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Doomtown: Out For Blood

Expansion for Doomtown: Reloaded

Doomtown: Out For Blood Rulebook

Table of Contents

Table of Contents

  • Cards
    • House of Many Faiths
    • Office of Ancestral Affairs
    • Bayou Vermilion Railroad
    • Fort 51
    • Smith & Robards Trade Show
    • Jonah's Alliance
    • Doc Holliday
    • Ke Wang
    • Baijiu Sue
    • Reverend Bob Hungate
    • Father Diamond
    • Master Shou
    • Brother Petrovic
    • Leychaa'i Youngheart
    • Monomi Miles
    • Klah
    • Black Elk (Exp.1)
    • Nathaniel Tuwikaa
    • The Faceless One
    • Lorena Corbett
    • Auntie Sinister
    • Mason Adler
    • Enrique Dos Santos
    • Reverend Endicott
    • Sgt. Elijah Clay
    • Wyatt Earp
    • Eli Leatherwood
    • Roberto Muratore
    • Adelaide Rose
    • Dr. Gregory Tremane
    • Big Nose Kate
    • Johnny Ringo
    • Violet Esperanza
    • Curly Bill Brocius
    • Byron Decker
    • Carter Richardson
    • Valeria Batten (Exp.1)
    • Steph & Gertie's Tonsorium
    • Gateway Station
    • Hart's Tea Shoppe
    • Bird Cage Theater
    • Cochise County Courthouse
    • Gage Export Co.
    • Magnum Opus Tenebri
    • Scattergun
    • Adler's Needle
    • Wrathful Spider
    • Guiding Light
    • Champion
    • Malison
    • Dancing Butterfly
    • Ten-Foot Punch
    • Fleet-Footed
    • You're A Daisy If You Do
    • Twilight Is Upon Us
    • Test of Wills

Cards

House of Many Faiths

Gang: Anarchists | Type: Outfit | Wealth: 19 | Production: 3

Noon, Boot: Choose your dude with a Miracle, and shuffle a card from your hand and a card from your discard pile into your deck. That dude moves to the town square, unboots, and gets +1 influence.

Office of Ancestral Affairs

Gang: First Peoples | Type: Outfit | Wealth: 19 | Production: 3

Noon Job, Boot: Mark an in-town deed with less than 2 control points. Your posse must have 3 or more bullets. If successful, the mark permanently gains +1 control points. If unopposed, you may attach a Totem from your discard pile to the mark even if you don't control it or have a Shaman there.

Bayou Vermilion Railroad

Gang: Fearmongers | Type: Outfit | Wealth: 18 | Production: 3

Reduce the cost of the first Mystical card you play each turn by 1.

Noon, Boot: Boot your Mystical card at a deed. Gain 1 ghost rock, and you may reduce the deed's control points and production to 0 until after the next Upkeep phase.

Fort 51

Gang: Law Dogs | Type: Outfit | Wealth: 19 | Production: 3

React: After you invent a Gadget Weapon or Gadget dude, give 1 bounty to an opposing dude with influence equal to or less than the Gadget's printed cost.

Noon, Boot: Boot your Gadget that is not at your home and remove 1 bounty from an opposing dude. Gain 1 ghost rock and you may discard a card.

Smith & Robards Trade Show

Gang: Entrepreneurs | Type: Outfit | Wealth: 19 | Production: 3

Noon, Boot: Boot your Gadget goods to discard a card and then draw a card. If that Gadget is at a location you control but do not own, that Gadget gains a control point (until the end of the turn).

Jonah's Alliance

Gang: Outlaws | Type: Outfit | Wealth: 18 | Production: 3

Noon, Boot: Boot your dude at a non-home location. That dude becomes a stud, uses bullets instead of influence to control deeds, and gains 2 bounty, to a maximum of 4 bounty. You may boot your Hex (at any location) to remove all traits, abilities, and bonuses from an attachment at that dude's location.

