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Doomtown: Reloaded – Faith and Fear thumbnail

Doomtown: Reloaded – Faith and Fear

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Faith and Fear Rulebook

Table of Contents

Table of Contents

  • Cards
    • Oddities of Nature
    • The Arsenal
    • Morgan Gadgetorium
    • Desolation Row
    • Pagliaccio
    • Valeria Batten
    • Micah Ryse (Exp.1)
    • Rev. Perry Inbody
    • Zoe Halbrook
    • Abram Grothe (Exp.1)
    • William Specks
    • Chuan "Jen" Qí
    • Lane Healey (Exp.1)
    • The Fixer
    • Maria Kingsford
    • Makaio Kaleo, Esq.
    • Sister Lois Otwell
    • Félix Amador
    • Nicodemus Whateley
    • Pettigrew's Pawnshop
    • California Tax Office
    • St. Anthony's Chapel
    • The Whateley Estate
    • Outlaw Mask
    • Clown Carriage
    • Bio-Charged Neutralizer
    • Evanor
    • Mirror, Mirror
    • Lay On Hands
    • Holy Roller
    • The Lord Provides
    • Phantasm
    • Walk the Path
    • Soothe
    • Swinford Finds Trouble
    • Under the Weather
    • Faster on the Draw
    • This'll Hurt in the Mornin'
    • Prayer
    • Meet The New Boss

Cards

Oddities of Nature

Gang: Fearmongers | Type: Outfit

Your Abomination dudes get +1 influence while in the town square.

Noon, Boot: Boot your Abomination in the town square to gain 1 ghost rock. Boot an opposing dude in the town square.

The Arsenal

Gang: Law Dogs | Type: Outfit

Noon, Repeat: Boot a Gadget or spell attached to your dude to have them call out an unbooted or wanted dude (at your dude's location).

Morgan Gadgetorium

Gang: Entrepreneurs | Type: Outfit

React, Boot: Before pulling for a skill check, increase the difficulty by 2. If successful, gain one ghost rock, and unboot the dude if they booted to use the skill or ability.

Desolation Row

Gang: Outlaws | Type: Outfit

Your dudes with 4 or more bounty are worth +1 control point.

Noon Job: Boot this card (not the job's leader) to mark the town square. If successful and your leader is still in the posse, give them 2 bounty then gain ghost rock equal to their bullet rating, to a maximum of 4.

Pagliaccio

Gang: Fearmongers | Type: Dude | Cost: 2 | Value: Spades2 | Keywords: Non-Unique • Abomination

Shootout, Boot: One opposing dude gets -1 bullets and -1 value.

Valeria Batten

Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades4 | Keywords: Huckster 1

Valeria can invent Mystical gadgets using her Huckster skill (as if it were Mad Scientist).

Micah Ryse (Exp.1)

Gang: Fearmongers | Type: Dude | Cost: 7 | Value: Spades9 | Keywords: Experienced 1 • Huckster 1

Shootout: Boot a Hex or Mystical goods attached to Micah to give an opposing dude -3 value.

Rev. Perry Inbody

Gang: Law Dogs | Type: Dude | Cost: 3 | Value: Spades3 | Keywords: Blessed 2

Noon, Boot: Perry makes a Blessed skill check of difficulty 9. If successful, unboot Perry and a Law Dog at this or an adjacent location.

Zoe Halbrook

Gang: Law Dogs | Type: Dude | Cost: 4 | Value: Spades11 | Keywords: Mad Scientist 0

Zoe can only invent Weapon Gadget cards.

Zoe gets a bonus to her Mad Scientist skill equal to the number of Deputies at her location.

Abram Grothe (Exp.1)

Gang: Law Dogs | Type: Dude | Cost: 7 | Value: Spades12 | Keywords: Experienced 1 • Blessed 1 • Deputy

Abram cannot use his ability in the first round of a shootout.

Shootout: Abram gets +1 bullets. Boot all Weapons in the opposing posse and reduce their bullet bonuses to 0.

William Specks

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades1 | Keywords: Mad Scientist 2

Noon, Boot: Play a Ranch or Out of Town deed (as Shoppin'), or invent a Gadget. Reduce the cost by William's Mad Scientist skill.

Chuan "Jen" Qí

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades5 | Keywords: Mad Scientist 0

While Jen has a Horse, she gets +1 influence.

While Jen has a Gadget, she gets +2 bullets.

Lane Healey (Exp.1)

Gang: Entrepreneurs | Type: Dude | Cost: 8 | Value: Spades10 | Keywords: Experienced 1

Noon: Boot Lane's Horse to choose an opposing dude at an adjacent deed. Boot that dude. Lane moves to that deed and calls out the chosen dude.

The Fixer

Gang: Outlaws | Type: Dude | Cost: 2 | Value: Spades1 | Keywords: Grifter

React, Boot: At the start of the game, discard five cards from your deck. You may place one of those cards in your hand. If that card was an action card that starts a job, unboot The Fixer.

Maria Kingsford

Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades2 | Keywords: Huckster 0

Add Maria's bounty to each Huckster skill check she makes while in a shootout.

Makaio Kaleo, Esq.

Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades6

Noon: Move one bounty from one of your dudes to another of your dudes.

Sister Lois Otwell

Gang: Neutral | Type: Dude | Cost: 6 | Value: Spades8 | Keywords: Union • Blessed 0

Shootout: Boot a Miracle on Sister Lois to give a dude in your posse +1 bullet and +3 value.

Félix Amador

Gang: Neutral | Type: Dude | Cost: 6 | Value: Spades9 | Keywords: Confederate • Blessed 2

Noon: Boot a Miracle attached to Félix to look at the top card of your deck.

