Official Doomtown FAQ Current Version 2.0.1 10th May 1999 Blue Text = Changes made since the last version of the FAQ "True Luck consists not in holding the best of the cards at the table: Luckiest he who knows just when to rise and go home" -John Hay, Distich, XV Table of Contents Section A: The Fundamentals 1: Background 2: An Overview of the game 3: Packaging and distribution Section B: Generic Rules Questions 1: Actions 2: Deeds 3: Dudes 4: Events 5: Goods 6: Spells 7: Movement 8: Shootouts 9: Cheatin' 10: Hand Size 11: Harrowed Dudes 12: Experienced Dudes 13: Jobs 14: Other Section C: Specific Card Issues 1: Actions 2: Deeds 3: Dudes 4: Events 5: Goods 6: Spells 7: Outfits Section D: Card Errata & Clarifications 1: Card Errata 2: Rules Clarifications Section E: Contact Information Section F: Card Submissions Section G: Obligatory Legal Boilerplate Section A: The Fundamentals 1: Background Q: What's "Deadlands"? A: Deadlands is a property created by Pinnacle Entertainment Group (www.peginc.com). The Deadlands property has appeared in the self-titled RPG, the Great Rail Wars miniatures game, and now DOOMTOWN, a trading card game. Q: Who is Five Rings Publishing? A: Five Rings Publishing Group (FRPG) is a wholly owned subsidiary of Wizards of the Coast, Inc. WotC bought FRPG in the early summer of 1997. Five Rings is responsible for all of WotC's non-Magic, non-ARC System trading card games. Q: Who is AEG? A: Alderac Entertainment Group (AEG) is an outside game design firm that has a contract with FRPG to do the development work on the DOOMTOWN game. The designers and art directors at AEG do most of the heavy lifting on the product itself. Five Rings is responsible for sales, marketing, business and brand management, logistics, and all the other operational activities that make a game go. Q: That's fairly confusing. So who owns what? A: Pinnacle owns Deadlands. WotC owns Five Rings. Five Rings owns the DOOMTOWN game mechanics and has a contract to use the Deadlands property in the game. AEG doesn't own any part of the product. 2: An Overview of the game. Q: So, tell me a little about DOOMTOWN. A: It's a fast paced game set in the Wild, Weird West of the Deadlands alternate history. In that history, a group of Indians called the Last Sons used an ancient ritual to make a deal with some evil spirit creatures called Manitous. Those Manitous have been unleashed on the world, and as a result, things didn't turn out quite the way the history books say they did. The Civil War is still raging; a huge earthquake sank most of California into the pacific, and a strange substance known as ghost rock has been discovered. Ghost rock burns hotter and longer than coal, that that efficient fuel has allowed the development of all sorts of steampunk technology. DOOMTOWN is set in the tiny frontier town of Gommora. Gommora sits near a large strike of ghost rock. The town is filling up with people determined to take control of the area and mine the ghost rock for their own profit and motives. You play the leader of one of those factions, called Outfits. You recruit Dudes to do your bidding, you give them Goods to make them stronger and more effective, and you stake your claim to various Deeds in and around the town. From time to time, Events happen that can have pretty sweeping effects on the game. Your basic objective is to have more control than your opponents have influence. Control comes from Deeds, influence comes from Dudes. Q: You've piqued my interest. How do I get some? A: DOOMTOWN is sold in Adventure Game retail stores all over the US, Canada, and parts of Europe and Asia. If your local store doesn't stock it, ask them, and they can probably get some for you. You need to buy a starter deck to begin playing the game. The starters are pre-constructed - they contain a fixed selection of cards, and each is designed to play either of the two factions contained within. The outside of the deck box tells you a little bit about those two Outfits, so you can get a taste for the various factions in the game. You need at least one starter deck to begin play, because your Outfit has some specific statistics that appear on the deck box itself (and a card inside), and each deck contains two cards (one for each of the two factions in the deck) not found anywhere else. When you get interested in expanding your collection, you can buy Booster Packs that contain randomly assorted cards that you can use to customise your deck, or just put in binders to look at the pretty pictures. Q: And where can I find a list of upcoming tournaments and events? A: All FRPG Tournaments can now be found at: http://events.wizards.com/DCITournament/ 3: Packaging & Distribution Q: So how's it packed out? A: The cards appear in two types of displays. The standard display is the Starter display, which contains 2 copies each of the 5 different starter decks, 10 starters in total. Each deck contains a selection of cards, a rulebook, and 36 "poker chips." You can build viable play decks for either of the two factions in the deck straight out of the box. DOOMTOWN also comes in a "Booster" display. We know that many people like to have duplicates, or like to have some cards for their collection and some cards for play. So you can get boosters without the decks. In fact, this is the most efficient way to build up your collection of rare cards. Just remember that you won't get the "deck only" card in the boosters. Q: You mentioned there are two factions per starter deck? Can you tell me how they're paired? A: (Blackjacks, Flock) - (Whateleys, Rangers) - (Maze Rats, Collegium) - (Sweetrock, Agency) - (Law Dogs, Sioux) Q: Ok, sounds good, so what's the rarity scheme? A: There are four levels of rarity across 320 cards within Pine Box. There are 20 fixed cards, 10 of which are only found in the starter decks, and 10 of which are found in both the starters and as Rares in the boosters. Then there are 100 Rares, 100 Uncommons, and 100 Commons, split across the starters and boosters. Q: Right, so how many of each do I get in a starter and a booster? A:, Within a starter deck you will get 50 set cards, designed to let you play either of the outfits straight out of the box. In addition the deck contains a further 25 random cards, some common and some uncommon, plus 4 bonus Rares, for a total of 79 cards. The boosters use the standard rarity scheme for a basic set, consisting of 11 Commons, 3 Uncommons, and 1 Rare. Note this is only for Pine Box, NOT for upcoming expansions. The distribution of those will be announced shortly Q: These cards don't have any solid colored borders! How can I tell if I'm getting a "limited edition" card or a reprint? A: When we reprint cards, a small "bug" - a graphical icon - appears on the card next to the artist's name. The symbol for Pine Box is a (c) poker suit. Q: Can you tell me what the schedule is for 1999 A: Sure, although dates are subject to change without notice Product Scheduled Release Date Mouth of Hell Expansion May 14th Shootout at High Noon: 2 Pre-constructed Decks suitable for beginning and experienced players alike May 14th A Reaping of Souls Expansion Aug 6th Revelations Expansion Nov 5th Section B: Generic Rules Questions 1. Actions Q: What is an Action, anyway? A: Actions are card effects that begin with "Noon", "Reaction", or "Shootout". As a matter of fact, Moving, Calling Out, and Shoppin' are also considered Actions, but we're not concerned with these right now. The remainder of this section refers to the former type. Q: How many times can I do an action per turn? A: Action cards from your Play hand can be played at the times the cards specify. So for example, if you have 3 copies of the "Sun In Yer Eyes" shootout action in your Play hand, you may play them all during a shootout if you so wish. Actions printed on cards in play can only be performed once per turn, unless the card specifically says otherwise. That means that you've got to be careful when you use an Action like the Ranger's movement action, or Tao Cheng's Bullet Bonus action. Pick your time carefully. Q: How long do shootout actions last? I had someone tell me that actions which target a dude, such as "Out of Ammo", last the entire shootout even if it goes past the first draw hand. A: Unless a card says "for this round of the shootout", it's effects last the entire shootout. Q: I don't understand what the picture on the Action card background is. A: It's the "Action" of a rifle. It's a bad visual pun by the graphic designer, Al Skaar (I kid you not) who was featured as One Eyed Al the Barber on the original Episodes 1&2 display box. 2. Deeds & Locations Q: What is a deed? A: A deed is a location other then a player's