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Doomtown: Reloaded – No Turning Back

Expansion for Doomtown: Reloaded

Doomtown: Reloaded – No Turning Back Rulebook

Table of Contents

Table of Contents

  • Cards
    • Avie Cline (Exp.1)
    • Judge Harry Somerset (Exp.1)
    • Ebenezer Springfield
    • Elander Boldman (Exp.1)
    • Antheia Pansofia
    • Harry Highbinder
    • Max Baine (Exp.1)
    • El Grajo
    • Jacqueline Isham
    • Huntsmen's Society
    • Secured Stockyard
    • La Quema
    • Asyncoil Gun
    • Scoop Hound
    • Rapier
    • Vitality Tonic
    • Consecration
    • Mark of Pestilence
    • Cookin' Up Trouble
    • Ol' Fashioned Hangin'
    • No Turning Back

Cards

Avie Cline (Exp.1)

Dude | Fearmongers | Cost 6 | Draw | Rank 9 | Upkeep 2 | Bullets 1 | Influence 3 Keywords: Experienced 1 • Harrowed • Huckster 1

Noon, Boot: If Avie is at a deed in town, choose an opposing dude with lower influence in town. Move them to Avie's location.

Judge Harry Somerset (Exp.1)

Dude | Law Dogs | Cost 7 | Draw | Rank 8 | Upkeep 2 | Bullets 1 | Influence 3 Keywords: Deputy • Experienced 1

Noon Job, Boot: Mark a wanted dude. A 2-stud Gunslinger token enters play booted and joins your posse. If successful, discard the mark. Remove the Gunslinger from the game after the job.

Ebenezer Springfield

Dude | Law Dogs | Cost 4 | Draw | Rank 12 | Upkeep 0 | Bullets 1 | Influence 0 Keywords: Blessed 0

React: After another player's ability affects your dude at this or an adjacent location, add one bounty to one of that player's dudes who is not wanted.

Elander Boldman (Exp.1)

Dude | Entrepreneurs | Cost 6 | Draw | Rank 9 | Upkeep 1 | Bullets 0 | Influence 2 Keywords: Experienced 1 • Mad Scientist 3

Shootout, Boot: Unboot a Gadget. You can use its abilities another time. If it's Experimental, unboot Elander. If it's a Weapon, it provides an extra +1 bullets and its dude becomes a stud.

Antheia Pansofia

Dude | Outlaws | Cost 3 | Draw | Rank 9 | Upkeep 0 | Bullets 0 | Influence 1 Keywords: Huckster 0

If you pull a club while making a Huckster skill test for someone in Antheia's posse, add 3 to the skill check.

Harry Highbinder

Dude | Outlaws | Cost 4 | Draw | Rank 11 | Upkeep 2 | Bullets 0 | Influence 3

Harry cannot attach Weapons.

While Harry is at the town square and you have more influence there than any other player, you control the town square (it has no keywords).

Max Baine (Exp.1)

Dude | Neutral | Cost 6 | Draw | Rank 10 | Upkeep 1 | Bullets 1 | Influence 2 Keywords: Experienced 1

If Max is at the town square or a Government deed, Ranches provide no control points.

Noon, Boot: Play a dude with a value of 10 or higher at Max's location, reducing their cost by 3 ghost rock (minimum 0).

El Grajo

Dude | Neutral | Cost 3 | Stud Draw | Rank 11 | Upkeep 1 | Bullets 1 | Influence 0

Shootout: Boot a Melee Weapon attached to El Grajo to make him a stud and give him +2 bullets, to a maximum rating of 4 bullets.

Jacqueline Isham

Dude | Neutral | Cost 3 | Draw | Rank 13 | Upkeep 0 | Bullets 2 | Influence 0

Repeat React: When Jacqueline joins a mark's posse, or a posse opposing a job, she becomes a stud.

Huntsmen's Society

Deed | Neutral | Cost 3 Keywords: Private

The controller's dudes at this and adjacent locations with a value of 10 or higher get -1 upkeep.

Secured Stockyard

Deed | Neutral | Cost 1 Keywords: Private • Ranch • Gadget • Difficulty 7

This deed must be invented by an in-town Mad Scientist. It enters play like a deed.

Controller Noon, Boot: Gain one ghost rock.

La Quema

Goods | Neutral | Cost 4 Keywords: Mystical • Horse

This dude gets +3 value. While this dude has a Melee Weapon, they get +1 bullets.

Shootout, Boot: This dude joins your posse (moving if necessary). Boot an opposing dude.

Asyncoil Gun

Goods | Neutral | Cost 2 Keywords: Weapon • Experimental • Gadget • Difficulty 6

Shootout, Boot: Pull. If it's a club, discard this dude. If not, discard an opposing dude with value less than or equal to this dude's bullets.

Scoop Hound

Goods | Neutral | Cost 2 Keywords: Sidekick

Shootout, Boot: Shootout plays cannot bring dudes into either posse or send dudes home booted (they remain in the posse without booting).

Rapier

Goods | Neutral | Cost 1 Keywords: Weapon • Melee

If there is an unbooted non-Melee Weapon in the opposing posse, Rapier provides +0 bullets.

This dude gets +1 value.

Vitality Tonic

Goods | Neutral | Cost 1 Keywords: Experimental • Gadget • Difficulty 8

This dude gains the Abomination keyword.

React: When this dude is aced in a shootout, discard them instead.

Repeat Noon, Pay 2 Ghost Rock: Pull. If the pull is a club, discard this dude. If not, unboot them.

Consecration

Spell | Neutral | Cost 0 Keywords: Miracle

Cheatin' Resolution Miracle 7: One of your dudes gets +2 bullets and +2 influence and becomes a stud until after Sundown. If this is a shootout, reduce your casualties this round by 3.

Mark of Pestilence

Spell | Neutral | Cost 0 Keywords: Hex

Shootout Hex 9, Boot: Boot all other unbooted dudes.

Cookin' Up Trouble

Action | Neutral | Cost 1

Noon: Look at another player's hand. If that player has revealed an illegal draw hand this turn, you may choose one action, goods or spell card in their hand that does not have a Cheatin' ability. Discard that card.

Ol' Fashioned Hangin'

Action | Neutral | Cost 1

Noon Job: Mark a wanted dude with at least 2 bounty. If successful, ace the mark; also, your leader (if still in play) permanently gets 1 control point.

No Turning Back

Action | Neutral | Cost 0

Noon: Ace a dude you own and control to gain ghost rock equal to their cost.

Resolution: Ace a dude you own and control to reduce your casualties this round to zero. Choose a dude who gets +2 bullets and becomes a stud for the remainder of the Shootout. Your dudes cannot flee this round.