Nicodemus Whateley

Gang: Neutral | Type: Dude | Cost: 7 | Value: Spades12 | Keywords: Huckster 3

While your dudes are at in-town deeds, they gain the ability: "Noon, Boot: If this dude has 1 or more influence, give Nicodemus a control point."

At the end of Sundown, or if he is ever at home, Nicodemus loses all his control points.

Pettigrew's Pawnshop

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

After a player plays a non-Gadget goods, this deed's controller gains 1 ghost rock.

California Tax Office

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams11 | Keywords: Private • Government

Comes into play booted.

Controller Noon, Boot: Choose another player's dude. The dude's owner either pays the dude's upkeep or discards that dude. Reduce the dude's upkeep to 0 until after the next Upkeep phase.

St. Anthony's Chapel

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams12 | Keywords: Private • Holy Ground

Abominations at this location get -1 bullets.

The controller's dudes get +1 to their skill ratings while at this deed

The Whateley Estate

Gang: Neutral | Type: Deed | Cost: 4 | Value: Diams13 | Keywords: Private

Dudes not controlled by this deed's owner boot after moving here.

Controller Noon, Boot: Move a non-dude card from your Boot Hill to your discard pile.

Outlaw Mask

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

While in the town square, this dude gets a bonus to their influence equal to their bounty.

Clown Carriage

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts11 | Keywords: Mystical • Horse • Gadget • Difficulty 8

React, Boot: When forming or joining a posse, this dude and unbooted Abominations at this dude's location do not have to boot to join the posse (this does not allow a booted dude to join a posse).

Shootout, Boot: Play an Abomination from your hand into your posse (paying all costs).

Bio-Charged Neutralizer

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts12 | Keywords: Gadget • Difficulty 9 • Weapon

This dude is a stud. This card cannot be traded, and is not affected by other players' card effects.

Evanor

Gang: Neutral | Type: Goods | Cost: 4 | Value: Hearts13 | Keywords: Melee • Weapon • Mystical • Unique

If there is an unbooted non-Melee Weapon in the opposing posse, this goods provides no bullet bonus.

Shootout, Boot: If this dude is Blessed, they cannot be a casualty in the next round of the shootout (they are not protected this round). If you win this round, the loser takes 1 additional casualty.

Mirror, Mirror

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts2 | Keywords: Hex

Shootout Hex 4, Boot: This Huckster's bullet type becomes that of an opposing dude. If this Huckster has a lower bullet rating, they get a bullet bonus equal to the difference in ratings.

Shootout Hex 6, Boot: An opposing dude's bullet type becomes that of this Huckster. If this Huckster has a lower bullet rating, that dude suffers a bullet penalty equal to the difference in ratings.

Lay On Hands

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts4 | Keywords: Miracle

React Miracle 8, Boot: When another dude at this or an adjacent location is being discarded as a casualty, or aced (at any time), boot this Blessed. Send that dude home booted instead. That dude will not unboot during the Sundown phase at the end of this turn.

Holy Roller

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts6 | Keywords: Miracle

Shootout Miracle 6, Boot: This Blessed gets +1 bullet and cannot be chosen as a casualty during this round of the shootout unless you lose by 3 or more hand ranks.

The Lord Provides

Gang: Neutral | Type: Spell | Cost: 2 | Value: Hearts8 | Keywords: Miracle

Shootout Miracle 9, Boot: Boot this blessed. Search your deck and/or discard pile for an action card, reveal it, and place it in your hand. Discard this spell.

Phantasm

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

Noon Hex 9, Boot: Choose another player's unbooted dude at this or an adjacent location. Move them to a location adjacent to where they are now (without booting).

Noon Hex 12, Boot: Move another player's booted dude at this location to an adjacent location.

Walk the Path

Gang: Neutral | Type: Spell | Cost: 0 | Value: Hearts10 | Keywords: Miracle

Noon Miracle 6, Boot: Move another one of your dudes to this Blessed's location (from any location, without booting).

Shootout Miracle 7, Boot: One of your dudes in any location joins this Blessed's posse (moving if necessary). Unboot that dude.

Soothe

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts12 | Keywords: Miracle

Noon Miracle 10, Boot: Boot this blessed to unboot another dude at this or an adjacent location.

Swinford Finds Trouble

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

Shootout: Boot one or more dudes in your posse. As you boot each dude, choose a dude in the opposing posse with a lower bullet rating. Boot the chosen dude, or send them home if they are already booted.

Under the Weather

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs5

Noon: Choose a dude and pull. If the pull equals or exceeds their grit, boot them. If it exceeds their grit by 6 or more, send them home booted.

Faster on the Draw

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs6

Shootout: Your dude gets +1 bullets. If they are a Deputy, they become a stud. One opposing dude gets -2 bullets.

This'll Hurt in the Mornin'

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

Cheatin' Resolution: Choose and discard one or two cards in an opponent's illegal hand. Replace them with cards drawn from the top of their owner's deck. If your hand is legal, then for each card discarded, your opponent must either pay you 1 ghost rock or ace the card.

Prayer

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

Noon: Choose one of your dudes, who can attach Miracles as a shootout play and at any location. If the dude is not Blessed, they gain Blessed 0, but must discard all attached miracles after Sundown.

Meet The New Boss

Gang: Neutral | Type: Action | Cost: 1 | Value: Clubs11

Noon Job: Mark the town square. If successful, your leader permanently gets +1 influence and 1 control point. Ace this card whether or not the job succeeds.