home, or the Town Square. Q: And a strike? A: A strike is a deed that is always found out of town. Q: Ok smart guy, what's the real difference? A: All deeds that aren't "strikes" or "out of town" are adjacent to the Town Square. The only way for a dude to move out of town is to boot. Q: And what about this Public and Private stuff? A: While different parts of Gomorra are owned by different outfits, there's usually nothing to stop you wandering into one of your opponent's deeds. However sometimes you ain't really welcome there. If you're ever at a private location that you don't own, and a shootout starts, any dudes in your posse become wanted the moment they join your posse. Q: Right, got that. Now, what's the difference between owning and controlling? A: The owner is the player who placed the deed/strike in play, this can never change (unless of course a card specifically allows you to do so) The controller however is the person with the most influence at that location. If there is a tie in Influence, including a tie of zero, the owner is also the controller (even if he has no dudes there). Q: Can control of a Deed change in the middle of a job or shootout? A: Sure. Control of a Deed can change at ANY point. Q: Are the home locations "non-unique", if not, is there some special rules exception that allows two different law dog players to have the law dog location? A: The Home is non-Unique. There are Deeds that are non-Unique as well. Q: Can you ever control an opponent's home, or the town square? A: No, never, you can only control deeds plus your own home. Q: So does it matter who controls or owns it? A: You bet it does. Some deeds have special abilities which are usually prefaced by the word controller. If this is the case whoever controls the deed can perform the ability. Any ability on a deed, which does not specify controller, can only be performed by the owner. The owner is the only one who can collect Ghostrock from a deed and only if they are also the controller. If a deed has a different owner and controller, nobody collects the production, and nobody has to pay the Upkeep. Finally, the controller is the one who receives any Control Points from the deed. Q: So if I control a deed owned by my opponent, it produces no ghostrock, right? A: Wrong, its production doesn't change, it's just that nobody collects the ghostrock. Q: Suppose the upkeep on a deed is zero or positive. Can I decide not to receive it and let it go to the discard pile? A: No you can't Q: Production Modifiers - I am a new accountant for Sweetrock Mining Co., and I've run into a spot of difficulty that someone may be able to clear up for me. It seems that the IRS wants to know what the production was at the Spirit of Kentucky Shaft last quarter, and I've not been able to get an answer from Mr. Findley's office. Thus, I am forced to calculate it myself. Here is the situation: The base production at the Spirit of Kentucky (S of K) shaft is 3 GR / quarter. In the previous quarter, I know that the company had Max Baine order Double Time for all workers at the S of K Shaft, effectively doubling their output for last quarter. Of course, just knowing the great Howard Findley is leading our great company inspires the workers and increases their production each quarter by 1. Furthermore, Mr. Findley chose to supplement the workforce at the S of K with those loveable waifs from the Orphanage, again doubling last quarter's production. Overtime was announced for all mines at the beginning of the quarter, increasing their production by 1. Finally, since Robert Northrop is present at the strike, the production is doubled. What's the final production for the S of K Shaft? A: Unless the card specifically states to apply it's bonus before or after other modifiers (e.g. Orphanage), apply them in the following order... 1) Any modifiers that specify "Normal" or "Printed" production are applied first. e.g. Robert Northrop 2) Then apply any other modifiers to a Deed's Production e.g. Double Time In both cases, apply Addition and Subtraction first, then Multiplication and Division. So in the example above, the only card that affects normal or printed production is Robert, so he doubles the production to 6. Next we do the additions for the other cards (Findley and Overtime), to take it to 8. Then we do the multiplication for Double Time, to take it to 16. Finally, as stated on the card, the Orphanage is applied after all other bonuses, so that takes the total to 32. 3. Dudes Q: Temporary Dudes - If a card effect, such as "Buckets" Nelson, creates a temporary dude, what is its value? A: If it doesn't say otherwise, it's an Ace. Q: Can a Law Dog boot himself to make himself unwanted? A: I don't see why not (with some help) 4. Events Q: Do all Events go to boot hill? A: Events that ace themselves tell you do so. All cards that are aced go to Boot Hill. An Event that doesn't ace itself goes back into your Discard pile. 5. Goods Q: Are Goods Unique? A: Not unless the Goods card states it. There are a few unique Goods, found in some of the expansion sets, and only one of these can be in play or in Boot Hill at a time. There is no such limit on other Goods cards. Q: If I have a dude with a Draw Bullet rating, and I give him a weapon with a Stud Bullet, how does that change his Bullet rating? Is he a Draw or a Stud? A: Goods with Bullet modifiers modify your Dude's Bullets - ignore the color on the Goods. So if your Dude is a 2 Stud, and you give him a weapon with a +2 Draw Bullet, he becomes a 4 Stud dude. Q: Can you move a gadget from a mad scientist to someone who is not a mad scientist. e.g. can I give T.C. a Ray Gun after Erik Zarkov creates it? A: Yes. Q: Do I need anyone special to bring Mystical goods into play? A: Not unless another trait of the goods card requires it. (i.e. If there were a mystical gadget you would need a mad scientist.) Mystical goods in and of themselves do not require anyone special. 6. Spells Q: Can I give a spell to a booted dude A: No, he must be unbooted to attach it. Q: Ok, but what if the spell is already attached. Can my dude still use if he's booted? A: Yes he can, but only if the spell does not require the dude to boot when casting it. Q: Can I swap spells between dudes? Does it work like swapping goods? A: No, spells can't be traded. Q: Can my dude cast multiple spells during the same turn? A: Yes, but each spell card can only be used once per turn, even if it has more than one spell on it. Q: Can I put multiple copies of the same spell on a dude to make it easier to cast. A: No. Two Soul Blasts means he can Soul Blast twice. It doesn't reduce the difficulty. 7. Movement Q: I can't figure out how Movement works. Please help! A: It's real simple. You always boot your dude when you move... ...With 2 simple exceptions: 1. If you're moving a Dude from your own Home to an adjacent location. 2. If you're moving a Dude from the Town square to an adjacent location except your own Home - if you wish to move there, you must boot. Q: Wait a minute! What about when I'm at a Deed and I want to move to an adjacent Deed? A: You boot when you move. Adjacency is mostly important for figuring out who can join a Posse in a Shootout or to do a Job. It has little to do with movement. Q: So I don't boot when moving out of my own home to an adjacent location, but I do boot when moving out of yours, right? A: Correct Q: Can I move to an out-of-town Deed without going through the Town Square? A: Sure. In fact, there is no reason whatsoever to go to the Town Square when you're moving Out of Town. Q: Those chickens keep holin' up in their home, can I go in and call them out? A: Well, you can move into your opponent's home at any time, but you cannot call his dudes out without a card effect. Q: If a card lets me move to a new location, do I still have to boot. A: No. When moving via a card effect, your dude only boots if the card tells him to. Q: Some cards in the game stop my dudes moving to a location. If one of those targets my home, can I still boot to go home, or did I get locked out without my keys? A: Whenever you move home booted, you override movement restrictions. Doesn't matter why your dude went home, whether voluntarily through normal movement, through chickening out, through his deed being aced etc. Any time that a dude boots to go home, he cannot be prevented. Note the importance of the booting bit. You can't Shadow Walk to a restricted home, because you're not booting. 