tsintah
    • Jackie Sanjuro
    • Speaks-with-Buffalo
    • Judge Wells Spicer
    • Joan McGruder
    • Virgil Earp
    • Marshal Caves Callarman
    • Florentino "Indian Charlie" Cruz
    • Tomas Ramirez
    • Pete Spence
    • Jonah Essex (Exp.1)
    • Camillus S. Fly
    • QUATERMAN PRIME
    • Winona Rein-Breaker
    • Nicole Sumner
    • Red River Roulette
    • Kiva of Fathomless Reach
    • Crystal Palace
    • Rham's Readings
    • Jonah's Retreat
    • Schieffelin Hall
    • Blue Lightnin'
    • Magnum Rounds
    • Iron Mole
    • Net Gun
    • Scratch
    • Battered Banjo
    • Bolts o' Doom
    • Lethargy
    • Mind Twist
    • Dies Irae
    • Babble On
    • Ancestor's Reproach
    • Secret Paths
    • Fannin' the Hammer
    • Tumblebleeds!
    • Takin' Cover
    • Hell's Comin' With Me!
    • Frontier Feud
    • Seizing the Pearl of Death

Cards

Andrew Lane

Gang: Neutral | Type: Legend | Keywords: The Ghost

If you are the leader, your dudes without Weapons have -1 bullets.

Shootout, Boot: Attach a Non-Unique Weapon from your hand to one of your non-token dudes.

Hank Ketchum

Gang: Neutral | Type: Legend | Keywords: Ol' One Eye

If you are the leader, you must choose your highest grit dude in your posse as your shooter.

Resolution, Boot: If your posse only contains a single dude, and that dude has at least 1 printed influence, that dude gains Harrowed for this shootout round.

Lacy O'Malley

Gang: Neutral | Type: Legend | Keywords: Ace Reporter

Card effects cannot cause cards to leave your discard pile, and cards in your discard pile cannot be played.

During Sundown, discard all cards in your hand.

The Tombstone Haint

Gang: Anarchists | Type: Dude | Cost: 2 | Value: Spades2 | Keywords: Abomination

The Haint has +2 influence during the Upkeep phase.

Rock Woofstone

Gang: Anarchists | Type: Dude | Cost: 4 | Value: Spades4

Repeat Noon: Pay an opponent 1 ghost rock to move Rock to town square.

Arielle Moriah

Gang: Anarchists | Type: Dude | Cost: 4 | Value: Spades11 | Keywords: Blessed 1

React: After Arielle boots to use an ability on a Miracle, unboot her.

Gabriel Prior

Gang: Anarchists | Type: Dude | Cost: 5 | Value: Spades12 | Keywords: Blessed 0

Increase Gabriel's Blessed skill checks by the number of your other dudes at this location.

Mr. Baird

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades2

Noon, Pay 1 Ghost Rock, Boot: Discard a deed from your play hand to put an in-town deed from your discard pile into your play hand.

Harlan Stanton

Gang: Entrepreneurs | Type: Dude | Cost: 4 | Value: Spades3

Harlan is a stud while at a Ranch.

Shootout: If this shootout is at a Ranch, Harlan joins your posse (moving if necessary).

Dr. Delphi Wallis

Gang: Entrepreneurs | Type: Dude | Cost: 5 | Value: Spades5 | Keywords: Mad Scientist 1

Shootout: Boot Delphi or her Gadget to make a Mad Scientist skill check against an opposing dude's grit. If successful, choose an ability printed on that dude. That dude cannot use the ability until after the Sundown phase.

Cooper Grannon

Gang: Entrepreneurs | Type: Dude | Cost: 7 | Value: Spades12 | Keywords: Mad Scientist 0

Noon: Boot Cooper's Gadget to pull. If the Gadget is Experimental make an additional pull. For each pull, if it is a:

• Diamonds, draw a card then discard a card • Hearts, Cooper gains +2 bullets • Spades, Coop gains +1 influence • Clubs, boot Cooper

Vivene Goldsun

Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades1

If Vivene has a Mystical goods, she is a stud.

Shootout, Boot: Discard one of Vivene's Mystical goods to choose an opposing dude with grit lower than that goods' value. Send that dude home booted.

Maurice Croker

Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades3 | Keywords: Huckster 0

Shootout: If there are no studs in your posse, choose an opposing dude. That dude becomes a draw.

Bogie Man

Gang: Fearmongers | Type: Dude | Cost: 5 | Value: Spades8 | Keywords: Abomination

While you have no dudes in Boot Hill, Bogie Man has +1 influence.

Bogie Man gains a bullet bonus equal to the highest printed influence in any Boot Hill.

Evan Lucas

Gang: Fearmongers | Type: Dude | Cost: 5 | Value: Spades11 | Keywords: Huckster 1

If Evan Lucas is in your posse, you gain 1 ghost rock whenever an opposing dude is aced.

Tawodi

Gang: First Peoples | Type: Dude | Cost: 3 | Value: Spades3

Noon Job, Boot: Mark the town square. If successful, choose a dude or deed in your discard pile and play it, lowering the cost by 2, to a minimum of 1.

