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ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBIBJ
1
Collection
DeckNameRankSuitType
Cost
Upkeep
Production
Bullets
Bullet Bonus
Draw Type
Influence
Control
Outfit
Skill Type
Skill Level
Episode
Rarity
PBE Rarity
BHE Rarity
Text
Aced
Brothel
Bullet
Casino
Cheatin'!
Experienced
Gadget
Government
Harrowed
Harrowed Power
Hex
Holy Ground
Horse
Job
Kung-Fu Dude
Kung-Fu Power
Lycanthrope
Miracle
Mystical
Noon
Out of Town
Private
Reaction
Saloon
Shootout
Spirit
Strike
Terror
Unique
Weapon
2
34 Days Without a Bath11Action0DUOF
Reaction: Play after you move a Dude with 0 Influence to an in-town Deed. Until after Nightfall, all Dudes have a -1 Influence penalty (minimum 0) while at the Deed.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
3
A Few Custom Modifications4Action3MoHR
Noon: Target a Gadget attached to one of your Mad Scientists. Discard a Gadget from your hand and choose one action printed on the discarded Gadget. While the targeted Gadget is in play, it has that action printed on it and has its Difficulty increased by 1.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
4
A Job Well Done12Action2DUOF
Reaction: Play immediately before you begin a job targeting a card or location controlled by another player. If the job is successful, you gain one Victory Point. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
5
A Legal Deck12Action0RoSCU
Reaction: Play when a Joker is revealed in a draw or pull. Cancel and ace the Joker, and replace it with the top card of its player's deck.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
6
A Price on His Head2Action0DT1R
Noon: Choose any one Wanted dude in play. Until the end of the game any Player that aces the dude in a Shootout gets 5 ghost rock.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
7
A Secret Tunnel3Action1DT3RUU
Noon: Target two Deeds you own. A secret tunnel exists between those two Deeds. The Deeds are adjacent whenever you wish for the rest of the game
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
8
A Slight Cough4Action2RoSC
Noon: Target a Dude. Until the end of the game, the Dude cannot move to any non-adjacent location without a card effect. Immediately before any Gambling Phase during which the Dude is at home, the Dude can boot as a Reaction to remove this effect. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
9
A Stiff Fine2Action0RoSC
Cheatin' Reaction: Play this card when another player reveals an illegal Draw hand. Take ghost rock from the player equal to half of the pull rounded up, up to the player's entire Vault. Only one Cheatin'! card can be played against a player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
10
Ace in the Hole4Action0DT3RRU
Reaction: Play immediately after Draw hands are revealed for any draw. Discard one card from your Draw hand and replace it with either a card from your Play hand or the top card of your deck
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
11
Agoraphobia2Action0EFEC
Noon: Target a Dude in play. The Dude has a -2 Bullet penalty (minimum 0) and a -2 Influence penalty (minimum 0) until after Nightfall while in the Town Square.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
12
Aim for the Head10Action0MoHC
Reaction: Play this card when you’ve won a round of a shootout. You can choose the first Dude that your opponent must ace as a result of this round of the shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
13
Ambition6Action0MoHUU
Noon Harrowed Power: Target one of your unbooted Harrowed Dudes. Until the end of the game, the Dude has the ability "Shootout: Boot this Dude to move this Dude to the shootout's location and join your posse." Ace this card.
YesNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
14
Ambush5Action5DT3CUU
Noon Job: Boot one of your Dudes to start a job that targets another player's Dude. If the job succeeds, the target Dude is aced (if still in play). All Dudes in your posse become Wanted unless the target was Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
15
And Stay Down!8Action0DT1RRR
Reaction: Play immediately before a Harrowed Dude is aced. Target the Dude, who is aced and automatically sent to Boot Hill - no Harrowed pull is made
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
16
Any One of Ya!4Action3DT9R
Noon: Choose one of your unbooted dudes in town, and move him or her into Town Square, booted. Target another Player who may call your dude out with any dude (even booted dudes and those that normally may not call your dude out) in town he controls, moving him or her to the Town Square. If the player does not, you gain one Victory Point. No other dudes may join this Shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
17
Arcane Protection7Action0MoHRR
Noon Harrowed Power: Target one of your unbooted Harrowed Dudes. Until the end of the game, all Spells targeting that Dude have +5 Difficulty. Ace this card.
YesNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
18
Arson6Action2DT1CCC
Noon Job: Boot one of your Dudes to start a job that targets a Deed. If the job succeeds, pull: if the pull is black, the Deed is aced and all Dudes in your posse become Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
19
Assault On The Whateleys5Action0RoSR
Reaction: Play this card when another player moves a Dude to your home or to a Deed you own. A Terror in your Play hand immediately enters play without cost or restriction and calls out the Dude to an unrefusable shootout. If the Terror is in play when the shootout ends, discard the Terror.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
20
Attitude7Action0RoSC
Shootout: Target one of your Dudes in this shootout with more than 0 Influence. The Dude gains a +2 Bullet bonus and has -1 Influence until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
21
Auction11Action1MoHC
Noon: Target a Deed in play. That Deed is Private until after Nightfall. If you are the owner and controller of the Deed, you gain 1 ghost rock for each Dude controlled by another player who is currently at that Deed.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
22
Audience7Action0REVC
Reaction: Immediately after your posse wins a shootout round, your shooter for the round gains +1 Influence until after Nightfall next turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
23
Bad Tequila7Action0DT1CCC
Noon: Target an unbooted Dude with Influence less than 2. Boot the Dude.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
24
Bad to the Bone9Action0MoHCU
Noon: Target a Wanted Dude, who gains a +2 Bullet bonus until after Nightfall. Until after Nightfall, Dudes must pay the target’s controller 3 ghost rock to refuse a call-out from the target, in addition to any other costs. Any player other than the target’s controller who aces the target before Nightfall gains 1 Victory Point.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
25
Bait and Switch3Action0DUOF
Noon Job: Boot one of your Dudes to start a job that targets another player's Home. If the job succeeds, that player's maximum hand size is reduced by 1 until the end of the game, and that player must immediately discard down to his or her new maximum hand size if possible. All Dudes in your Posse become Wanted. A player may not be targeted more than once per game with "Bait and Switch."
NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
26
Bankrupt Morals4Action0RoSCC
Cheatin'! Reaction: Play when another player reveals an illegal Draw hand. Return the player's entire Vault to the Bank. Only one Cheatin'! card can be played against a player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
27
Between the Cracks12Action0EFEC
Reaction: Play when one of your Dudes is called out. Your Dude refuses the call out and must move to an adjacent location. If your Dude is not Wanted, the Dude who called your Dude out becomes Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
28
Between the Shoulderblades7Action0PBEFF
Reaction: Play this card when a Dude is leaving a shootout due to a card effect of his controller. Ace that Dude.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
29
Blaze of Glory3Action0MoHR
Shootout: Target and ace one of your Dudes in this shootout. None of your other Dudes can be aced during this round of the shootout. Reactions to your Dude being aced cannot be played.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
30
Blood of Gold11Action0DUOF
Noon Kung-Fu Power: Target one of your unbooted Kung-Fu Dudes. Until the end of the game, the Dude has the ability: "Reaction: When this Dude is aced, perform a pull as if he or she were Harrowed (this is not a Harrowed Pull)." Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoYesNoNoYesNoNoNoNoNoNoNo
31
Bloody Face3Action0REVR
Noon: Target a Dude in play. Pull. If the pull exceeds the Dude's value, the Dude can be targeted as if he or she were Harrowed, until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
32
Blue Moon5Action0MoHU
Noon: Target and boot a Sioux Dude in play. That Dude’s Influence and Shaman rating are reduced to 0 until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
33
Blueprints1Action0DT9R
Noon: Take one deed from your Boot Hill and put it in your hand.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
34
Bluff2Action0DT1RR
Reaction: Play immediately after players have revealed their Draw Hands. Discard yours and draw five new cards which becomes your new Draw Hand.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
35
Born Under A Strange Star5Action0REVC
Noon: Target a Dude in Boot Hill. For the rest of the game, other copies of the Dude can enter play as if a copy of the Dude were not in Boot Hill
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
36
Both Barrels2Action2REVC
Shootout: Draw two Draw hands for this shootout, including all card-drawing bonuses. Immediately before hands are revealed, discard one hand. Reveal the other. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
37
Bottom Dealin’2Action0DT8R
Reaction: Play when you are about to pull. Instead of drawing from the top of your deck, draw the top card of your discard.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
38
Bounty2Action*RoSU
Noon: Target a Dude. The next time a player other than the Dude's controller aces the Dude with an action or during a shootout, the player gains ghost rock equal to the ghost rock paid to play this card.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
39
Bounty Hunter6Action12StudDT5RUR
Noon: Target a Wanted Dude. A Bounty Hunter enters play at the Dude's location and calls out the Dude, who cannot refuse. The Bounty Hunter is a 2-Stud, 0 Influence, ace value token Dude. Remove the token Dude from play after the shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
40
Brawl3Action0DT1CC
Noon: Target any location. Until after nightfall, any dude in that location can as a Noon action start a Shootout with any other dude at that location. This is not "Calling Out". Any dude aced for losing a round of the Shootout goes home booted instead of being aced. Normal shootouts at this location resolve normally.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
41
Bribin' The Town Council9Action3RoSR
Noon: Boot one of your Dudes with more than 1 Influence. Get any card from your deck or discard pile and add it to your hand. Discard a card from you hand. Shuffle the deck if the card you got came from it. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
42
Bring It Down!13Action0EFEU
Noon Harrowed Power: Target one of your unbooted Harrowed Dude. Until the end of the game, the Dude has the ability: "Noon: Target a Dude in this location with a lower Value and move the Dude to his or her home. That Dude may not move to this location until after Nightfall. Ace this card.
YesNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
43
Bucket Brigade4Action0DT1CCC
Reaction: Play immediately before a Deed is aced. The Deed is not aced, but actions on the Deed cannot be used for the rest of this turn and the Deed produces no ghost rock until after Nightfall next turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
44
Bum Rush5Action0DT6CUC
Shootout: Target one of your Dudes in this shootout. The Dude gains a +1 Bullet bonus until the end of the shootout. Only one Bum Rush can be played per shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
45
Burn 'em Down10Action0DT6CUC
Shootout: Target a Dude in the opposing posse. Boot one of your Dudes in this shootout to reduce the targets Bullet rating by an amount equal to your Dude's Bullet rating until the end of the shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
46
Burnin' the Midnight Oil6Action0DUOF
Noon: Target one of your Dudes. One skill rating on the Dude is increased by 3 until after Nightfall. Until after Nightfall, the Dude's Value is lowered by 3 (minimum A) and the Dude may not move to another location.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
47
Bushwacked1Action0PBEFF
Noon: Boot one of your Dudes to bushwhack another player’s booted Dude at the same location. Each Dude’s controller pulls. The Dude whose Bullet rating plus pull is lower is aced. If there is a tie, there is no effect. Your Dude becomes Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
48
Caught in the Crossfire2Action0MoHC
Shootout: Target one of your Dudes in your posse. The Dude gains a +1 Bullet bonus until the end of the shootout for every Dude by which your posse outnumbers the opposing posse.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
49
Caught with Your Pants Down10Action0DT1R
Shootout: Select one dude in this Shootout, who may gain no benefit from any goods for this Shootout, and receives a -1 Bullet for this Shootout (minimum zero).
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
50
Cave-in11Action2DT1R
Noon: Choose one strike in play. That strike is booted and produces no ghost rock; it may not unboot until a dude boots there as a Noon action.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
51
Cheatin' Varmint1Action0DT1CC
Cheatin'! Reaction: Play when another Player reveals an illegal Draw Hand. His Draw Hand is reduced by three ranks from it's actual value (and is considered the worst possible hand of that Rank). Only one Cheatin' card can be played against a Player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
52
Chilling Effect9Action0DT8C
Reaction: Play immediately after a dude is brought into play. Target and boot one other dude in play controlled by a different player who has a value four or more below that of the dude who was brought into play.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
53
Chinese Day Laborers5Action1DT6R
This action is free for the Maze Rats. Reaction: Play immediately before you put a deed into play. That deed has its cost reduced by two.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
54
Church Raisin'4Action0DT6R
Noon Job: Boot one of your dudes and move him to the Town Square. If the job is successful and the total influence of the dudes in your posse is greater than half the current Fear Level, then the Fear Level is reduced by one.
NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
55
Claim Jumper12Action0DT1CUU
Noon: Target a Strike you control. Boot one of your Dudes at the Strike to become the owner of the Strike until it leaves play. If the Strike leaves play, ownership immediately returns to its original owner.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
56
Claustrophobia2Action0EFEC
Noon: Target a Dude in play. The Dude has a -1 Bullet penalty (minimum 0) and a -1 Influence penalty (minimum 0) until after Nightfall while at an in-town Deed or their Home.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
57
Claws3Action0MoHCC
Noon Harrowed Power: Target one of your unbooted Harrowed Dudes. Until the end of the game, the target has a +2 Bullet bonus while he or she has no ready Weapons. Ace this card.
YesNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
58
Clean Getaway6Action0EFEU
Reaction: Play immediately before one of your Dudes becomes Wanted. Move the Dude to an out-of-town location, and the Dude no longer becomes Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
59
Clean Up the Town13Action0DT1CCC
Noon: Target a Wanted Dude in town. Boot one of your Dudes to call out the target Dude, at his or her location. If the Dude refuses, his or her Influence is permanently reduced to 0 and cannot be increased by any means for the rest of the game. If a Dude with 0 Influence refuses, the Dude is aced.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
60
Close Shave4Action2AtAU
Reaction: Target one of your Dudes when he or she is aced outside of a shootout. The Dude is not aced, but goes home booted instead.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
61
Collegium Sinks The Typhoon13Action0RoSR
Noon: Target a number of Dudes at one Deed equal to the number of your ready Gadget Weapons at the Deed. Send the Dudes home booted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
62
Con Game Gone Bad3Action0REVC
Cheatin'! Reaction: When another player with a maximum hand size over four reveals an illegal Draw hand, permanently lower the player's maximum hand size by one. Only one Cheatin'! card can be played against a player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
63
Confederate Hunter9Action0AtAR
Reaction: Play when a card effect is preventing you from targeting a Dude. You may target that Dude.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
64
Construction Crew7Action1EFEU
Noon Job: Boot one of your Dudes to start a job that targets the Town Square. Any player may defend the job, starting with the Winner and going clockwise. Before posses are formed, select an in-town Deed with a ghost rock cost less than 7 and show it to the other players. If the job succeeds, put the Deed into play with no ghost rock cost. If the job fails, put the Deed into Boot Hill.
NoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
65
Cover Fire10Action0REVCC
Reaction: Play when a Shootout action targets one of your Dudes. Boot one of your other Dudes in the same posse. The Shootout action is cancelled.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
66
Crack Shot2Action0StudDT1RUR
Shootout: Target a Draw Dude in this shootout. The Dude is a Stud until the end of the shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
67
Crippled10Action1DT6C
Reaction: Play immediately before a dude is going to be aced during a Shootout. Instead of being aced, that dude is sent home, but is crippled permanently. The crippled dude loses 1 Bullet, 1 Influence, and can only move to adjacent locations.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
68
Crossfire9Action0DUOF
Noon Job: Boot one of your Dudes to start a job that targets another player's Home. If the job succeeds, the text box on that player's Outfit card is considered blank until after Nightfall next turn, and all Dudes in your Posse become Wanted. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
69
Crumbling Dam1Action0DUOF
Noon Kung-Fu Power: Target one of your unbooted Kung-Fu Dudes. Until the end of the game, the Dude has the ability: "Noon: Target a Kung-Fu power on a Dude at this location. The Dude lose the power permanently." Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNo
70
Cup of Joe10Action0DUOF
Noon: Target one of your booted Dudes. The Dude is unbooted, but has a -1 Bullet penalty (minimum of 0) and a -1 Influence penalty (minimum of 0) until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
71
Dead Man's Hand8Action7DT1RR
Noon: Boot one of your dudes who calls out any target booted dude in play. The target dude must accept and enter the shootout, which occurs at the target's location. If your dude has a lower Bullet rating than the target's printed Bullet rating, raise your Dude's Bullet rating to be equal to the target's. If your dude survives the Shootout, he or she becomes Wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNo
72
Defendin' What's Yours12Action3AtAC
Noon: Boot one of your Dudes and target one of your Deeds. The Deed gains a permanent +1 Control Point bonus. Any other player may cancel this action as it is played by booting a Dude with Influence greater than that of your Dude. Each player may only play one copy of this card per turn. A Deed cannot gain this bonus more than once per game.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
73
Degeneration5Action0DT8C
Noon: Target a Harrowed dude in play. That dude loses 1 Bullet, 1 Influence, and one action printed on his card (your choice), permanently.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
74
Dehydration3Action2AtAR
Noon: Target a Dude with a value less than 9 at an out-of-town Deed. That Dude's Influence is reduced to 0 until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
75
Deputize2Action0DT4CCC
Noon: All of your Dudes not in your Outfit become members of your Outfit. They remain members of any other Outfit to which they belong.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
76
Derringer10Action11DT7CC
Shootout: One of your dudes in this gunfight has a Derringer. Attach this card to your dude. This card acts in all ways as if it were a +1 Bullet weapon good card. The Derringer can only be chosen as a weapon for one round of a Shootout per turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoYes
77
Desperate Measures13Action0EFEU
Reaction: Play when another player brings a Dude from a different Outfit into play. Increase the Upkeep cost of that Dude by 3 until after Nightfall next turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
78
Devil's Touch10Action0MoHC
Noon. Harrowed Power: Target an unbooted Harrowed Dude you control. Ace this card. Until the end of the game, the target has the ability “Noon: Ace a Goods at this location.”
YesNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
79
Discipline13Action0DUOF
Noon: Give a Maze Rats Dude a +1 Bullet, +1 Influence, or +3 Value (Maximum King) until after Nightfall.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
80
Distracted!11Action0EFER
Reaction: Play after a Spell resolves. Ace the Spell.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
81
Diversion3Action0DT1CC
Reaction: Play this card when a dude is booting to join a posse. That dude does not boot and cannot join the posse for the rest of the shootout. This does not stop a dude from starting a posse.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
82
Divided Loyalties9Action0EFEU
Cheatin'! Reaction: Play when another player reveals an illegal Draw hand. Target a Dude controlled by that player whose Value is less than the illegal Draw hand's rank plus 4. You take control of the Dude until after Nightfall. Only one Cheatin'! Card can be played against a player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
83
Dominion8Action0RoSC
Reaction: Play this card when a Harrowed Ability card targets a Harrowed Dude. The Harrowed Dude loses control to his or her manitou; discard the Harrowed Dude.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
84
Don't Like Yer Looks6Action0DT1RR
Noon: Target a Dude in the Town Square or at any Deed you control. Boot one of your Dudes at the same location to call out the target Dude. The target cannot refuse and no other Dudes can join the Shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
85
Don't Look2Action0DUOF
Noon: Boot one of your Terrors to call out a Dude in the same or adjcaent location. If the Dude has a lower Value than your Terror, he or she cannot refuse.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
86
Double Dealin'5Action0DT1CCC
Cheatin'! Reaction: Play when another player reveals an illegal Draw hand. That player's entire Draw hand is discarded and replaced by the top five cards of your deck. Your cards are discarded normally afterwards. Only one Cheatin' card can be played against a player per draw.
NoNoNoNoYesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
87
Double or Nothing11Action0REVR
Reaction: Immediately after another player becomes the Winner of Gambling Phase lowball, all players must ante again and play another round of lowball to determine a new Winner. No Events resolve from the new Draw hands. Only one copy of this card can be played per turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
88
Double Time12Action1DT5R
Noon: Boot one of your dudes. The deed your dude is in has its ghost rock production doubled during the next upkeep phase.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
89
Down the Barrel…7Action1AtAR
Reaction: Play immediately before another player pulls for a card effect. That player pulls an additional card, and you choose which card is used for the pull. Only one Down the Barrel... can be played per pull.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
90
Drawing a Bead6Action0DT1R
Shootout: Target one of your dudes in a Shootout. Gain no benefit for this dude in this round. Triple the Bullet rating for this dude in all consecutive rounds of the Shootout.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
91
Drinks on the House7Action0DT8RR
Reaction: Play immediately after an event has resolved. Until the end of the game, events with that name do not resolve when they appear. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
92
Drunken Monkey Technique5Action0DUOF
Noon Kung-Fu Power: Target one of your unbooted Kung-Fu Dudes. Until the end of the game, the Dude has the ability: "Noon: Call out a Dude at this location. If this location is a saloon, the call-out may not be refused." Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoYesNoNoNoNoNoNoNoNoNoNo
93
Dud Round13Action0REVC
Reaction: When an action on a card with the Bullet trait is being taken, cancel the action and ace the card
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
94
Dumb Luck10Action0DT9CC
Reaction: Play immediately after a successful Spell pull. Cancel the pull and target the Dude casting the Spell, who must pull again. If the second pull fails, the Dude is booted and cannot take any other actions this turn.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
95
Dust Devil5Action3DT1RRRNoon: Target and ace a Goods card in play.NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
96
Embezzlement1Action0REVR
Noon: Until after Nightfall, give control of one of your unbooted Dudes to another player. Take ghost rock from the player equal to the Dude's Influence
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
97
Ethics Aside6Action0EFER
Reaction Pull: Play when you fail a Gadget skill check. If the new Pull is red, the skill check succeeds and the Mad Scientist becomes wanted.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNo
98
Eureka's Rage10Action3RoSCC
Noon: If this is the last card in your hand, draw cards equal to your maximum hand size. Ace this card.
YesNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
99
Extortion7Action0DT1R
Noon: Target a deed that you currently control but do not own. You maintain control of this deed until another player, as a Noon action, pays you ghost rock equal to the amount of Influence that you had at that location when you played this card. At that point, control of the deed is determined normally.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNoNoNoNoNoNo
100
Eyes in the Back of My Head5Action0DUOF
Shootout: Target an action from a Kung-Fu Power or a Dude in this shootout. That action cannot be used during this shootout. If the action has already been used during this shootout, any current effects are negated.
NoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoNoYesNoNoNoNoNo
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