Doc Holliday

Gang: Neutral | Type: Legend | Wealth: -1

If you are the leader and do not have a spellcaster in your posse, your posse has a -2 stud penalty.

Shootout, Boot: Give your dude a bullet bonus equal to the spellcaster skill rating of a dude in this shootout. That dude has a maximum bullet rating of 4.

Ke Wang

Gang: Anarchists | Type: Dude | Keywords: Abomination | Cost: 3 | Value: Spades3

Shootout: Pay an opposing dude's controller that dude's upkeep. Boot that dude and give them -1 bullets.

Baijiu Sue

Gang: Anarchists | Type: Dude | Keywords: Kung Fu 1 | Cost: 5 | Value: Spades6

While Sue is at a Saloon deed, the deed has +1 control points.

Reverend Bob Hungate

Gang: Anarchists | Type: Dude | Keywords: Blessed 1 | Cost: 7 | Value: Spades8

Resolution, Boot: Choose a dude in your posse and pay the opposing player ghost rock equal to that dude's influence. Your opponent chooses a dude in their posse. Both dudes cannot be chosen as casualties this shootout round.

Father Diamond

Gang: Anarchists | Type: Dude | Keywords: Blessed 0 | Cost: 4 | Value: Spades9

Noon: If Diamond is at a deed you do not own, pay the owner 1 ghost rock. You may send one of your dudes at the deed home. Move Diamond to another location.

Master Shou

Gang: Anarchists | Type: Dude | Keywords: Blessed 1 | Cost: 4 | Value: Spades10

Noon: Boot your Abomination dude at this or an adjacent deed. The deed's owner must pay you 1 ghost rock, if able.

Brother Petrovic

Gang: Anarchists | Type: Dude | Keywords: Blessed 0 • Abomination | Cost: 5 | Value: Spades13

React: When Petrovic would be discarded or aced during a shootout, the opposing player must pay you ghost rock equal to his influence, if able.

Leychaa'i Youngheart

Gang: First Peoples | Type: Dude | Cost: 3 | Value: Spades1

Noon/Shootout: Move a non-Spirit Sidekick from your dude at this or an adjacent location to another of your dudes at this or an adjacent location.

Monomi Miles

Gang: First Peoples | Type: Dude | Keywords: Kung Fu 1 | Cost: 4 | Value: Spades7

Resolution, Boot: If your hand is legal and your hand rank is higher, boot Miles's Sidekick to increase the casualties of both posses by his Kung Fu rating.

Klah

Gang: First Peoples | Type: Dude | Cost: 7 | Value: Spades8

Shootout, Boot: Boot Klah's Sidekick to give your dude with a Sidekick +1 bullets.

Black Elk (Exp.1)

Gang: First Peoples | Type: Dude | Keywords: Experienced 1 • Shaman 3 | Cost: 7 | Value: Spades11

If Black Elk is at a deed, he uses his Shaman skill rating to check control of the deed instead of his influence.

Nathaniel Tuwikaa

Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades12

Noon: Nathaniel calls out a dude at his location. When forming shootout hands this shootout, all dudes use their influence instead of bullets to determine how many cards each player draws (but keep their bullet type).

The Faceless One

Gang: Fearmongers | Type: Dude | Keywords: Abomination | Cost: 2 | Value: Spades1

Shootout: Choose an opposing dude. The Faceless One gets a bullet bonus equal to that dude's bullets, to a maximum bonus of 4. If that dude has grit 11 or higher, that dude has a maximum bullet rating of 4.

Lorena Corbett

Gang: Fearmongers | Type: Dude | Keywords: Abomination | Cost: 7 | Value: Spades8

Shootout: Choose an opposing dude. That dude is considered to have a minimum grit of 11 for your card effects. You may boot Lorena's Mystical goods to boot that dude.

Auntie Sinister

Gang: Fearmongers | Type: Dude | Keywords: Huckster 0 | Cost: 8 | Value: Spades11

While Auntie Sinister has a Mystical goods and is in a posse, she gets a bonus to her Huckster skill equal to her influence.