Tsintah

Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades4 | Keywords: Shaman 0

Shootout: Boot Tsintah's Spirit or a Totem at this location to make her a stud. If this location is Holy Ground, or is a deed adjacent to Holy Ground, Tsintah gets +1 bullets.

Jackie Sanjuro

Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades5 | Keywords: Kung Fu 1

Jackie cannot have non-Melee Weapons attached.

While Jackie is the only dude in your posse, he has +4 value and is a stud.

Speaks-with-Buffalo

Gang: First Peoples | Type: Dude | Cost: 6 | Value: Spades8

Noon Job, Boot: Mark an opposing dude. Speaks-with-Buffalo becomes a stud. When forming draw hands this shootout, all dudes use their influence instead of bullets to determine how many cards each player draws (but keep their bullet types). If successful, unboot Speaks-with-Buffalo, draw 2 cards, and then discard 2 cards.

Judge Wells Spicer

Gang: Law Dogs | Type: Dude | Cost: 3 | Value: Spades4

Noon, Boot: Send an opposing dude at this location with more bounty than influence home booted. That dude's owner may reduce that dude's bounty to 0.

Joan McGruder

Gang: Law Dogs | Type: Dude | Cost: 5 | Value: Spades8 | Keywords: Blessed 0 • Deputy

Joan has -1 bullets for each other dude in her posse.

Joan cannot flee or be sent home from a shootout.

Joan's attached cards cannot affect opposing dudes unless they have bounty higher than their influence.

Virgil Earp

Gang: Law Dogs | Type: Dude | Cost: 8 | Value: Spades10 | Keywords: Deputy

Cheatin' Resolution: Choose up to three bounty on dudes in the opposing posse. If your hand is legal, you may choose up to five bounty. Lower your opponent's hand rank by that amount. Your opponent may remove the chosen bounty.

Marshal Caves Callarman

Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades12 | Keywords: Deputy

Caves has -1 bullets and -1 influence for each bounty he has.

Noon: If Caves is at a Public location, discard a card to reduce his bounty by 1.

Florentino "Indian Charlie" Cruz

Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades2

Charlie has a +1 value for each bounty he has.

While Charlie's bounty is greater than 3, he cannot be changed to a draw.

Tomas Ramirez

Gang: Outlaws | Type: Dude | Cost: 4 | Value: Spades3 | Keywords: Huckster 1

Shootout: Boot Tomas's Hex to make a Huckster skill check against the value of an opposing Weapon. If successful, discard both the booted Hex and the Weapon.

Pete Spence

Gang: Outlaws | Type: Dude | Cost: 2 | Value: Spades4

Noon Job, Boot: Mark an in-town location Pete is not at. If successful, choose an Attire or non-Unique Weapon in your discard pile and attach it to one of your dudes, booted (paying all costs). If that dude attached a Weapon and has no bounty, raise their bounty by 1.

Jonah Essex (Exp.1)

Gang: Outlaws | Type: Dude | Cost: 9 | Value: Spades13 | Keywords: Huckster 2 • Experienced 1

If your outfit is Outlaws, Jonah's cost is reduced by the number of different Hexes you control.

Other wanted dudes in Jonah's posse have +1 bullets.

Noon/Shootout: Discard an opponent's attached card at this location with cost equal to or less than Jonah's bounty. Raise the bounty of your dude at this location by 1.

Camillus S. Fly

Gang: Neutral | Type: Dude | Cost: 2 | Value: Spades1 | Keywords: Transient

React: After Camillus enters play during High Noon, one of your other dudes becomes a stud.

QUATERMAN PRIME

Gang: Neutral | Type: Dude | Cost: 2 | Value: Spades4 | Keywords: Harrowed • Gadget 6 • Mystical

QUATERMAN PRIME must be invented, and enters play at the Mad Scientist's location.

QUATERMAN PRIME'S bullets cannot be modified except by his attached goods. Cards cannot boot or move QUATERMAN PRIME.

Each time a player reveals a cheatin' hand in QUATERMAN PRIME'S shootout, that player takes an additional casualty.

Winona Rein-Breaker

Gang: Neutral | Type: Dude | Cost: 4 | Value: Spades6 | Keywords: Shaman 0

Shootout, Pay 1 Ghost Rock, Boot: Discard an opposing Sidekick.

Nicole Sumner

Gang: Neutral | Type: Dude | Cost: 5 | Value: Spades8

While Nicole is wanted, she has +3 bullets.

When Nicole is wanted, her influence is reduced to 0.

React: After you win lowball, reduce Nicole's bounty to 0.

Red River Roulette

Gang: Neutral | Type: Deed | Cost: 5 | Value: Diams3 | Keywords: Public • Casino

Resolution, Boot: If your hand is legal, boot your dude at this deed to prevent all casualties this round. Dudes cannot flee this round. In the next round of the shootout, double the number of casualties inflicted.

Kiva of Fathomless Reach

Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams4 | Keywords: Core • Private • Holy Ground

React, Boot: After victory is checked during Sundown, move your dude to town square.

Crystal Palace

Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams7 | Keywords: Private • Saloon

Abomination dudes at this location have +1 bullets and +1 influence.

