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Doomtown: Reloaded – Election Day Slaughter

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Election Day Slaughter Rulebook

Table of Contents

Table of Contents

  • Cards
    • The Brute
    • Smiling Tom
    • Philip Swinford (Exp.1)
    • Drew Beauman
    • Dr. Arden Gillman
    • Arvid Mardh
    • Allie Hensman (Exp.1)
    • Milt Clemons
    • Jake Smiley
    • QUATERMAN
    • Angela Payne
    • The Mayor's Office
    • Hunter Protections
    • The Evidence
    • Teleportation Device
    • Mayfair Family Deck
    • Puppet
    • Summoning
    • Ridden Down
    • Tail Between Yer Legs
    • Election Day Slaughter

Cards

The Brute

Gang: Fearmongers | Type: Dude | Cost: 2 | Value: Spades4 | Keywords: Abomination

When aced to cover casualties in a shootout, reduce the remaining casualties you must cover by 2.

Smiling Tom

Gang: Fearmongers | Type: Dude | Cost: 7 | Value: Spades12 | Keywords: Abomination • Huckster 4

Tom can only move to your home or to a location that has another Fourth Ring dude.

Philip Swinford (Exp.1)

Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades3 | Keywords: Experienced 1 • Deputy

Each time an opposing player reveals an illegal draw hand and you do not, you may draw a card then discard a card.

Drew Beauman

Gang: Law Dogs | Type: Dude | Cost: 6 | Value: Spades7 | Keywords: Mad Scientist 1

Each time a player reveals an illegal draw hand and you do not, Drew may immediately attempt to invent a Gadget without booting (other requirements of inventing must still be met).

Dr. Arden Gillman

Gang: Entrepreneurs | Type: Dude | Cost: 5 | Value: Spades6 | Keywords: Mad Scientist 1

Shootout, Boot: Arden makes a mad scientist skill check against an opposing dude's grit. If successful, send that dude home booted. If successful by 6 or more, ace the dude. If the pull is a spade or a joker, Arden suffers the same fate.

Arvid Mardh

Gang: Entrepreneurs | Type: Dude | Cost: 6 | Value: Spades9

React: After Arvid enters play, make a tradin' Noon play.

Allie Hensman (Exp.1)

Gang: Outlaws | Type: Dude | Cost: 5 | Value: Spades5 | Keywords: Experienced 1

Noon Job, Boot: Allie leads a job that marks an opposing dude. If successful, the mark's controller must give you ghost rock equal to the mark's influence. If the player cannot or does not, discard the mark.

Milt Clemons

Gang: Outlaws | Type: Dude | Cost: 6 | Value: Spades8

Whenever Milt's bounty increases, gain 1 ghost rock.

Jake Smiley

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

Jake has +2 influence during the Sundown phase.

QUATERMAN

Gang: Neutral | Type: Dude | Cost: 1 | Value: Spades3 | Keywords: Non-Unique • Gadget • Difficulty 5

QUATERMAN must be invented by a Mad Scientist like any other gadget. It enters play at the Mad Scientist's location (but does not attach).

QUATERMAN's bullets cannot be modified except by attached goods. Cards cannot move or boot QUATERMAN.

Angela Payne

Gang: Neutral | Type: Dude | Cost: 7 | Value: Spades10

Noon, Boot: If Angela is at a deed you do not own, gain 2 ghost rock.

The Mayor's Office

Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams1 | Keywords: Private • Government

Controller Noon, Boot: Raise or lower the influence of a dude at this or an adjacent location by 1.

Hunter Protections

Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams7 | Keywords: Private

Controller Noon, Boot: Boot your dude without a control point at this location. Raise their bounty by 2. They permanently get 1 control point.

The Evidence

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts8

Noon: Reduce a wanted dude's bounty to 0. Discard this card.

Noon, Pay 1 Ghost Rock: Raise the bounty on a dude by 2. Ace this card.

Teleportation Device

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts10 | Keywords: Experimental • Improvement • Gadget • Difficulty 6

After this gadget is invented, attach it to a deed that you control.

Repeat Controller Noon, Pay 1 Ghost Rock: Choose your dude at this location and pull. If the pull is a club, discard the dude. Otherwise, move your dude to another location (without booting).

Mayfair Family Deck

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts13 | Keywords: Mystical

This dude has Huckster 0. If this card leaves this dude, discard all Hexes from this dude.

Puppet

Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts4 | Keywords: Hex

Noon Hex X, Boot: X is the grit of a dude at this location. Take control of the dude until after the Sundown phase.

Summoning

Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts6 | Keywords: Hex

Noon Hex 5: If successful, mark the town square for a job. If the job succeeds, immediately play an Abomination from your hand reducing its cost by 6 ghost rock (paying all other costs). The Abomination permanently gets 1 control point.

Ridden Down

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs8

Noon: Boot your Horse to send a dude without a Horse at this location home booted.

Tail Between Yer Legs

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

React: After your call-out is accepted, the mark must form their posse before you form yours. The mark has -2 bullets (until the end of the shootout).

Election Day Slaughter

Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs13

Noon Job, Boot: Mark the town square. Each other player may unboot a dude in town. If successful, each other player must ace one of their dudes in town.