RulesPal
Chat
Rulebook
Doomtown: Reloaded – Blood Moon Rising thumbnail

Doomtown: Reloaded – Blood Moon Rising

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Blood Moon Rising Rulebook

Table of Contents

Table of Contents

  • Outfits
    • 108 Drunken Masters
    • Gateway To Beyond
    • Full Moon Brotherhood
    • Justice In Exile
    • Morgan Regulators
    • Protection Racket
  • Dudes
    • Zuì Waidan
    • Mr. Outang
    • Stevie Lyndon
    • Wei Xu
    • Eva Bright Eyes
    • Mick Aduladi
    • Absalom Hotchkiss
    • Christine Perfect
    • Father Tolarios
    • Hattie DeLorre
    • Diego Linares
    • POST-A-TRON
    • Jimmy "The Saint"
  • Deeds
    • Nickel Night Inn
    • Sherman Mortgage
    • Gomorra Gaming Commission
    • Cliff's #4 Saloon
  • Goods
    • Baijiu Jar
    • Bowie Knife
    • Hydro-Puncher
    • Rancher's Lariat
    • De Annulos Mysteriis
  • Spells
    • Heartseeker
    • Tse-Che-Nako's Weaving
    • Amazing Grace
  • Actions
    • Burn 'Em Out
    • Shiny Things
    • We Got A Beef!
    • Great Sage Matching Heaven
    • Two Hundred Fifty Rounds
    • Moving Forward
    • The Law Goes Underground

Outfits

108 Drunken Masters

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

Deeds at the ends of each street have the Saloon Keyword.

React, Boot: After you reveal a pull for a Technique, reduce the pull by the amount of Saloons you control. If you succeed by 5 or more, you may add the pulled card to your hand.

Gateway To Beyond

Gang: First Peoples | Type: Outfit | Wealth: 18 | Production: 3 | Keywords: Holy Ground

Noon, Boot: Choose a number of your Spirits up to the number of Holy Grounds you control. Unboot them. You can use their abilities an additional time this turn.

Full Moon Brotherhood

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

Noon, Boot: Choose an opposing non-token dude that is adjacent to one of your dudes. That dude loses all traits, cannot move via card effects, and cannot refuse callouts. If that dude leaves play, either draw two cards or gain 2 ghost rock.

Justice In Exile

Gang: Law Dogs | Type: Outfit | Wealth: 18 | Production: 3

Whenever an opposing player reveals an illegal hand, they must raise the bounty on one of their dudes by 1. If your hand is legal, you choose the dude.

React, Boot: After an opposing wanted dude at the location of one of your Deputies leaves play during High Noon, gain 2 ghost rock. If they were discarded, you may ace them instead.

Morgan Regulators

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

When checking for victory, if there has not been a shootout this turn, each player's influence total at each location is limited to 5.

Noon, Boot: Choose your dude. Move them to the town square. That dude becomes a stud. If they have a Horse, unboot them.

Protection Racket

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

Noon, Boot: Boot your dude at a deed to gain ghost rock equal to the number of deeds you control but do not own. If your opponents own fewer than three deeds total, gain 2 ghost rock. If you control at least three deeds you do not own, that dude gains a permanent control point and 1 bounty.

Dudes

Zuì Waidan

Gang: Anarchists | Type: Dude | Cost: 1 | Rank: 1 | Upkeep: 1 | Bullets: 3 | Influence: 0 | Value: Spades1 | Keywords: Abomination

Shootout: Boot your Saloon to give your dude +2 Kung Fu.

Mr. Outang

Gang: Anarchists | Type: Dude | Cost: 3 | Rank: 5 | Upkeep: 1 | Bullets: 3 | Influence: 0 | Value: Spades5 | Keywords: Kung Fu 2

Each of your Kung Fu dudes at this location with a Whiskey Flask or Baijiu Jar attached has +1 Kung Fu and is a stud.