React: After Auntie Sinister passes a Huckster skill check by 6 or more during a shootout, she gains +2 bullets.

Mason Adler

Gang: Fearmongers | Type: Dude | Cost: 8 | Value: Spades13

Mason cannot have non-Melee Weapons attached.

Noon Job, Boot: Mark the opposing dude with the highest grit of 11 or higher (you choose in case of a tie). No other dudes can join your posse. If successful, ace the mark.

Repeat Shootout: If an opposing dude with the highest grit is in the opposing posse, Mason gains the Abomination keyword and becomes a stud. You can use this ability once per shootout.

Enrique Dos Santos

Gang: Law Dogs | Type: Dude | Keywords: Deputy | Cost: 4 | Value: Spades2

React: After a wanted dude who is not at home accepts a callout from Enrique, other dudes cannot join the mark's posse until after posses are formed.

Reverend Endicott

Gang: Law Dogs | Type: Dude | Keywords: Blessed 0 • Deputy | Cost: 5 | Value: Spades9

React: After you attach a miracle to Endicott, choose an opposing dude with lower influence than the number of miracles attached to Endicott to raise that dude's bounty by 1.

Sgt. Elijah Clay

Gang: Law Dogs | Type: Dude | Keywords: Deputy • Harrowed | Cost: 7 | Value: Spades12

After each Shootout play (including passing) while Elijah is in your posse, if the opposing posse has greater total bounty than total bullets, Elijah becomes a stud and has a minimum bullet rating of 3.

Wyatt Earp

Gang: Law Dogs | Type: Dude | Keywords: Deputy | Cost: 9 | Value: Spades13

If your outfit is [Law Dogs], reduce Wyatt's cost by 2 for each of your [Law Dogs] dudes in Boot Hill.

While Wyatt is in your posse, your shooter gets +2 bullets if the opposing shooter's bounty is greater than their bullets.

Cheatin' Resolution: Ace the opposing shooter or a wanted dude in the opposing posse.

Eli Leatherwood

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

No printed rules text on DoomtownDB (blank in the source; disclosed).

Roberto Muratore

Gang: Entrepreneurs | Type: Dude | Keywords: Mad Scientist 1 | Cost: 6 | Value: Spades6

Noon: Boot Roberto's Experimental Gadget at your in-town deed with 1 control point and pull twice. If one pull was red, give this deed a control point. If both pulls are red, that control point is permanent.

Adelaide Rose

Gang: Entrepreneurs | Type: Dude | Keywords: Mad Scientist 1 | Cost: 4 | Value: Spades9

Shootout: Boot Adelaide's Gadget to give an opposing dude -1 bullets. If that Gadget is Experimental, give your dude +1 bullets.

Dr. Gregory Tremane

Gang: Entrepreneurs | Type: Dude | Keywords: Mad Scientist 3 | Cost: 11 | Value: Spades13

If your outfit is [Entrepreneurs], reduce Gregory's cost by the number of Gadgets you control.

Shootout: Boot a Gadget in your posse to send an opposing dude without a Gadget home booted.

Big Nose Kate

Gang: Outlaws | Type: Dude | Cost: 5 | Value: Spades5

Noon: Discard a card to give your dude at this location +1 bullets. If you discarded an action card with a Shootout or Job ability, that dude gets +1 influence. If that dude is not wanted, you may give that dude 1 bounty.

Johnny Ringo

Gang: Outlaws | Type: Dude | Cost: 8 | Value: Spades8

If Johnny is wanted and the only dude in your posse, only shooters contribute to draw hand bonuses.

Shootout: Until the next round of this shootout, dudes cannot be chosen or affected by their opponent's React, Shootout, or non-Cheatin' Resolution abilities.