8. Shootouts Q: Right, so I know how to move about town. Now, how do I start a fight? A: Simple really, any of your unbooted dudes at the same location as another player's dude may "call out" the opposing dude. Q: Ok so what happens if I call someone out? A: Depends on the opposin' dude's guts. He can either accept the challenge, or run like a dog to his home. Of course, sometimes dude can be a bit tired and can't run at all, this happens if the dude bein' called out is booted. Q: Does calling someone out boot my dude? A: Nope, kinda scary huh. Q: Can I call out my own dudes? A: No way, and nor can you target your own dudes with Jobs, before you gettin' any funny ideas. Q: Can I call out my opponent's dude who's sitting at home? A: You can, but only by using a card effect. There are many cards that let you call a dude out or start a shootout with a dude, and you must use one of them to call out a dude in his home. Q: What's the difference between calling someone out, and starting a shootout with them? A: The defending dude may refuse if called out, and run home booted. But if a card effect starts a shootout, that defending dude cannot refuse. Q: My dude is already at home, and I want to refuse a calling out or chicken out of a shootout. Can I do that? A: Yes. If you chicken out of a shootout at your home, you just remain at home but outside the shootout. Q: Right, got all that, now what happens if they accept? A: Both players form a posse. For a dude to join the posse, the dude must belong to that player's gang, and be in: a) the targets location, or b) adjacent to the targets location. Dudes in adjacent locations must boot to join a posse. Q: When creating posses, what's the order for adding people? A: The Dealer adds whichever dudes he wishes to his posse, then the Target does the same. The Dealer always tips his hand and reveals his Shooter first. Q: One of my dudes has a Shootout action printed on him. Does he have to be in the Shootout to use this action? A: Yes he does, with one exception. If the purpose of the action is to move the dude into the Shootout, then he can use it to join the posse. Q: My opponent has a card that sends my dude home booted. If he plays this during a shootout at my home, does my dude continue to take part in the Shootout? A: No, any card that sends a dude home booted automatically removes him from any shootout he's in. He'll remain at home, booted, but out of the shootout. Q: When doing the shootout do you keep going after the first Draw, or does the shootout only end when one side either chickens out or is aced? A: The shootout ends when there is no opposing Posse. If everyone boots to run home, there's no more Posse. If all the Dudes in the Posse are dead, there's no more Posse. Otherwise, you're standin' in and lettin' the lead fly, pardner! Q: Can booted dudes be your primary shooter? A: Yup. Q: The rulebook says third parties involved in a job can play Shootout Actions. What about Reactions? A: Sure. You can play reactions that don't require you to have a draw hand (which is most of them). So, for example, Nice Boots Chief and Fanning the Hammer are both fine (you don't have to have a Draw hand to play them), whereas Quickdraw is out. For more information, see the Reactions List at http://village.vossnet.co.uk/g/gacrowe/reactions_list.htm Q: If a third player includes one or more of his dudes in my Job's posse, do I include their bullet bonuses? A: Yes, absolutely 9. Cheatin' Q: Say I'm in a shootout and I cheat. Can anyone in the game play a cheatin' card on me, or only my opponent in the shootout? A: Anyone, but only once on each Draw. Multiple players can't hit you on the same Draw, even if your hand is replaced with a new one. Q: If my hand has less then 5 cards for some reason, is it considered a cheatin' hand? A: Nope, there's nothing in the rules about having a full sized hand. That is not cheatin. Q: Can cheatin' cards be used in the lowball hand? A: Sure, but remember they do exactly as specified. In other words, they do not do the "opposite" of what they say simply because it's the lowball hand. (Cheatin' varmint does not increase a hand by 3 ranks) Q: If I have a Cheatin' hand, but a card effect changes the rank of that hand, say from a Five of a Kind to a Dead Man's Hand, is my hand still considered to be Cheatin'? A: Yes, you still have two or more cards in your hand with identical values. 10. Hand Size Q: What is the maximum hand size? (Maybe I missed it but it doesn't seem obvious anywhere.) A: There is no maximum hand size. The normal unaltered hand size is 5 cards. This is modified by other cards. It can be lower if less then 5 cards remain in your draw pile. Q: AND, if you have the most influence and get to draw an additional card, how does THAT count towards your limit? A: Your hand size is whatever + 1. You discard cards before you draw the "bonus" card. Q: If I have degenerated my deck and discard piles down to a total of 5 cards, and I have no cards left in my hand, can I choose not to draw any cards? A: No, you must draw back up to 5 cards (or your maximum handsize if it's not 5) if you can 11. Harrowed Dudes Q: If a dude is harrowed and returned from Boot Hill, do his goods come back with him? A: Not the goods he originally died with, but if he's aced in the future, his goods move with him to home or the discard pile. Q: An Abomination is not by definition Harrowed, correct? So the Vampiric Dance Hall Girl is as easy to kill as anyone else, right? A: Correct. Q: Do harrowed dudes who have been discarded after a shootout retain their harrowed status through card memory? A: Yes. Q: So, just so's I'm completely sure about this, the player who aces a Harrowed dude always makes the Harrowed pull, right? A: Yes, always! 12. Experienced Dudes Q: If I have the experienced-Harrowed Northrop in play and I replace him with the inexperienced, does the inexperienced get in play as normal, or is he a harrowed inexperienced Northrop? A: The inexperienced one enters play normally and is NOT harrowed. Strange, but true... Q: Say I've got an original Simon in play, as does my opponent. This is legal 'cause they're non-unique. I switch in an experienced Simon. What happens to my opponent's Simon? A: Nothing happens to him, he remains in play. Q: Let's say Nicodemus Whateley (inexperienced) is in boot hill. I have Hell's Fury & Nicodemus Whateley (Experienced) in my hand. Can I play Hell's Fury to harrow ol' Nick? A: Yes, you can use Hell's Fury between different versions of the same dude. Q: Ok, so which value do I use for the Pull, the one in Boot Hill or the one in my hand? A: The one in Boot Hill. Q: If a Dude has goods or Spells, and is replaced by a different version, are they discarded? A: No, he keeps them. Q: If two players try to start with different versions of the same dude, do they still have to make the pull to see who starts with him. A: Yes 13. Jobs Q: When I nominate a Dude to start a Job, does that Dude have to be part of the posse going on the job or can the other dudes do the Job without him. A: He must always go along 14. Other Q: If a card has changed owner (say, a Strike was Claim Jumped) and is discarded (Foreclosure), which discard pile does it go to ? (the owner in game terms is different from the "real-world" owner, assuming players actually own the cards they are playing with) A: The real-world owner. Q: Two players reveal their Lowball hands. Both wish to play reactions...who gets to play first? A: There isn't a new winner until the lowball is done. Whoever won lowball last turn is still The Winner and would play first. Q: Who plays reactions first on the very first hand of Low-ball? A: I have to admit there's no rule for this. I would say determine randomly in this case. Q: If there are pulls to be made during Lowball, for example with Easter Sunday, who pulls first? A: The winner of this lowball round Q: If a card allows you to get a card from your deck, does that include your Discard Pile? A: No. Q: Can anyone look through anyone's discard pile at any time? A: No. Q: Card Stats. If a card effect reduces influence or bullets below 0, it just reduces them to 0 right? A: Unless specified, a stat can go below zero, but whenever you check the stat, it is counted as a zero. Q: When do I shuffle my Discard to make a "new" deck? Is it when my deck is down to 0 cards, or is it the first time I need to Draw or Pull? A: The first time you need to Draw or Pull Section C: Specific Card Issues 1. Actions Q: Ace in the Hole - Can you put an Event in your Gambling Draw hand, and have it go off? A: Sure Q: Any One Of Ya! - Do you only get a VP if no one takes the challenge? A: Yes, only if no-one accepts. Q: Any One Of Ya! - Does this override movement restrictions? A: No, only Calling Out restrictions. Q: Arson - Can the owner of a deed Arson it if it's controlled by another player? A: Yes. You can arson your own deeds. Q: Arson - Can the controller of a deed