Setup Procedure | |
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Players reveal their starting outfits simultaneously. | |
Players choose and reveal their starting cards simultaneously. | |
Players completely shuffle their decks. Each Player presents his/her deck to his/her opponent for additional shuffling and/or a cut. | |
Players draw starting play hands (normally five cards, NOT up to maximum hand size). | |
Players may use Grifter abilities. Order of activation is determined randomly. (More details) | |
Grifter abilities are performed before time for the match has officially begun. | |
Gamblin' phase | |
If you have no money at the start of turn, borrow 1 ghost rock from the bank. | |
Players set aside their play hands and draw a five-card lowball draw hand from the top of their decks, then reveal them simultaneously. Traits and React abilities on cards in play that refer to draw hands being revealed can be triggered now (e.g. Philip Swinford, Drew Beauman, Den of Thieves). |
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If another player cheats, you can play a Cheatin' Resolution action card from your play hand (not your lowball hand!), or use a Cheatin' Resolution ability printed on one of your cards in play. The previous day's Winner of lowball gets the first opportunity to play a Cheatin' Resolution.
Each player can only have one Cheatin' Resolution used against them per Gamblin' phase. You cannot play Cheatin' Resolutions if you yourself are cheatin', but other players do not. Regular (non-Cheatin') Resolutions cannot be played on lowball. At the end of this step, hand ranks are locked. |
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During lowball, the player with the lowest hand rank wins. If players have hands of the same rank, compare values (A-A-A-K-K beats 2-2-2-3-3 in lowball). If several players are exactly tied for the win, they discard thier lowball hands and draw new ones to break the tie. Traits trigger on reveal once again, and Cheatin' Resolutions can be played. |
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The Winner takes all the ghost rock from the ante. The Winner goes first during each phase of the day, and wins ties whenever players want to do something at the same time. The Winner keeps that title until a new Winner is determined in the end of the next Gamblin' phase. |
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Finally, players discard their lowball hands and retrieve their play hands. | |
Upkeep phase | |
All players simultaneously receive production from each deed they both own and control, as well as their home and any other non-deed cards they control. | |
All players that borrowed ghost rock for Lowball now return it to the bank. If unable to repay, do so during next turn's upkeep. |
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Players pay upkeep for any cards that they control and wish to keep in play, in turn order, beginning with the player to the left of the Winner. Dudes belonging to an outfit that does not match your home have their upkeep increased by their influence. A player cannot refuse to pay 0 upkeep. |
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After players have paid upkeep, all card whose upkeep was not paid are discarded simultaneously, along with any attached cards. | |
High Noon phase | |
Starting with the Winner and going clockwise, players take turns to make any of the following plays: | |
Use a Noon ability on an action card in your play hand, or printed on one of your cards in play. Text in bold before the colon is the cost of the ability. If it says Boot, you must boot that card; unless it's a Job, in which case you must boot the Leader that you choose for that job. Cost are also sometimes present after the colon, in the "do X to do Y" format. If you cannot do X, then you will not get to do Y. In order to use an ability, you must be able to fully resolve the first sentence after the colon (called a requirement). Each ability on a card in play can only be used once per day, regardless of whether it boots that card or not. If a Spell has more than one ability, you can only use one of them per day. Repeat abilites can be used any number of times per day. Abilities on deeds can only be used by that deed's current controller, whether or not the controller is also the owner. Effects of Noon abilities typically last through the end of the Sundown phase. Action cards that initiate shootouts or jobs do not go into the discard pile immediately, instead they stay on the board until the shootout or job ends, and it is another player's turn to make a play. |
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As a Noon play, you can move one of your unbooted dudes to another location. A dude can move without booting:
A dude has to boot to move:
Card effects that move dudes do so without booting them, and they can move booted dudes. Card effects that move dudes must actually make them change location. The only exeption is "move into posse" effects, these actually mean "join a posse"; if a dude can join a posse without changing location, these effects still work. |
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As a Noon play, you can make one of your unbooted dudes call out an opposing dude at the same location. Dudes staying at their home cannot be called out normally. Card effects that initiate callouts can be used by booted dudes, and against dudes at their home. Unbooted dudes can refuse a callout by moving home booted, even if already at home. Booted dudes cannot refuse a callout. Accepting a callout is different from opposing a job. |
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As a Noon play, you can bring a dude, deed, spell, or goods card into play from your play hand. Choose the card that you want to play, then pay all costs, then the chosen card enters play. Dudes enter play at your home by default. Deeds: In-town deeds enter play at either end of your street, as the last card in that direction (new deeds can't be placed between existing locations). Out-of-town deeds are placed off to one side. Goods and Spells enter play attached to dudes (and sometimes deeds).