Violet Esperanza

Gang: Outlaws | Type: Dude | Keywords: Huckster 2 | Cost: 6 | Value: Spades10

Shootout: Choose an opposing dude with bullets less than Violet's bounty while Violet is attempting a job. Ace Violet's Hex and pull. If the pull is greater than that dude's value, ace that dude.

Curly Bill Brocius

Gang: Outlaws | Type: Dude | Keywords: Harrowed | Cost: 7 | Value: Spades12

After you reveal a higher hand rank than the opposing posse during a shootout, give one of your dudes 1 bounty.

React, Boot: After you win a shootout round with Curly Bill in your posse, if your posse has more total bounty than the opposing posse, the opposing posse takes 2 extra casualties.

Byron Decker

Gang: Neutral | Type: Dude | Cost: 3 | Value: Spades9

While Byron has a Gadget Weapon, he gets +1 influence.

React: Before Byron is aced as a casualty, by a Shootout ability, or by a non-Cheatin' Resolution ability, discard another of your dudes in your posse to prevent Byron from being aced.

Carter Richardson

Gang: Neutral | Type: Dude | Keywords: Deputy | Cost: 5 | Value: Spades11

If there is a wanted dude in the opposing posse, you may play Carter from your hand (into your posse) as a Shootout play, paying his cost.

Noon: Move Carter to the location of a wanted dude with the highest bounty (you choose in case of a tie).

Valeria Batten (Exp.1)

Gang: Neutral | Type: Dude | Keywords: Experienced 1 • Huckster 1 | Cost: 7 | Value: Spades13

Valeria can invent Mystical Gadgets using her Huckster skill.

While Valeria is in a shootout, hand ranks cannot be modified by Shootout, React, or non-Cheatin' Resolution abilities.

Noon: Boot your dude and give them +1 influence.

Steph & Gertie's Tonsorium

Gang: Neutral | Type: Deed | Keywords: Public | Cost: 3 | Value: Diams2

Controller Noon, Boot: Shuffle a card from your hand into your deck. Discard the top card of your deck.

Gateway Station

Gang: Neutral | Type: Deed | Keywords: Private • Seedy | Cost: 4 | Value: Diams4

Controller React, Pay 1 Ghost Rock, Boot: Before discarding your lowball draw hand, discard a card from your play hand. Take a dude card from your lowball draw hand and put them into your play hand.

Hart's Tea Shoppe

Gang: Neutral | Type: Deed | Keywords: Private | Cost: 3 | Value: Diams5

Controller Shootout, Boot: Boot an opposing card.

Bird Cage Theater

Gang: Neutral | Type: Deed | Keywords: Public | Cost: 3 | Value: Diams9

Controller Noon Job, Boot: Mark an opposing dude with 1 or more control points. If successful, remove all control points from the mark and this deed gains a permanent +1 control point and +1 production.

Cochise County Courthouse

Gang: Neutral | Type: Deed | Keywords: Public • Government | Cost: 4 | Value: Diams11

Controller Noon Job, Boot: Mark the town square. Your posse must have 4 or more bullets. If successful, you may pay ghost rock equal to an opposing dude's influence to boot all cards attached to that dude and move that dude to town square booted.

Gage Export Co.

Gang: Neutral | Type: Deed | Keywords: Public | Cost: 3 | Value: Diams13

Controller Noon, Boot: Shuffle a card in your discard pile into your deck. Discard the top card of your deck.

Magnum Opus Tenebri

Gang: Neutral | Type: Goods | Keywords: Mystical • Weapon • Gadget 8 • Unique | Cost: 3 | Value: Hearts8

A Huckster can invent this Gadget using their Huckster skill.

Shootout, Boot: Boot this dude to send an opposing dude with value less than your posse's total bullets home booted. If that dude's value is less than your posse's total bullets by 4 or more, you may ace your Abomination dude to ace that dude.

Scattergun

Gang: Neutral | Type: Goods | Keywords: Weapon | Cost: 2 | Value: Hearts9

Shootout, Boot: If this dude has 1 or more bullets, discard a token dude or a Sidekick with cost equal to or less than this dude's bullets.