Stevie Lyndon

Gang: Anarchists | Type: Dude | Cost: 2 | Rank: 12 | Upkeep: 0 | Bullets: 0 | Influence: 0 | Value: Spades12 | Keywords: Blessed 0

While casting Hymns, Stevie has +4 Blessed skill.

Wei Xu

Gang: First Peoples | Type: Dude | Cost: 4 | Rank: 1 | Upkeep: 0 | Bullets: 2 | Influence: 1 | Value: Spades1 | Keywords: Kung Fu 1

While in a shootout, Wei Xu has +2 influence and +5 value.

Eva Bright Eyes

Gang: First Peoples | Type: Dude | Cost: 2 | Rank: 2 | Upkeep: 0 | Bullets: 0 | Influence: 0 | Value: Spades2 | Keywords: Shaman 4

Eva can only cast Totem and Sidekick Spirits.

Shootout: Boot Eva's Horse to send her home booted.

Mick Aduladi

Gang: First Peoples | Type: Dude | Cost: 6 | Rank: 7 | Upkeep: 1 | Bullets: 3 | Influence: 2 | Value: Spades7

While at a Holy Ground location, Mick is a stud.

Noon: Move Mick to a Holy Ground location.

Absalom Hotchkiss

Gang: Fearmongers | Type: Dude | Cost: 4 | Rank: 4 | Upkeep: 0 | Bullets: 2 | Influence: 1 | Value: Spades4

React: After Absalom moves to the location of an Abomination, move one of your other dudes to his location.

Christine Perfect

Gang: Fearmongers | Type: Dude | Cost: 1 | Rank: 5 | Upkeep: 0 | Bullets: 2 | Influence: 0 | Value: Spades5

Noon: Move Christine to the location of the opposing dude with the highest grit (you chose in case of a tie). That dude gets -5 value.

Father Tolarios

Gang: Law Dogs | Type: Dude | Cost: 4 | Rank: 5 | Upkeep: 1 | Bullets: 0 | Influence: 1 | Value: Spades5 | Keywords: Deputy • Blessed 2

Noon: Discard a card. Choose an opposing wanted dude at this or an adjacent location. Lower that dude's bounty by 1 to search your deck or discard pile for a non-Unique Miracle or non-Unique Mystical goods, reveal it, and add it to your hand.

Hattie DeLorre

Gang: Law Dogs | Type: Dude | Cost: 4 | Rank: 12 | Upkeep: 0 | Bullets: 1 | Influence: 1 | Value: Spades12 | Keywords: Deputy

Shootout: One opposing wanted dude gets -5 bullets.

Diego Linares

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Rank: 7 | Upkeep: 0 | Bullets: 1 | Influence: 1 | Value: Spades7 | Keywords: Mad Scientist 0

While inventing a Horse or a Sidekick, Diego has +4 Mad Scientist skill.

POST-A-TRON

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Rank: 12 | Upkeep: 1 | Bullets: 2 | Influence: 0 | Value: Spades12 | Keywords: Gadget • Difficulty 6

You can include POST-A-TRON in your starting gang. If you do, you must invent it after shuffling your deck, waiving the ghost rock cost of inventing. Discard POST-A-TRON if you fail to, or cannot, invent it.

Noon, Boot: If POST-A-TRON is at the town square, gain 3 ghost rock.

Jimmy "The Saint"

Gang: Outlaws | Type: Dude | Cost: 4 | Rank: 12 | Upkeep: 1 | Bullets: 2 | Influence: 0 | Value: Spades12

While Jimmy is at a deed you control, you gain the production of that deed during Upkeep. If that deed is a Casino, it gains an additional +1 production.

Mario Crane (Exp.1)

Gang: Outlaws | Type: Dude | Cost: 8 | Rank: 13 | Upkeep: 2 | Bullets: 3 | Influence: 2 | Value: Spades13 | Keywords: Harrowed • Experienced 1

Mario counts as Sloane for Uniqueness.