Arson it if it's owned by another player? A: Yes. In this case the job automatically succeeds, because the only player who can defend is the controlling player i.e. the player who's attempting to Arson it. Q: Bluff - If I play this and get an illegal hand, can my opponent play a Cheatin' card on me. A: No. As per the reaction rules, Cheatin' cards can only be played when a hand is first revealed. After that, no matter how much you change your hand, it can no longer be targeted by a Cheatin' card. Q: Bounty Hunter - If he calls out a dude at a Private location, he becomes Wanted. Can the Law Dogs earn a Victory Point for putting him in Jail? A: If the shootout is still going after he's aced, then yes he would. If not, the Bounty Hunter is removed from play before he can be jailed. Q: Brawl. Some cards tell the winner to "ace a dude as if they had lost the round" (Hot Lead Flying, Take Ya With Me). If I use these in a brawl, do these dudes go home, booted, or do they actually die? What about if we tie in hand ranks, but I win, what happens to my dudes. A: All dudes aced during a Brawl go home booted, regardless of who wins the round. Q: Cave-in - When played, does Cave-in stay on the table? A: No once played it goes to your discard pile. Use a token or some such object to keep track of the Cave-in. Q: Cheatin' Varmint - If someone plays this on me but I only had a Pair to begin with, do I go to a negative rank? A: No, Rank 1 (Card high) is the lowest possible rank Q: Claim Jump - If I have the San Simeon (or some other non-unique strike) in play, and so does my opponent, can I Claim Jump his? A: Sure. You just aren't allowed to put a second non-unique into play. No rule about becoming the owner of someone else's. Q: Clean up the Town - If I use this to call out someone in their own home, does the dude who is doing the 'cleaning' become wanted? A: Yes. Q: Dead Man's Hand -If I use this to call out a 5 Bullet rating Dude, who happens to be carrying a Ray Gun, does my Bullet rating go up to 5 or 8? A: It's printed Bullet rating only, so 5. Q: Death's Head Joker: Can I use a card effect (such as Ace In The Hole) to move my Death's Head Joker to my discard pile so that it doesn't go off? Alternatively, can I move my Death's Head Joker into my draw hand in order to have it go off? A: Yes to both. Reactions are applied to your Draw Hand before the Death's Head Joker is resolved. Q: Death's Head Joker: Me and my opponent each have one dude in the shootout...I'm cheating but I have a death head joker...Can my opponent use his snakebite or does the Death's Head Joker go off immediately and kill his guy? A: The Death's Head Joker doesn't explode until all reactions to the Draw Hand have taken place, including Ace In The Hole and Cheatin' Cards, among others. Snakebite will trigger before the Death's Head Joker, and if it aces the only dude in the opposing posse, the shootout ends, Draw hands are discarded, along with the Death's Head Joker which does not go off. Q: Death's Head Joker: My posse has Eagle Rock(9) and John Bloody Knife(J), but Eagle Rock is protected by Strength of the Bear and so can't be aced without losing by 2 or more ranks. My opponent's Draw hand has a Death's Head Joker, and he says I have to ace John Bloody Knife instead. Is he right? A: No way. If the lowest value dude in the opposing posse is protected from a Death's Head Joker, nobody else has to die in his place. Q: Extortion - Is this stored in by card memory? A: Yes. Card memory on any lasting effect lasts through boot hill, the discard pile, and even other players' piles, decks, and hands. Q: Fanning the Hammer/Brawl - If I fan the hammer during a brawl, are two opposing dudes aced and not sent home? A: You brought a gun to a brawl? Very uncool...Anyway, brawl says "instead of being aced", so they're sent home like everyone else at the brawl. Q: Foreclosure - If someone's at their own deed and I ambush them, and then foreclose on their deed that the shootout's at, is the job successful? A: No, if the Dealer doesn't have a posse left standing at the location of the Job when it's over, the Job fails. Q: Haunting - Does the card stay attached to the deed, or played and discarded? A: Discarded. Q: Haunting - Will it affect the deed when it returns to play due to card memory if it is discarded or removed from play? A: Yes, the Haunting effect stays in play through card memory. Q: Haunting - Is this cumulative? Let's say I have a deed that produces +8 GR. My opponent plays a Haunting, lowering my production to +4. Can he now play another Haunting on the same site and reduce it to +2? A: Yes Q: Haunting - In the above example, would it then require 2 Blessed or Shaman actions to remove the double Haunted effect A: Yes. Q: Hell's Fury - If there is a harrowed dude in boot hill can I play Hell's Fury on him and "revive" him? A: I don't see why not. Q: Jackelope Stampede - If I play this on my opponent during a shootout and he discards his last dude or the Deed where the shootout is taking place, that means the shootout ends. Does he continue to discard cards? A: No. If the shootout ends, the effect of the Jackelope ends. Q: Jackelope Stampede - When I draw subsequent hands during the Stampede, can reactions be played to those Draw Hands? A: No, the Jackelope effect must complete before any further reactions can be played. (Reversal) Q: JailBreak - Does this negate all of a Deed's special abilities, or only Noon actions, Reactions, and Shootout actions? A: Just Noon, Reaction and Shootout actions. Q: Joker - Can it be used to make a Dead Man's Hand in a shootout? A: Yes. Q: Just a Graze - I've seen a great deal of discussion about this card in the past.. What's the official ruling? A: The final ruling for Just a Graze is that it reduces by one the number of dudes you would normally ace from the difference in hand ranks. In other words, if you have lost a shootout by 3 ranks, and play Just a Graze, you are only required to ace 2 dudes. (Reversal) Q: Massacre at High Noon - If you do a massacre at my home, and my dudes pay the 3 GR to leave the shootout and 'go home', (thereby stayin' in the same location), do the dudes who paid the 3GR get aced? A: You must move to an adjacent location. If there isn't one, you can't escape from the Massacre. Q: Massacre at High Noon - If I massacre, who or what is the target? A: Massacre targets *all* the dudes at the location. If only one player has dudes there, its simple. If more than one player has dudes being targeted, start with The Winner, and go clockwise until one of them wants to be The Target. There is a single shootout which all players with dudes at the location may participate in. Q: Massacre at High Noon - Ok, so what if one of those dudes is protected by Shadow Man A: The Massacre targets all dudes at the location other than the protected one. He is unaffected by the results, and is not aced if he remains at the Massacre location. Q: Massacre at High Noon - Massacre says, "during the shootout, for this job, all dudes in the Shootout may pay 3 ghostrock and boot to leave the Shootout and move to an adjacent location." It doesn't specify that I pay 3 to move one dude as a SHOOTOUT action. So does this mean I can pay 9 and move 3 dudes away? A: Correct, you can pay for more than one dude at the same time. Q: Massacre at High Noon - The card seems to imply that I have to pay for all my dudes at location X, or none of them. Can I just pay for some? A: Yes Q: Massacre at High Noon - Can a booted dude escape? A: No, a dude must boot to leave the shootout...if he's already booted, he's stuck. Q: Massacre at High Noon - Let's say you cast Call Weather on your home, but I want to Massacre you there. Massacre says that dudes may boot to join the dealer's posse even if normaly unable to do, so does that line override the movement restriction created by the call weather? A: No, the Dealer (the dude who's starting the Massacre) isn't 'joining the posse', so he must be able to move to the location. Assuming he can, any other unbooted dudes can join, ignoring any Movement Restrictions. Q: Mimic - Can a Harrowed dude such as The Ghost get into a shootout, get himself killed, then Mimic his own ability? A: Yes. When The Ghost is aced, he doesn't leave the shootout until all reactions to his acing are complete. So he's still in the shootout and can be targeted by Mimic. Q: No Funny Stuff. If someone has played this, and a dude in my posse is aced, can I use a Miracle Elixir to save him? A: No, you can't. Until he arrives in Boot Hill, he's still in the shootout, and therefore unable to use the Elixir. Once he arrives in Boot Hill, it's too late to save him. Q: No Funny Stuff. Can I send an aced dude to Jail when this has been played? A: Yes, the Jail is not a reaction Q: Overtime - If I play Overtime on one of my strikes, can I use the Miner's Union House to prevent the "no production" on the next turn? A: Reducing it to zero is definitely changing it. If you control the Union, then you can make 'em work overtime. And overtime. And overtime... Q: Pistol Whip - Can I assign the negative from Pistol Whip to a dude in my posse that has a zero-bullet rating already? A: Sure. As it says 'minimum zero', the Dude's Bullet rating will remain on zero. Q: Price on his head - If I play "Price On His Head" on a wanted Dude, how much Ghost Rock do I receive if I Ace him in a Shootout? 