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As a Noon play, you can transfer goods between your dudes in a location you control. Only unbooted dudes can receive goods. Booted dudes can give them away, but cannot receive any. Any number of goods may be traded between any number of dudes as one play. Each goods can only be traded once per day. If a dude ends up with several Weapons and/or Horses attached, choose one of each to keep and discard the rest. Spells cannot be traded. Card effects that transfer goods between dudes allow tradin' to booted dudes, and in locations you don't control. |
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As a Noon play, you can replace your dude card in play with a different version of that dude from your hand. The new card replaces the old, keeping all goods, spells, tokens, and markers, and remains under any game effects. The card that was replaced goes to the discard pile of its owner. You can replace a dude card with another dude card whose experience level is no more than one greater or lower (non-experienced dudes are considered experience level 0). Thus you can replace a non‑experienced dude with the Experienced 1 version, and vice versa. You can replace a given dude no more than once per turn. Overlaying a dude with its experienced version is different from playing a dude. It does not trigger "enters play", "leaves play", or "when discarded" effects, and you cannot do this when a card instructs you to 'play a dude' or 'put a dude into play' (e.g. Recruitment Drive). |
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If you cannot or do not want to make any other plays, pass. After both players pass consecutively, the High Noon phase ends, and the Sundown phase starts. If one player announces Pass and then their opponent can also pass to win the game, that opponent must announce "Check" and let that player make another play instead. |
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Sundown phase | |
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Shootouts | |
A shootout starts when a dude accepts a call-out, or when a played decides to oppose a job. Both the player and dude doing the callin' out are known as the Leader, while the player and dude being called out are known as the Mark. The shootout takes place at the location of the mark, and does not change for the duration of the shootout. |
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The leader declares their entire posse first. Then, the mark does the same. Dudes already in the location of the shootout can join even if booted. Only unbooted dudes can join from an adjacent location. A dude can't join a posse if there are restrictions that prevent them from moving to the location of the shootout (e.g. Smiling Tom). Once both players have declared their posses, all dudes join simultaneously. Dudes that are not yet in the location of the shootout must boot to move to that location (unless prevented by card effects, e.g. Roan, Mechanical Horse, Clown Carriage, Sloane). Traits and abilities that refer to dudes joining a posse (e.g. Irving Patterson, Ramiro Mendoza, James Ghetty, Lillian Morgan, Jacqueline Isham) trigger now, as well as when dudes join due to Shootout or Resolution plays. The leader is also considered to be joining a posse. Players can never have dudes they control in both posses. |
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During Jobs, things work in a somewhat different order. Choose one of your unbooted dudes to be the leader of the job.
Choose the mark.
The leader forms a posse.
The mark's controller decides whether to oppose the job or not. If they choose to oppose, they must form a posse following the same rules (boot to join from locations adjacent to the mark's location, but do not move there yet).
Once both posses are formed, all dudes move to the mark's location simultaneously (without booting), and a shootout starts.
If the leader's posse wins the shootout, or no player forms a defending posse, the job succeeds. Otherwise, the job fails.