Resolution, Repeat: If your hand is illegal, reduce your casualties this round by two. If your opponent has a legal hand, you take a minimum of 1 casualty. You can only use this ability once per shootout round.

The Caretaker

Gang: Neutral | Type: Dude | Cost: 3 | Rank: 1 | Upkeep: 0 | Bullets: 0 | Influence: 0 | Value: Spades1 | Keywords: Abomination

While the Caretaker is at a location you own and has not moved this turn, he has +4 bullets, +4 value, and is a stud.

"Thunder Boy" Nabbe

Gang: Law Dogs | Type: Dude | Cost: 3 | Rank: 6 | Upkeep: 1 | Bullets: 1 | Influence: 2 | Value: Spades6 | Keywords: Deputy

Repeat Shootout: If there is a wanted dude in the opposing posse, Nabbe gets a bullet bonus equal to his influence and becomes a stud. You can use this ability once per shootout.

Dave "Slim" Gorman

Gang: Outlaws | Type: Dude | Cost: 5 | Rank: 7 | Upkeep: 1 | Bullets: 1 | Influence: 2 | Value: Spades7 | Keywords: Huckster 1

React: After Dave casts a shootout Hex, you may discard the Hex to have all dudes in the shootout become draws for this round.

Deeds

Nickel Night Inn

Gang: Neutral | Type: Deed | Cost: 4 | Rank: 6 | Value: Diams6 | Production: 2 | Control: 1 | Keywords: Private • Saloon

Controller Noon, Boot: Boot a dude with a value of 3 or less at this or an adjacent location.

Sherman Mortgage

Gang: Neutral | Type: Deed | Cost: 5 | Rank: 7 | Value: Diams7 | Production: 3 | Control: 1 | Keywords: Public

Boot this deed when a shootout starts.

While unbooted, increase the cost of each other player's deeds by 1 for every four deeds that player owns (round down).

Gomorra Gaming Commission

Gang: Neutral | Type: Deed | Cost: 1 | Rank: 9 | Value: Diams9 | Production: 0 | Control: 0 | Keywords: Private • Casino • Out of Town

Controller Cheatin' Resolution, Boot: This deed gains a permanent +1 production. Draw a card unless the cheatin' player pays you 1 ghost rock.

Cliff's #4 Saloon

Gang: Neutral | Type: Deed | Cost: 2 | Rank: 12 | Value: Diams12 | Production: 1 | Control: 1 | Keywords: Public • Saloon

Controller Noon, Boot: Your dude at this location, or an adjacent location you control, becomes a stud.

Goods

Baijiu Jar

Gang: Neutral | Type: Goods | Cost: 1 | Rank: 1 | Value: Hearts1 | Keywords: Attire

While at a Saloon, this dude has +3 value and +1 influence.

Shootout, Boot: Discard three cards to draw four cards.

Bowie Knife

Gang: Neutral | Type: Goods | Cost: 1 | Rank: 3 | Bullets: 1 | Value: Hearts3 | Keywords: Melee • Weapon

You may attach this card to your dude in a posse (paying all costs) as a shootout play.

This dude is a stud. If there is an unbooted non-Melee Weapon in the opposing posse, Bowie Knife provides no bullet bonus and does not make this dude a stud.

Hydro-Puncher

Gang: Neutral | Type: Goods | Cost: 1 | Rank: 7 | Bullets: 2 | Value: Hearts7 | Keywords: Melee • Weapon • Gadget • Difficulty 5

This dude can attach two Weapons. If this dude is not a Gadget, both Weapons must be Melee. While this dude has two Weapons attached, they are a stud.

Shootout, Boot: Choose an opposing dude. Boot the dude and one of their attached cards.

Rancher's Lariat

Gang: Neutral | Type: Goods | Cost: 2 | Rank: 7 | Value: Hearts7

While this dude is at a Ranch, that deed gains +2 production. It cannot receive a bonus from more than one Lariat.