5 or 6? (In other words is this in addition to the 1GR you receive when you Ace a wanted Dude) A: 6, and additional ones would also be cumulative. Q: Rooftop Sniper - Do shootout actions in the initial shootout before Rooftop Sniper is played affect the dudes involved in the Rooftop Sniper shootout? Example: Eddie Bellows snipes on Corky Hendricks, who's got the Sun In Yer Eyes from the initial shootout. Does she have the Sun In Yer Eyes penalty or not? A: No. Those are separate shootouts. However those actions are still in effect in the 'main' shootout once it resumes. Q: Rooftop Sniper - Where is the sniper during and after the shootout? A: The sniper actually doesn't move, both Dudes remain in their current locations. Q: Sheriff's Watchin' - I'm confused by this card. When exactly can I use it A: See Card Errata Q: Sheriff's Watchin': When a card such as Arson or Raid is cancelled, is the card still discarded? Is the ghost rock still paid? Are the posse members booted yet? A: Yes to all three. Q: Sheriff's Watchin' - If I use Sheriff's Watchin to cancel the Black Jack outfit ability, does the dude stay booted A: Yes, that was the cost. Costs never get returned on cancelled actions. Q: Smith & Robards Delivery: Does the line, "This gadget can be attached to any dude that may legally accept it," let you attach the gadget to a Dude who is at a location you do not control, or let you attach it to non-Mad Scientists? A: No. Yes. A good example of "may not legally accept" - you couldn't give a Rocket Pack to a dude that already has a horse. Q: Stray Lead - There doesn't seem to be any limit on the amount of Stray Leads that can be played by all players in response to a single Draw Hand. It looks as though a couple of Bob Bidwells could take out half of Gomorra in a Brawl at the Casino Morongo. A: It's possible. Q: Take Ya With Me - Here's the deal. We've just revealed Draw Hands in a shootout, you're winning, so I play Take Ya With Me. You then play Bluff, draw a new hand, and I'm the Winner. Do I have to ace a dude? A: Yes. Whoever ends up being the Winner of the shootout must ace the dude. Q: Take Ya With Me - Hedley had a shootout with Yuit and lost. Paul played Take Ya With Me so that Yuit had to ace one of her dudes too. This dude was Wanted so who gets the bounty? * Hedley - who lost the shootout * Yuit - who aced the dude * Paul - who played the card A: The person who kills a dude depends on what killed him or her. In this case the card says "as if he had lost the round (of the shootout)", so the controller of the opposing posse killed the dude. Hedley gets the bounty. If Paul had played Snakebite instead, he would be directly responsible for acing the dude and so would get the bounty. Q: Takin' Precautions - If an action or event card is cancelled without effect, can I still ace it with this card. A: Yes. because the action card has resolved, even if its effect was cancelled Q: Tattoo - If I Tattoo a 0 draw Shaman, and then give him a shotgun (+1), is he a 0 or 1 draw in a shootout? A: Tattoo says minimum zero, so after the Tattoo, the Shaman is still a 0 bullet. When given the Shotgun, he becomes a +1 Q: That'll leave a Scar- If I use this to ace a Dude card, can my opponent use Helping Hands (or any of the other healing cards) to keep him in play? A: No, you're acing the actual card, not the dude it represents. Q: That'll leave a Scar- Can I use Hell's Fury to bring a dude back from Boot Hill after he's been aced by this card. A: Yes. Once a card has been aced and sent to Boot Hill, it is then treated the same as any other card in Boot Hill. So if the card aced was a Dude e.g. Eagle Rock, once he's put into Boot Hill, he can be affected by any card that targets a dude in Boot Hill, such as Hells Fury. A Gadget can be retrieved by Robert Holmes, etc. Q: That'll leave a Scar- I assume that the card in question is aced AFTER the hands have resolved right? So they are still both comparing five card hands, not a 5 and a 4. Just checkin' ya understand... A: Yes, after the hands are compared. Q: They Just Pay Better'n You. Does the dude keep any spells when he switches? A: Yes. Just don't forget to give 'em back to your opponent at the end of the game! Q: Unlucky Charm. What exactly is a card effect? Does this affect a Harrowed pull? A: A card effect is simply any effect generated by a card. So Unlucky Charm negates Human Shield and prevents the use of an Elixir. It overrides Tombstone Frank's and the inexperienced Tioga Joe's abilities. And if there was a trait (boldfaced designator) that prevented a dude from being aced, it would override that too. Now, Harrowed. When a Harrowed dude is aced, his Harrowed trait doesn't prevent the acing, it just changes his destination. Boot Hill, discard, or home booted, a Harrowed dude has still been aced. Therefore an Unlucky Charm has no effect on the Harrowed trait. Q: Yer All Chicken!- When the opponents are selecting who's gonna fight the dude who's called the action, can they select a booted dude? Example: I have Cletus in the Town Square, who's a bit likkered up and calls everyone out. Corky is sitting in the Courthouse, booted. Can she come out to fight? A: Yer All Chicken! doesn't require the calling out Dude to be in the town square and doesn't require the opposing Dude to boot. She can come fight. 2. Deeds Q: Clocktower - If I control the Clock Tower and you call me out with the experienced Black Jack, who gets the first shootout action? A: Unlike the Clock Tower, Black Jack doesn't give an additional action before the shootout sequence. He just changes the starting point of the sequence. So you get to play your Clock Tower action, then I start the shootout sequence with Black Jack. Q: Hideout - If the strike adjacent to the Hideout is aced, does the Hideout get aced too? A: No. It's useless but it's still there. Q: Hideout - Let's say I'm sitting at the Hideout and you call me out with the experienced Black Jack. Who gets the first shootout action? A: Both these cards change the starting point of the shootout sequence, and occur at the same time. In that case, the Winner gets to go first. If neither player is the Winner, the first player to the left of the Winner goes first. Q: Icehouse. Where does the dead dude go when somebody aces or discards this deed? A: He's dead, so he goes to Boot Hill. Q: Jail. Can you do the Noon Job against it if you have dudes in there and you control it. A: Yes. The job automatically works and the dudes are released. Q: Nasty Doc's - When I ace my Dude to pay the cost of Nasty Doc' s, can I then save that Dude with Helping Hands or a similar card? A: No. Acing a dude is part of the cost of Nasty Docs. If you use a card effect that prevents that dude from being aced, you haven't paid the cost, and Nasty Docs doesn't work. Q: Nasty Doc's. If I use this to harrow a dude who's just been aced, where does the harrowed dude go? A: Well, as he's now harrowed, he gets the normal "I'm Harrowed and I just got aced" pull. The results of the pull determines where he ends up (so yes, if an Ace is pulled, he still ends up in Boot Hill, albeit Harrowed). Q: Nasty Doc's - I control the Doc's but all my dudes have just been aced as a result of a shootout draw - do I lose control of the Doc's as soon as they were aced, or do I keep control until they hit boot hill? A: Although your dudes are aced they haven't left the location yet (they're about to). You still control it and can use Doc's to harrow one of the dudes. Q: Slaughterhouse - I ran into an interpretation conflict with the card: does the Slaughterhouse override the Non-Unique designation on dudes? (Seems somewhat powerful, though the wording does imply that.) A: No, it does not. Only that player's version of the non-unique dude has been turned into frankfurters... Q: Tombstone Dispatch Branch Office - How is Control of this Deed decided ? Is it "previous controller retains control until another player has a strictly higher Influence" ? A: "Your" means controller (check "your card" in the glossary). The current controller has the +1 influence. That means that If I move a 1 influence dude in there, I don't take control of it (1 to 1 tie), but if I move a second guy in, I have a huge (3 to 1) lead on maintaining control. I can even move my 2 dudes out at that point. 