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Doomtown: Reloaded – Frontier Justice thumbnail

Doomtown: Reloaded – Frontier Justice

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – Frontier Justice Rulebook

Table of Contents

Table of Contents

  • Cards
    • Funtime Freddy
    • The Flying Popescus
    • Andrew Burton
    • Elmore Rhine
    • Howard Aswell
    • Louis Pasteur
    • Benny McGill
    • Marion Seville (Exp.1)
    • J.W. Byrne
    • Shane & Graves Security
    • Gomorra Jail
    • Diable en Boite
    • Legal Instruments
    • Recursive Motion Machine
    • Winchester Model 1873
    • Fancy New Hat
    • Confession
    • Shield of Faith
    • Rope and Ride
    • Incubation
    • Flight of the Lepus

Cards

Funtime Freddy

Gang: Fearmongers | Type: Dude | Cost: 3 | Value: Spades3 | Keywords: Abomination • Huckster 0 • Grifter

React, Boot: At the start of the game, ace Freddy. Search your deck for two different Hexes and reveal them. The player on your left chooses one to ace. Attach the other to one of your Hucksters (paying all costs). Discard a card.

The Flying Popescus

Gang: Fearmongers | Type: Dude | Cost: 4 | Value: Spades8 | Keywords: Huckster 0

While The Popescus have two (or more) Hexes attached, they get +1 influence.

Shootout: If the Popescus have a Mystical goods attached, they become a stud.

Andrew Burton

Gang: Law Dogs | Type: Dude | Cost: 3 | Value: Spades1 | Keywords: Deputy • Blessed 0 • Grifter

React, Boot: At the start of the game, discard a card, draw a card, and add one bounty to another player's dude.

Elmore Rhine

Gang: Law Dogs | Type: Dude | Cost: 6 | Value: Spades5

Noon, Boot: Choose another player's dude at a deed they do not own. Gain ghost rock equal to their bounty.

Howard Aswell

Gang: Entrepreneurs | Type: Dude | Cost: 3 | Value: Spades4 | Keywords: Mad Scientist 0 • Grifter

React: At the start of the game, if there are no deeds in your hand, reveal it and discard the top 10 cards from your deck. You may discard a card from your hand to put a Ranch or Improvement from your discard pile into your hand.

Louis Pasteur

Gang: Entrepreneurs | Type: Dude | Cost: 8 | Value: Spades12 | Keywords: Mad Scientist 2

Repeat Noon, Pay 1 Ghost Rock: Make a Mad Scientist skill test against a difficulty of 10. If successful, unboot one of your dudes at this or an adjacent location.

Benny McGill

Gang: Outlaws | Type: Dude | Cost: 3 | Value: Spades2 | Keywords: Huckster 1

Noon: Boot a Hex on Benny to call out a dude with a higher bullet rating at this location, who cannot refuse.

Marion Seville (Exp.1)

Gang: Outlaws | Type: Dude | Cost: 6 | Value: Spades7 | Keywords: Experienced 1

Shootout: If Marion has a Melee Weapon attached, he becomes a stud and you may boot a Weapon in the opposing posse.

J.W. Byrne

Gang: Neutral | Type: Dude | Cost: 3 | Value: Spades12

While J.W. has a Weapon attached, he gets +1 bullets.

While J.W. has an Attire attached, he gets +1 influence.

While J.W. has a Horse attached, he gets –1 upkeep.

Shane & Graves Security

Gang: Neutral | Type: Deed | Cost: 2 | Value: Diams5 | Keywords: Private

Controller Shootout, Boot: A 2-stud Gunslinger token joins your posse at this or an adjacent deed. Remove the Gunslinger token from the game after the shootout.

Gomorra Jail

Gang: Neutral | Type: Deed | Cost: 1 | Value: Diams10 | Keywords: Private • Government • Core

You may start with this deed in play in place of one Law Dogs dude.

Controller React, Boot: When another player's wanted dude is discarded during the High Noon phase, this deed gains a permanent control point.

Diable en Boite

Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts1 | Keywords: Mystical • Weapon • Gadget • Difficulty 2

React, Boot: When this dude is aced or discarded in a shootout, send one dude in this shootout home booted and draw a card.

Legal Instruments

Gang: Neutral | Type: Goods | Cost: 2 | Value: Hearts4 | Keywords: Unique • Improvement

This card attaches to an unbooted in-town deed you control.

This deed gains the Government keyword. Deputies at this deed get +2 influence and +3 value.

Recursive Motion Machine

Gang: Neutral | Type: Goods | Cost: 0 | Value: Hearts6 | Keywords: Gadget • Difficulty 5

If this dude is a Gadget, it gets –1 upkeep. You may use ghost rock on this card to pay for abilities on Gadgets at this location.

React, Boot: After this dude moves, put one ghost rock on this card (it is not a bounty).

Winchester Model 1873

Gang: Neutral | Type: Goods | Cost: 1 | Value: Hearts6 | Keywords: Weapon

Shootout, Boot: Boot this dude to give them +1 bullets and make them a stud.

Fancy New Hat

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

Abilities on other players' cards cannot reduce this dude's influence.

Confession

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts5 | Keywords: Miracle

Noon Miracle 6, Boot: Boot this dude to choose a dude at this or an adjacent location, who gains bounty equal to this dude's Blessed skill.

Noon Miracle 7, Boot: Transfer one bounty from a dude at this or an adjacent location to your stash.

Shield of Faith

Gang: Neutral | Type: Spell | Cost: 1 | Value: Hearts7 | Keywords: Miracle

Shootout Miracle 7, Boot: Dudes cannot be aced or discarded during this shootout, except as a casualty for losing the round or due to their owner's card abilities or traits. Reduce your casualties this round by 1.

Rope and Ride

Gang: Neutral | Type: Action | Cost: 0 | Value: Clubs3

React: After a dude accepts your callout, but before posses are formed, boot your leader or their attached Horse to move your dude then the mark to an adjacent location that is not your home. Boot the mark.

Incubation

Gang: Neutral | Type: Action | Cost: 2 | Value: Clubs7 | Keywords: Condition

While this card is attached, this dude gets –1 bullets, –1 influence, –3 value, and the ability, "Noon, Boot: Discard one attached Incubation."

Noon: Attach this card to a booted dude at their home.

Flight of the Lepus

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

Cheatin' Resolution: Choose up to two dudes controlled by you or the player with an illegal draw hand. If you revealed a legal hand, you may choose one additional dude. Move those dudes home. If this is a shootout, you may boot them.