Shootout, Boot: Choose an opposing dude. The dude cannot use their printed abilities. You may boot a Weapon on that dude.

De Annulos Mysteriis

Gang: Neutral | Type: Goods | Cost: 1 | Rank: 9 | Value: Hearts9

Noon: Ace this card to search your discard pile for an action card that starts a job marking a location. Play the card, making this dude the leader if able. While leading the job, this dude has +1 bullets and is a stud.

Spells

Heartseeker

Gang: Neutral | Type: Spell | Cost: 0 | Rank: 3 | Value: Hearts3 | Keywords: Hex

Shootout Hex 5, Boot: Reduce your opponent's casualties by three this round. If you win this round, ace the opposing shooter. This acing effect cannot be prevented (even if the shooter is Harrowed).

Tse-Che-Nako's Weaving

Gang: Neutral | Type: Spell | Cost: 1 | Rank: 6 | Value: Hearts6 | Keywords: Spirit • Totem

This deed gains the Holy Ground keyword and does not unboot during Sundown.

Noon Spirit 7, Boot: Move one of your dudes to a location adjacent to this Shaman. You may unboot this deed to give this Shaman 1 control point until they move.

Amazing Grace

Gang: Neutral | Type: Spell | Cost: 0 | Rank: 12 | Value: Hearts12 | Keywords: Miracle • Hymn

Noon Miracle 6, Boot: This Blessed gets +1 influence and does not go home booted the next time they refuse a callout. Your other dudes get +1 influence for purposes of controlling locations. Your dudes cannot have their influence reduced by opposing abilities.

Actions

Burn 'Em Out

Gang: Neutral | Type: Action | Cost: 1 | Rank: 3 | Value: Clubs3

Noon Job, Boot: Mark an opponent's home. Raise the bounty of each dude in your posse by 1.

If successful, look at that opponent's play hand and ace a card from it.

Shiny Things

Gang: Neutral | Type: Action | Cost: 0 | Rank: 4 | Value: Clubs4

Noon: Choose an opposing dude. That dude gains +2 influence, +7 value, and cannot be called out this turn. Boot the chosen dude.

We Got A Beef!

Gang: Neutral | Type: Action | Cost: 1 | Rank: 4 | Value: Clubs4

React: After an unbooted dude accepts a callout, but before posses are formed, swap the location of either the mark or leader with a dude at an adjacent location controlled by the same player. The chosen dude replaces the original mark or leader in the shootout.

Great Sage Matching Heaven

Gang: Neutral | Type: Action | Cost: 0 | Rank: 6 | Value: Clubs6 | Keywords: Technique • Tao of Bull Demon King

Shootout Tao Technique: This dude gets +1 Influence and gains the Harrowed keyword. Combo if your posse has equal or higher influence than the opposing posse.

Two Hundred Fifty Rounds

Gang: Neutral | Type: Action | Cost: 0 | Rank: 7 | Value: Clubs7 | Keywords: Technique • Tao of Bull Demon King

Shootout Tao Technique: Reduce your casualties this round by one. Combo if you control this location.

Moving Forward

Gang: Neutral | Type: Action | Cost: 0 | Rank: 10 | Value: Clubs10

Cheatin' Resolution: Search your deck and discard pile for an in-town deed and play it, reducing its cost by 5. If this card is played during lowball, pay ghost rock equal to the deed's production or discard it.

The Law Goes Underground

Gang: Neutral | Type: Action | Cost: 0 | Rank: 11 | Value: Clubs11

Resolution: Boot or discard your stud dude. If that dude was a Deputy, send the opposing shooter home booted. Send all dudes in your posse home booted.

  • Mario Crane (Exp.1)
  • The Caretaker
  • "Thunder Boy" Nabbe
  • Dave "Slim" Gorman