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If a shootout takes place at a private location, regardless of who started it, all dudes in the shootout that are not controlled by the owner of that location have their bounty increased by 1. A deed's keywords will tell you whether it's public or private. A player's home is always private, and the town square is always public. If a Shootout or Resolution play brings a dude into the shootout at another player's private location, that dude gets 1 bounty, even if they already got bounty for this same shootout.
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Slingin' Lead | |
Shootout plays include using Shootout abilities, passing, or doing something 'as a Shootout play' (see Auto-Revolver, Concealed Weapons, Prayer, An Accidental Reunion). Shootout abilities must come from either an action card in your play hand, a deed or outfit in play, or a card in your posse (a dude or one of their attached cards). Shootout abilities that bring cards that are currently in play into a posse can be used even if they originate from a card that is currently outside a posse.
Shootout abilities can only affect dudes or their attached cards if they are in a posse (unless that ability would bring a card into the posse). Effects of Shootout abilities typically last until the end of the shootout. If a Shootout ability causes one posse to become empty, the shootout ends immediately; skip to step 7. |
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Choose any dude in your posse to be the main shooter for this round of the shootout. That dude contributes his/her full bullet rating to your draw hand. | |
Set aside your play hand and draw cards into your draw hand equal to 5 plus your posse's stud bonus. Your stud bonus equals the full stud rating of your shooter (if they have one), plus one extra for each other stud dude in your posse. You may redraw a number of cards in your draw hand up to your draw bonus. Your draw bonus equals the full draw rating of your shooter (if they have one), plus one extra for each other draw dude in your posse. You must redraw all cards at once, not one card at a time. Even dudes with 0 bullets still contribute 1 bullet, if they're not chosen as the main shooter. After redrawing, discard down to 5 cards. That's your final draw hand. |
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Both players reveal their draw hands. Traits and React abilities on cards in play that refer to draw hands being revealed can be triggered now (e.g. Philip Swinford, Tommy Harden, Den of Thieves). After all traits have been triggered and resolved, React abilities can be used (e.g. Ace in the Hole). If a player has to discard their hand and draw a new one (e.g. Bottom Dealin'), these traits and React abilities cannot be triggered again. |
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Resolution plays include using Resolution abilities or passing. Resolution abilities must come from either an action card in your play hand (not your draw hand), a deed or outfit in play, or a card in your posse (i.e a dude or one of their attached cards). Resolution abilities that bring dudes that are currently in play into a posse can be used can be use even if they originate from a card that is currently outside a posse.
Resolution abilities can only affect dudes or their attached cards if they are in a posse (unless that ability would bring a card into the posse). Cheatin' Resolutions can be played if another player has an illegal hand. Each player can only have one Cheatin' ability used against them in every round of the shootout. You cannot play Cheatin' Resolutions if you yourself are cheatin', but other players do not. In multiplayer, any player can play a Cheatin' Resolution action card, even if that player is not in the shootout. If a Resolution ability causes one posse to become empty, the shootout ends immediately; skip to step 7. At the end of this step, hand ranks are locked. |
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Compare final hand ranks (draw hand ranks + any modifiers). The player with the highest hand rank wins this round of the shootout. If hand ranks are tied, both the loser and the winner take one casualty each.
The loser takes a number of casualties equal to the difference between the players' hand ranks, plus any modifiers (e.g. Flame-Thrower, Evanor).
After the loser is done taking casualties, the winner then does the same (even if the loser had to discard or ace all of their dudes). |
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The loser decides whether any of their dudes flee the shootout (leave the posse and move home booted). Then, the winner decides whether to flee as well. The winner can decide to flee even if the loser's whole posse has fled, or has been wiped out. If the loser decides to stay, and the winner chooses to flee, the loser cannot reconsider. |
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Both players discard their draw hands. If only one posse remains, that player wins the shootout. If both posses have been emptied of dudes, neither player wins the shootout. If both posses still have at least one dude each, go back to step 1 to start the next shootout round. |
Callout | Job | |
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Slingin' Lead | ||
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