3. Dudes Q: "Buckets" Nelson - Are the Shark tokens created by "Buckets" Nelson exempt from the "Dudes are unique unless they say so" rule ? A: Yes. The 'any number of times per turn' thing was supposed to give the non-uniqueness of these quasi-dudes. No one bothered to ask this question about multiple Kennys...The dude uniqueness is only for dude cards. Q: "Buckets" Nelson - How many sharks can he create in a turn? A: There is no limit other than the number of cards in your hand. Each shark is created as a separate shootout action. Q: "Buckets" Nelson - If he gets in a shootout where no other dudes may join the posse, can he create sharks? A: No...the sharks would still have to join the posse, which they're not allowed to do. Q: Byron St. James - Can he join a job or posse that involves Howard? A: No. Q: Byron St. James - Can he refuse a callin' out or chicken out of a shootout if Howard is home? Can he get "Pistol Whipped" or "Soul Blasted" home if Findley is there? A: Yes (booting to go home always overrides movement restrictions - Pine Box p.41). Q: Cassidy - Can Cassidy give a +1 bullet bonus to a dude at your home?( Does the home count as a deed? ) A: Nope, it ain't a deed. Q: Charlie Landers- Can he go alone to Town Square? Or ever? A: Nope. Q: Charlie Landers - Can I 'start a shootout' with Charlie Landers, using cards like Git!? A: Yes, 'starting a shootout' is not the same as calling him out. Q: Gerald Klippstein - When he uses his ability, do those who move with him boot as well, or are they unbooted? A: Unbooted. Q: Gerald Klippstein - Why does it say "either posse" in his card text? Since it's a Shootout action, I thought he could only use it if his gang already had a Dude in the Shootout, and they can't have Dudes on both sides. A: For a job that he has been invited to, he could join either posse. Q: Gerald Klippstein - Does the player forming the posse have to accept him as a member? A: Absolutely. Q: The Ghost - Can he cancel a Massacre at High Noon at his location? A: Yes, it's targeting him along with everyone else at the location. Q: The Ghost - What about It Was A Mountain Lion or Los Diablos Stampede...can he cancel them? A: No, they're not actions. Q: The Ghost - The experienced Ghost says "...if you pull an Ace". I thought the person who aced the dude does the Harrowed pull A: Yeah, the wording on the experienced Ghost is misleading. The player who aces a Harrowed dude always does the pull...if an Ace is pulled, the Ghost is aced as normal. Q: Gunther Hapworth - Can he provide the bonus to himself twice in successive turns thereby making himself a +6 A: Err... geez. Actually, I hadn't thought about it. He wasn't supposed to, but I don't see why he couldn't. Ouch! Q: Hangin' Judge Gabriel- If I boot the judge to "claim" a wanted dude who also has an elixir on him what happens? A: The judge boots, the dude aces the elixir INSTEAD of himself and goes home booted. End result, booted Judge booted dude at home, aced elixir. Q: Hangin' Judge Gabriel- What if the Judge himself has an elixir? A: The judge boots, the wanted dudes is aced, then the Elixir is aced instead of the Judge. Q: J.P. Coleman (non-experienced) - I paid 10 GR to bring JP Coleman into to play from my play hand, my friend told me he only cost 5 GR to play and 1 for upkeep since I played him out of my hand. I told him that I wasn't sure, but I thought the fear level has to be above 5 for that to happen. So, who was right, and how much upkeep will JP be before/after fear level 5? A: If the fear level is not above 5, his costs are exactly as printed on his card. Q: Jim MacNeil (non-experienced) - When Jim performs his Shootout action, to 'replace' a dude in a posse, what happens, exactly? A: Jim comes into the posse and the other dude is no longer in the posse but is still at the location. Q: Jim MacNeil (non-experienced) - What happens after the shootout if he survives? Does he go back where he was booted, or does he switch places with the guy he replaced. A: He goes to wherever guys in his posse go after the shootout. If it's a normal shootout, he stays there. If it's a job, defenders stay there and dealer's posse goes home. Q: Joseph Eyes-Like-Rain: Where does he pull cards from when the Circus Sideshow is in effect. A: He selects from the cards going to his Discard pile Q: Pox walker - say he reduces the inexperienced Sim Yut-San's value to 9. Then I bring the Experienced version into play. Is he a King, a 9 or a 10? A: He is a 10...(originally a King, but with a permanent reduction of 3). Q: Pox Walker - What happens to Tombstone Frank if Pox Walker manages to reduce his value to zero? Is he aced and force to take his pull? As he's likely to be discarded, what would his value be if he returned to play? A: Yes he is aced, and unless the pull is an Ace he will be discarded. If he reappears, his value is an ace. Q: Prof. Franklin - If I control her with full moon do I gain 3 Ghostrock during upkeep? Full Moon says the upkeep is tripled. A: No Upkeep and Production are 2 different things. Q: Reverend Simon MacPherson - OK, so what happens if both players have a copy of the inexperienced Reverend out, and I want to bring in the experienced, unique one? A: Yeah, this one's confusing. You can bring the exp version of Rev Simon in because there isn't another unique version in play to prevent it. The non-unique versions are unaffected when you do this, but you can't now make any of them experienced unless the other one is somehow discarded. Q: Reverend Simon MacPherson - Similar question then, if I try to start with the inexperienced Simon and my opponent attempts to start with the experienced one, do we need to do a pull? A: No, for the reasons mentioned above. You only do a pull for starting dudes if both players attempt to start the game with the same Unique dude. Q: Singing Feather - I boot a Harrowed dude to start an Arson. If my opponent boots Singing Feather, I think my Arson is discarded, the Harrowed dude is booted and the job fails. Is that true? A: Yes. Q: Singing Feather - What exactly can Singing Feather negate? Q: Can she stop a weapon from being attached to the ghost? If so, what happens to the weapon? A: Yes, that's Shoppin'. The weapon is returned to the player's hand, but the ghostrock is spent Q: Could she stop a spell/gadget from being attached to a dude? If so, is the dude still booted (if he had to boot) and what happens to the spell/gadget? A: Same as the weapon. Yes the dude would remain booted, any ghostrock is spent, and the card returns to your hand Q: Can she prevent a harrowed from moving? If so, and he had to boot to move, does he stay booted? A: Yes she can. Yes, you boot, then you move. Q: Suzy 309 - I understand that SUZY is a dude with the Gadget attribute - i. e. she is not a Goods card. Fine. But do cards that affect gadgets affect her? Gremlins? Robert Holmes? Bob's Fix-It? And does she give the Collegium a control point? A: Yes, to all of the above. Q: Tioga Joe (non-experienced) - Can he be aced during a shootout by cards such as Soul Blast, a Shotgun, or Snakebite? A: No. "In a shootout" means from the beginning of the shootout to the end of the shootout. Nothing can ace him during that time except a hand result of 2 ranks or greater. Q: Tioga Joe/Tombstone Frank- If one of these is in my posse along with Red Crow, and I lose by one rank, can I choose the protected dude to be aced, thereby losing nobody? A: No. You must ace another dude if you can...Red Crow is toast. Q: Tom O'Reilly - Tom's printed up keep is 3, his influence 1, and his upkeep is reduced by one for every dude in boot hill. If I control Tom but I'm not playing the Whateleys, and there are 4 dudes in boot hill, is his upkeep 1 or zero? A: Zero. Q: Tom O'Reilly - If there are more than 4 dudes in boot hill, does he produce GR? A: No. Q: Werewolf: Can I bring two Werewolves into play at the same time, one for each Lycanthope? A: No, you can only have one of each dude in play or in Boot Hill at a time unless the card says otherwise. Q: Whiskey Nick: I'm a bit confused about what happens to Whiskey Nick when he faces off against a Maze Rat. A: He becomes a 2 Stud. 4. Events Q: A Coach Comes to Town - When a coach comes to town is revealed in the lowball hand, does it get resolved right there and then? A: It gets revealed in the proper order with any other Events revealed that lowball hand. This means any dudes