Doomtown: Reloaded – A Grand Entrance
Doomtown: Reloaded – A Grand Entrance Rulebook
Table of Contents
Table of Contents
- Cards
- El Armadillo De Hierro
- Jim Hexter
- The Mixer
- Hupirika Sue
- The Harvester
- Lucy Clover (Exp.1)
- Buckin' Billy Ballard
- Antoine Peterson
- Denise Brancini
- Long Strides Ranch
- The Gomorra Gazette
- "Open Wound"
- Doomsday Supply
- Bacillus Pasteuria
- The Blighted
- Sun-Touched Raven
- Inner Struggle
- Serendipitous Arrival
- Siege Of The Orphanage
- Lighting The Fuse
- One Fights As Many
Cards
El Armadillo De Hierro
Gang: Anarchists | Type: Dude | Cost: 6 | Value: Spades10 | Keywords: Kung Fu 3
While in a shootout, El Armadillo has +1 bullets for each Technique successfully performed at his location during the shootout, or that moved him into a posse.
Jim Hexter
Gang: Anarchists | Type: Dude | Cost: 4 | Value: Spades11
Shootout: Pay 1 ghost rock to the controller of the opposing posse's leader or mark to make Jim a stud.
The Mixer
Gang: First Peoples | Type: Dude | Cost: 4 | Value: Spades6
Shootout: Choose a dude. For the duration of this shootout, that dude ignores all bullet modifiers except from attached goods.
Hupirika Sue
Gang: First Peoples | Type: Dude | Cost: 5 | Value: Spades8 | Keywords: Shaman 1
React: After your dude moves to a deed using a Noon Spirit ability, the dude may immediately call out an opposing dude at their new location. Your dude has +2 bullets for the duration of the shootout.
The Harvester
Gang: Fearmongers | Type: Dude | Cost: 6 | Value: Spades6 | Keywords: Abomination
In a starting posse, The Harvester counts as three dudes. The Harvester cannot enter play through the use of a Shoppin' play. The Harvester can only move to adjacent locations or home.
Lucy Clover (Exp.1)
Gang: Law Dogs | Type: Dude | Cost: 5 | Value: Spades6 | Keywords: Deputy • Experienced 1
Repeat React: After both posses are formed for a shootout, if the opposing posse contains 2 or more bounty, Lucy becomes a stud until the end of the shootout.
Buckin' Billy Ballard
Gang: Entrepreneurs | Type: Dude | Cost: 6 | Value: Spades11
While Billy has a Horse attached, he has +1 bullets and +1 influence.
Noon/Shootout: Boot Billy's Horse to draw a card. You may boot a dude at this location.
Antoine Peterson
Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades11 | Keywords: Transient
React: After Antoine enters play, search your discard pile for an action card that starts a job and put it into your hand. Discard a card. You may unboot your The Sloane Gang dude at home and give them 2 bounty.
Denise Brancini
Gang: Neutral | Type: Dude | Cost: 1 | Value: Spades11
Denise cannot be in a starting posse.
Denise has +X bullets and +X upkeep, where X is equal to the number of jokers in all boot hills.
If Denise is discarded during upkeep, all other players may shuffle all jokers from their boot hill into their deck.
Long Strides Ranch
Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams5 | Keywords: Private • Ranch • Out of Town
While you have at least two Horses, this deed has +2 production.
Controller Noon, Boot: Attach a Horse from your hand to your dude (as Shoppin'), reducing its cost by 2.
The Gomorra Gazette
Gang: Neutral | Type: Deed | Cost: 3 | Value: Diams8 | Keywords: Private
Controller React, Boot: After an opposing dude's bounty increases, gain ghost rock equal to their influence.
"Open Wound"
Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams13 | Keywords: Non-Unique • Public
This deed is adjacent to all other Open Wounds.
Repeat Controller Noon: Pay 1 ghost rock to move one of your dudes from this location to an adjacent location.
Doomsday Supply
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts5 | Keywords: Improvement
Attach this to your home.
Noon/Shootout, Boot: Discard this card. Search your discard pile for a goods and attach it to one of your dudes, reducing its cost by 2. If this card is played as a shootout play, that dude must be in your posse.
Bacillus Pasteuria
Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts7 | Keywords: Mystical
You may boot your Mad Scientist instead of paying this card's cost.
Noon: Discard this card to choose a dude at this location. Unboot that dude. You may discard a condition attached to that dude.
The Blighted
Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts10 | Keywords: Sidekick
Attaches only to Abominations.
After an opposing dude is aced or discarded from play without being a casualty, you may pay 1 ghost rock to take this card from your discard pile and attach it to any one of your dudes, paying all costs. Only one Blighted may be played in this way per opposing dude aced or discarded.
Sun-Touched Raven
Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts1 | Keywords: Spirit • Sidekick
Shootout Spirit 6, Boot: Look at the top five cards of your deck. You may discard up to three of them. You may boot this Shaman to draw a card.
Inner Struggle
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs1 | Keywords: Condition
While this card is booted, reduce your shootout hand rank by 1.
If you reveal an illegal draw hand and the owner of this card has a legal hand, boot this card.
Cheatin' Resolution: Attach this card to the cheatin' player's home, booted. That player discards one random card from their play hand.
Serendipitous Arrival
Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs3
Shootout: Play a dude from your hand into your posse, reducing their cost by 5. When the shootout ends, pay 3 ghost rock or discard that dude.
Siege Of The Orphanage
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs4 | Keywords: Headline
Shootout: All dudes controlled by the owner of this location are studs. Those dudes cannot flee the shootout. For the remainder of the shootout, the owner of this location suffers one less casualty each round.
Lighting The Fuse
Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs5
Cheatin' Resolution: Return a deed owned by the cheatin' player to their hand. If played during lowball, the cheatin' player may instead boot two of their dudes, moving them to that deed (if they are not already there).
One Fights As Many
Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs13 | Keywords: Technique
Noon Job, Boot: Mark the town square and ace this card. If successful, each Kung Fu dude in your posse makes a technique check, adding 4 to the pull. Each dude who succeeds permanently gets 1 control point.