Rham's Readings

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams8 | Keywords: Private

Controller Noon, Boot: Reveal the top card of an opponent's deck. If that has the same value or suit as the top card in their discard pile, gain 1 ghost rock. If a joker is revealed, ace it and reveal the next card.

Jonah's Retreat

Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams10 | Keywords: Public • Out of Town

The player who controls Jonah's Retreat collects its production.

Schieffelin Hall

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams12 | Keywords: Public

When forming draw hands during shootouts at this location, all dudes use their influence instead of bullets to determine how many cards each player draws (but keep their bullet type).

Blue Lightnin'

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts2 | Keywords: Mystical • Weapon

This dude is a stud.

Repeat Shootout: Boot this dude's Hex. This dude gets +1 bullets or +1 Huckster skill.

Magnum Rounds

Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts3

Shootout: This dude gets +1 bullets. If you reveal a legal draw hand this round, hand ranks can only be modified by traits and Cheatin' Resolutions. Discard this card.

Iron Mole

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts4 | Keywords: Horse • Gadget 4

If Iron Mole is at an Out of Town deed, increase that deed's production by 1.

Noon, Boot: Move this dude to an Out of Town deed.

Shootout, Boot: If this dude is at an Out of Town deed, this dude joins your posse (moving if necessary).

Net Gun

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts4 | Keywords: Weapon • Gadget 5

Shootout, Boot: This dude makes a Mad Scientist skill check against an opposing dude's value. If successful, discard this card and make that dude a draw.

Scratch

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts5 | Keywords: Sidekick

If Scratch is discarded from play, discard a card to draw a card.

Noon/Shootout, Boot: Move Scratch to another of your dudes at an adjacent location.

Battered Banjo

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts6 | Keywords: Weapon • Melee

React, Boot: After a Hymn is successfully cast at this location, this dude gains +1 influence.

Noon, Boot: Discard this card to give an opposing dude at this location -2 bullets.

Bolts o' Doom

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts7 | Keywords: Hex

Shootout Hex 7, Boot: Reduce an opposing dude's bullets by this dude's influence. If that dude has 0 bullets, this dude gets +1 bullets.

Lethargy

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts10 | Keywords: Hex

Noon Hex X, Boot: X is the grit of an unbooted dude at this or an adjacent location. At sundown, that dude does not unboot unless their controller pays 1 ghost rock.

Mind Twist

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts12 | Keywords: Hex

Noon/Shootout Hex 6, Boot: Boot a spell attached to a dude at this location. If this is a shootout, the spell must be in the opposing posse.

Noon Hex 6, Boot: Choose a dude at this location. Until after Sundown, that dude's influence is set to 1 (and cannot be modified).

Dies Irae

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts1 | Keywords: Miracle • Hymn

Shootout Miracle 8, Boot: After choosing your shooter this round, up to four dudes in your Boot Hill contribute bullets to your draw and stud bonus (as back-up dudes). Your dudes cannot flee the shootout this round.

Babble On

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts9 | Keywords: Miracle

React Miracle 6: After another Miracle boots your dude, unboot that dude.

Shootout Miracle 7, Boot: Boot this dude to boot an opposing card.

Ancestor's Reproach

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts8 | Keywords: Spirit

Shootout Spirit 8, Boot: Ace a card from your hand. An Ancestor Spirit enters play at this location and joins your posse.

Cheatin' Resolution Spirit 6, Boot: An Ancestor Spirit enters play at this location and joins your posse.

Secret Paths

Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts9 | Keywords: Spirit

Noon Spirit 8, Boot: Move all of your unbooted dudes at this location to another location.

Fannin' the Hammer

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs2

Shootout: Boot your dude to choose a number of opposing dudes equal to your dude's bullet rating. Each chosen dude with 0 printed bullets becomes a draw. Each chosen dude gets -1 bullets.

Tumblebleeds!

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs3 | Keywords: Condition

During shootouts at this location, the losing posse takes an additional casualty.

Each player gains the ability: "Noon Job: Mark the town square. If successful, discard a number of attached Tumblebleeds! equal to the number of dudes in your posse."

Noon: Boot your Huckster to attach this card to town square.

Takin' Cover

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs4

Shootout: Give one of your dudes -1 bullets. That dude cannot be chosen as a casualty this round unless you lose this shootout round by 3 or more ranks.

Hell's Comin' With Me!

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs9

Shootout: One of your dudes joins your posse (moving if necessary). If that dude has a Sidekick, you may make another shootout play with one of that dude's attached cards.

Frontier Feud

Gang: Neutral | Type: Action | Cost: 2 | Value: Clubs12

Noon: Move your unbooted in-town dude to town square and boot them. Your opponent must either give that dude 1 permanent control point, or move one of their in-town dudes to town square and call out that dude. No other dudes may join this shootout.

Seizing the Pearl of Death

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs12 | Keywords: Technique

Cheatin' Resolution Technique: Draw a card. You may send a dude at this location home booted. If this is a shootout, reduce your casualties by 1 and increase your opponent's casualties by 1. If your hand is legal, this dude gets +1 bullets and +1 influence until Sundown.