who want to rob the Coach will have to do so before Noon starts, and (if successful) will spend the rest of the turn booted, at Home. But you'll be 4 Ghost Rock richer! Q: Christmas Day- Does this allow me to attach gadgets for free, and must they be attached to scientists? A: This event waives any Ghost Rock cost, so yes it allows you to attach a gadget, however the "pull" must still be made and it can only be attached to a scientist. Q: Earthquake - This state that Deeds are destroyed. Define "Destroyed". A: Aced Q: Earthquake - If a strike is not controlled by it's owner during an Earthquake (no production), does that mean the strike will be aced regardless of what is printed on the card? A: No. When someone other than the owner is controlling a deed, the production of the strike is unchanged, but NOBODY gets the ghost rock. This is different from cards that actually reduces the production to zero. Q: Eureka - When do you get Eureka's cards during a shootout? A: Immediately after eureka joins your gang. If a shootout lasts more then one round and the conditions are met for Eureka to change sides a player might be drawing cards in the middle of a shootout. Q: Eureka - I have Eureka and I full moon an opponent's dude who dies in a shootout, do I lose the dog? A: AYup. Q: Eureka - Does killing Kenny activate the Eureka dog exchange? A: Sure. Q: Eureka?!? - What happens if Eureka! comes out when Eureka?!? is in play? A: Nothing happens...it doesn't resolve. Only one copy of the dog can be in play at a time, so if the dead one's in play, the living one can't enter. It's discarded. Q: Full Moon - If I have a non-unique dude in play, and Full Moon comes out for the other guy, and he takes that particular dude, can I play another copy of the dude during that turn, since I don't have a copy in play or in my boot hill? A: No. You still have the card "in play" (you own it), even though you don't have control at the moment. The same rule holds true for Deeds that you own but someone else controls. Q: Full Moon- If another player (yes, the same one who took my non-unique dude in the above question!) takes a dude, and then calls out one of my dudes at one of my private deeds with that dude, the dude becomes wanted, right? A: Correct. Q: Full Moon - Does a new hat increase the control cost of a full-mooned dude? A: If he is aligned with another outfit, then yes. Q: Full Moon -Can you give away a full-mooned dudes goods? A: Oh yeah! You can also manoeuvre them out of town, kill them in a shootout, ace them with nasty Doc's, all sorts of wacky goodness. Q: Full Moon - If someone controls a dude with Full Moon and is somehow directed "home" whose home do they go to? A: When you control someone else's Dude, and that Dude is "sent home", they go to your Home, not the owners. Q: Los Diablos Stampede: When a dude is returned to the owner's hand, what happens to any attached cards which might be on that dude? A: They go with him to your play hand. Q: Missing Children - there is a Whateley symbol in the allegiance spot on this event card. Why? I understand the card effect, but why? A: Just cuz it's cool... Q: Nate is Elected Sheriff- Is this cumulative? A: Yes. Q: Nate is Elected Sheriff- Does it affect Nate and/or Nash if they've not been put into play yet? A: No (you can't have card memory on a card that's never been in play). Q: Temperance Army - I have the Old Moon Saloon in play. In a shootout an illegal draw hand is shown. Now the Old Moon Saloon normally gives 1 Ghost Rock for each illegal draw hand shown, but with the Temperance Army out... does it still do this? A: No. Q: Total Eclipse: While in effect, does a flush have its normal rank, or rank 1? Is it Cheatin'? What about a straight flush? A: It's not a flush. it's not cheatin'. That hand rank simply ceases to exist, so choose your next best hand rank instead. Straight flushes are unaffected. 5. Goods Q: Bullet Proof Vest - If I have 3 dudes in a shootout and my opponent wins by one rank, can I choose to ace the dude with the vest, and since he was not beaten by at least 2 ranks not need to ace anyone? A: No. If there is another dude there who does not have a vest he must take the bullets first. Q: Bullet Proof Vest - Can a dude wearing one of these be aced by actions in a shootout, such as a Shotgun or a Death's Head Joker. A: Yes. Unlike Tombstone Frank and the other cards with a similar effect, the Vest only protects it's dude from being aced as a result of Draw hands. Note that this does include being aced by Take Ya With Me. Q: Duplicator - can you use this to give another dude the Unknown Hooded Figure's action? Would it work? A: No, the UHF reaction doesn't occur until the turn after he's aced, by which time the duplicated effect has worn off. Q: Gatling Gun - Does booting to join a posse meant you couldn't use the gun (since you were moving)? A: Correct. Q: Gatling Gun - If the Gatling gun moves during a turn in any way, can it be used by a dude that hasn't moved? A: Yes. Q: Jacks Right Shooter - Since the left and right shooters aren't both available at the moment, the only dude who can use two weapons is Gordo. So...If Gordo has the right shooter and a Flamethrower, then uses the shooter's shootout action, can he then use the flame thrower/other weapon? After all, the shooter says that only the left shooter may be used. A: The Shooters went to print some time before the weapon rules were changed in the rulebook to allow ready and unready weapons. As such, the last sentence on the Right Shooter(and the Left one when it arrives) no longer applies - Gordo can use both. Q: Maze Runner-Does this mean that wherever the dude is, all strikes are adjacent to him? A: No, all Strikes are adjacent to each other for this dude. Q: Roan - Can you boot a Roan to join a posse in an adjacent location instead of booting the dude? A: Yes, joining a posse is considered movement. Q: Still - Does value include suit? If I use the Still to alter Victor Navarro's value and pull a Jack of Diamonds, is he considered a Jack of Diamonds or a Jack of Spades? A: Spades. Q: Stoker's Sabre - Say I'm playing the Whateleys and I equip Silas (no Huckster skill) with the Sabre, giving him a Huckster:1 rating. A dude gets aced and I boot Silas at that Deed to up his Huckster rating to 2. Silas then hands the Sabre to someone else. Does he now have a Huckster rating of 0 or 1? A: When Silas gives the Sabre away, he loses the Huckster skill, period. He can't use any attached Hexes until he gets the Sabre back. Q: Sweaty Dynamite - Does the Dynamite get aced or discarded if it blows up the town Saloon? A: Discarded. Cards aren't aced unless something says they're aced. Q: Sweaty Dynamite: Since the dude has to boot at the location where he's planting the dynamite, if it doesn't blow him up, he just goes home at night when the place blows up real good, right? A: Yup. Booted. 6. Spells Q: Phantom Fingers - Can my Huckster take a goods card from a dude in the Huckster's location? A: No, that's not adjacent Q: Phantom Fingers - If my Huckster with Phantom Fingers is in the town square, can he use Phantom Fingers to steal a Goods card from anyone in town? A: No. Since you need to be in a location you control to attach a card, you can't use phantom fingers from the Town Square as nobody ever controls it. Q: Phantom Fingers - Can my Huckster take a goods card that he's not allowed to attach, in order to discard that card. A: No, he can only attempt to steal Goods cards that he can legally attach Q: Shadow Man - Can a Huckster protected by this be aced by Take Ya With Me A: Yes, Take Ya With Me forces the winner to choose, so if you won, you would be the person selecting the dude, not the other guy. Q: Shadow Man - Can you target a goods card on a huckster protected by Shadow Man? (Can you use Dust Devil or Phantom Fingers on an item of theirs)? A: Yes, that's not targeting the Huckster Q: Shadow Walk - Does Shadow Walk allow you to get around certain movement restrictions such as Wilhelmina not being able to get out of town or move to the Courthouse? A: No. It doesn't override movement restrictions. Q: Soul Blast: If an Ace or Joker is pulled, is the Huckster only aced if the opposing Dude is aced? A: If you pull an Ace or Joker, your Huckster is aced, even if the target survives. Q: Test Of Faith: If the dude has 3 inf. and is a zero draw, but has a winchester attached, does he become a 3 or a 4 bullet rating? ie.. does the weapon effect the the bullet rating before or after the miricle. A: He's currently a +1, so he gains a +2 for the duration of the Miracle. Q: Texas Twister: Can the first Noon action boot a Dude at the same location? A: No. No one is willing to create