Shootout, Boot: An opposing dude with 0 influence does not contribute to draw hand bonuses unless they are the shooter.

Adler's Needle

Gang: Neutral | Type: Goods | Keywords: Melee • Weapon • Unique | Cost: 3 | Value: Hearts13

Shootout, Boot: Choose an opposing dude at this or an adjacent location not in the shootout. That dude's controller may have that dude join their posse. If that dude does not join, this dude gains a permanent control point. If this dude has higher grit than that dude and they do not join, that dude gets -1 influence while not at home until after Sundown.

Wrathful Spider

Gang: Neutral | Type: Spell | Keywords: Spirit • Sidekick | Cost: 2 | Value: Hearts5

Cheatin' Resolution Spirit 5, Boot: Send the opposing shooter home booted.

Shootout Spirit 6, Boot: Give an opposing dude -1 bullets. If successful by 6 or more, boot that dude.

Guiding Light

Gang: Neutral | Type: Spell | Keywords: Miracle • Hymn | Value: Hearts10

Noon Miracle 5, Boot: Pay another player 1 ghost rock to send your dude at this or an adjacent location home. If you have less ghost rock than that player, unboot that dude.

Noon Miracle 5, Boot: Pay another player 2 ghost rock to send that player's dude at this or an adjacent location home.

Champion

Gang: Neutral | Type: Spell | Keywords: Miracle | Cost: 1 | Value: Hearts11

Cheatin' Resolution Miracle 6, Boot: Gain 1 ghost rock.

Shootout Miracle 8, Boot: Boot your dude to make them a stud. If that dude is discarded or aced, gain 1 ghost rock.

Malison

Gang: Neutral | Type: Spell | Keywords: Hex | Cost: 1 | Value: Hearts11

Shootout Hex 9, Boot: Choose an opposing dude. Your posse gets a +1 draw hand bonus of that dude's bullet type while that dude is in the shootout. If that dude is aced or discarded during this shootout, give this dude a permanent +1 influence.

Dancing Butterfly

Gang: Neutral | Type: Spell | Keywords: Spirit • Sidekick | Cost: 2 | Value: Hearts13

Resolution Spirit 10, Boot: If your hand is legal, the opposing player can have a second Cheatin' Resolution played against them. The opposing player may cancel this effect by sending one of their dudes home booted and giving one of your deeds a permanent control point (opponent chooses deed).

Ten-Foot Punch

Gang: Neutral | Type: Action | Keywords: Technique | Value: Clubs4

Shootout Technique: This dude gets +1 Kung Fu and joins your posse. If this dude has a Kung Fu rating greater than or equal to the bullet rating of an opposing dude, reveal the top 5 cards of your deck and you may add a non-Tao Technique to your hand from those cards. Discard all other revealed cards.

Fleet-Footed

Gang: Neutral | Type: Action | Value: Clubs8

Noon: Send your dude home booted.

Shootout: Give your dude +1 bullets and an opposing dude -1 bullets.

You're A Daisy If You Do

Gang: Neutral | Type: Action | Value: Clubs10

Noon: Boot your stud in town square to move an opposing dude to town square. If that dude has more control points than your stud, boot the opposing dude; otherwise, unboot the opposing dude. Your stud calls out that dude.

Twilight Is Upon Us

Gang: Neutral | Type: Action | Keywords: Headline | Cost: 1 | Value: Clubs12

Shootout: All shooters have +2 bullets while in a posse with a skilled dude. Your skilled dude joins your posse (moving if necessary).

Test of Wills

Gang: Neutral | Type: Action | Value: Clubs13

Shootout: Boot an opposing card. If it is a goods or spell, it loses all abilities, traits, and bonuses.

React: After posses are formed, if your posse has more total bullets than the opposing posse, shootout plays cannot cause dudes to join posses or cause dudes to leave the shootout.