a twister where they themselves are. 7. Outfits Q: Agency - You get one Victory point after nightfall every time one of your dudes aces a terror in a shootout . . . ." Does this mean that you only get one Victory point, even if you ace 2 or more Terrors that meet the criteria? A: No, one VP per Terror. Q: Black Jacks - It says to "Boot one of your Blackjacks dudes". Does this mean that the dude must have the Blackjacks symbol, or can you boot any ol' drifter who's joined the gang? A: Gotta be a Blackjacks-aligned card, not a drifter. Q: Collegium - If I have a gadget weapon of difficulty higher than 4, but it is unready, does it count for Control Points? A: No. Q: Law Dogs - An Event occurs from the low ball hand of a Law Dogs deck that aces a dude who is wanted and has more than one influence. Do the Law Dogs get a victory point? A: I would have to say Yes. Q: Maze Rats. It states that all your dudes may consider your home adjacent to all strikes. Does this mean that it is non-adjacent for other player's dudes A: That's correct Q: Sioux Union - If I had to borrow Ghost Rock from the bank for the Gambling phase, and then lose lowball, can I still use the Sioux outfit ability? If so, when do I pay the bank back? A: The long and the short is, you can't. If you borrow from the bank for lowball, you have to pay it back during your following upkeep phase. That means you can't use the Sioux outfit ability that turn. Q: Sweetrock: With the restriction on non-Sweetock dudes, if they deputize one, can they then bring in another? A: Yes, the first Dude is now Sweetrock in addition to his original Outfit Q: Texas Rangers. Exactly what is meant by "moves not normally allowed" on the Texas Rangers outfit card? Does this mean I can use it to move to a location that has been Call Weathered? Can I move with the Texas Ranger's ability, when I am booted? A: Yes, you can use it to move to a location targeted by Call Weather, as well as the Abandoned Mine, the Courthouse, non-adjacent locations during Heavy Rain, etc. You can also join a posse from a non-adjacent location. These moves will boot you if they normally would. You cannot move a booted dude with this ability...it allows a dude *who can move* to go somewhere he usually cannot go to. A booted dude can't even move in the first place. Section D: Card Errata & Clarifications 1. Card Errata The Flock - All Flock dudes in Pine Box except Elijah are missing their outfit symbol. They can be identified by the card border matching that of Elijah, and are considered Flock...not drifters. Tioga Joe (experienced) - he has a Maze Rats background instead of the Sioux Union. This is a misprint Any One Of Ya! - this card should read "Target another Player..." Buffalo Chip Saloon: This should have the 'Saloon' trait. Nasty Docs: Replace 'killed' with 'aced' Sheriff's Watchin': This card has been errata'd to read as follows: "Reaction: Play immediately before one or more dudes perform an action that could make them wanted, or begin a job at another player's private location. The action is cancelled without effect." Card Memory: The following rule will be added to the Mouth Of Hell rulebook "Changes to a card's value or suit are ignored for the purposes of Draw hands and pulls." Lay on Hands. This should read "...this Blessed cannot straighten this turn..." Air Gun: This should now read "This dude does not become Wanted for joining a posse at another player's private location." Delores Whateley (experienced) is the same dude as Dolores Whateley - her name was spelled incorrectly 2. Rules Clarifications : You can only attach goods to a dude at a Deed you control or your Home. Only events in the final revealed draw hand take effect, regardless of how that hand was achieved, including but not limited to, Double Dealin', Bluff, Ace in the Hole, Sweetrock's ability etc., and only those events resolved in such a manner are subject to being aced. To play a card (or perform an action), you must be able to pay all costs involved in playing the cost (or action). If the cost changes, then you may continue trying to pay the cost. If you are unable to pay the full cost, then the card does not enter play (the action does not resolve) and any partial costs that have already been paid (ghostrock, booting dudes, etc) are lost and not returned. E.g. If you have 3 Ghost Rock, and are putting a new hat (2 Ghost Rock cost) into play, I can boot the Pacific Maze Railstation to increase the cost by 2. Unless you have a way to reduce the cost or produce extra Ghost Rock, the hat returns to your hand and GR you paid is gone. Any time a Dude changes location for any reason that Dude is considered to be moving. This includes moving to join a posse, being a part of a posse that moves to another location, moving using a Horse or a Gadget, etc. As a result, any effects which restrict the movement of a Dude always restrict the movement of that Dude. (Example: Dudes who are not Law Dogs cannot go to the Courthouse. So a Blackjacks Dude could not join a posse to perform the Arson job on the Courthouse.) A card effect is anything in the text box of a card, not including flavour text of course. An action is a card effect that is preceded with Noon, Shootout, or Reaction Section E: Contact Information On the World Wide Web, visit the Official DOOMTOWN Home Page at: http://www.frpg.com/ For information on becoming a DOOMTOWN Deputy, send email to Mouseatwork@frpg.com Or call 1-888 (yes, 888) 4-5RINGS. If you're a store and need more information, send email to customerservice@frpg.com Send email to doomtown@frpg.com if you have rules question or any questions or comments about the game in general. Comments about this FAQ itself should be sent to me at gacrowe@vossnet.co.uk - I can also handle any rules questions. Keep an eye on the newsgroup rec.games.trading-cards.misc, as we post there fairly often and monitor the traffic for questions and comments. You can sign onto the DOOMTOWN electronic mailing list by sending email to majordomo@frpg.com . Use a blank "Subject:" line and include this command as the only line in the body of your mail: subscribe deadlandsinfo yourid@your.host.com Replace "yourid@your.host.com" with your actual email address. This will sign you on in normal mode, where you will receive every message as it's sent to the mailserver. SAVE THE INSTRUCTIONAL MESSAGE you receive! It will prove invaluable when you wish to unsubscribe or if you have problems. To receive an accumulated digest of postings approximately once per day instead of individual letters, send this command to the same address once you've subscribed: digest deadlandsinfo You can return to getting individual messages by sending a subscription message again (the list software is smart enough to change your setting instead of subscribing you a second time). Section F: Card submissions Send any and all card ideas DIRECTLY to Dave Williams at l5r@lightside.com along with the following legal stuff. DO NOT post card ideas to the list server or any public forum as it will then probably never see the light of day. ************************* To AEG and Five Rings Publishing: I, ____________________, understand and agree to the following terms: Unsolicited artwork, story lines, character developments and other intellectual property (collectively "work") received by AEG and Five Rings Publishing is considered a gift of all the donor's rights, title and interest in and to the Work (including copyright, trademark or other intellectual property rights), which Work is given to AEG and Five Rings Publishing for no consideration, and becomes the property of AEG and Five Rings Publishing. AEG and Five Rings Publishing are in no way responsible to pay any transfer fees, licensing fees, royalties or any other consideration to the donor. The donor is giving the donor's permission to use such Work, and AEG and Five Rings Publishing thereafter shall have the exclusive right to use, alter, register or otherwise treat the Work in any way AEG and Five Rings Publishing see fit. Based on the above understanding, I hereby submit the enclosed Work. *************************** Section G: Obligatory Legal Boilerplate Deadlands is a registered trademark of Pinnacle Entertainment Group, Five Rings Publishing, Authorised user. DOOMTOWN is a trademark of Five Rings Publishing Group. Five Rings Publishing Group is a wholly owned subsidiary of Wizards of the Coast, Inc. All graphic elements, characters, storyline elements and card illustrations are Copyright (C) 1998 Pinnacle Entertainment Group. All rights reserved. This FAQ document is based on the original Legend of the Five Rings(tm) FAQ, started by DJ Trindle and maintained by Jeff Alexander.