Accumulated
Rulings
26th January
2000
This is list of official rulings made on the Deadlands List Server. While
there may be a few missing, the vast majority are included in here. I have tried
to avoid duplication with the FAQ where possible, so if you don't find what
you're looking for in here, please check that before querying it with me. If you
find any mistakes, are unsure as to the meaning of a ruling, or think that I
might have missed one, please send me a telegram
to let me know.
All the rulings have been made by either Dave Williams (Game Designer), Ryan
Dancey (former FRPG Big Boss), Ed Bolme (current FRPG Big Boss), Neal Steed
(former keeper of the FAQ), or Gerry Crowe (current keeper of the FAQ).
Blue Text = Changes made since the last version of the
Rulings
General Rulings
Acing
- If one or more of your dudes are aced in a shootout, those dudes do not go
to Boot Hill until all reactions to their acing have been played. An example
of the game effect is this…if you control Nasty Docs, and one of your dudes
there is aced, you still control it while any reactions to the acing are
played. You can therefore use the Doc's to harrow the dude, even if you would
lose control once the dude went to Boot Hill
- When a dude is aced, but before he goes to Boot Hill, his influence counts
towards control of the deed he is at. This is significant when using reactions
such as Nasty Docs.
Actions
- Actions include Moving, Calling Out, Shoppin’, and any card ability
preceded by the text "Noon", "Shootout", or "Reaction"
Boot
Hill
- Boot Hill refers to all player's Boot Hill piles, not just your own.
Calling Out
- You cannot call out or start a shootout with your own dudes.
Card Dudes
- All dudes created by a card effect (Bounty Hunter, Sharks etc.) are
considered to have a value of Ace
Control
- If you control another players dude, and he is sent home booted, he goes
to the Controller's home i.e. yours
- If you control another player's card, and it is discarded, it goes to his
discard pile, not yours.
- Control can change at any point during a turn, and many times per turn.
Cheatin' Cards
- Cheatin' Cards are played at the point a Draw Hand is revealed. Any
reaction that states it is played 'after' a Draw Hand is
revealed is therefore played after Cheatin' cards, not at the same time as was
the case in the past.
Draw Hand
- If you cannot draw enough cards from both your Deck and your Discard Pile,
draw as many as you can
- Rank 11 is the highest possible hand rank, and Rank 1 is the lowest.
- You must always show the cards in a Draw hand, not
just the values
Deck
- Certain effects allow you to search your deck for a card. Your deck does
not include your Discard Pile
Discard
- All cards are discarded face up
- You may not look through any discard pile, including your own
Dudes
- You must be able to pay for your starting posse.
Events
- If an event appears in a Lowball Hand, it must be played.
- Only events that appear in the final lowball hand are triggered.
- Events are played after all other reactions to the Draw Hands
Fear Level
- Has a minimum of 1
- If it goes above 10, keep track of it's value, but
treat it as 10
Harrowed Dudes
- If a harrowed dude is aced, his Goods and Spell cards follow him to
whichever location he goes following his Harrowed Pull
- Harrowed Pull occurs after all other reactions
to the dude being aced. However, it is not itself a reaction. -
Reversal
Home
- You can refuse a shootout when at home, unless the card says otherwise.
You will boot but remain where you are
Jobs
- Shootouts are not compulsory…you may let a job happen successfully even if
you have dudes at the location.
- When a deed is owned by one player and controlled by another, and the Deed
is targetted by a job, it is the Controller who puts together a posse to
defend it.
Movement
- If a card forces a dudes controller to move him, the dude follows the
normal rules for booting .
- If a card moves a dude directly to a location, the dude is only booted if
the card says he is.
- A booted dude may still move via a card effect, so long as the card
doesn't require him to boot.
Multi player shootouts
- If a 3rd player sends dudes into a job to assist one side or
the other, he may play shootout actions. He may also play reactions, but only
when the card does not require him to have a Draw Hand e.g. Quickdraw.
Ownership
- If a card changes ownership, for example Claim Jumper, and is discarded,
it is returned to the original owner's discard pile.
Play Hand
- You must refill your Play Hand at Nightfall if able
Revealing
Draw Hands
- You only reveal a Draw Hand once. Even if you discard your Draw Hand and
redraw, say through Bluff or Double Dealin', you are not revealing a new Draw
hand.
Shootouts
- "In a shootout" means from the beginning of the shootout until the end of
the shootout.
- If there is every any point at which there is only one posse, then the
shootout is over and the other posse "wins".
- To use a shootout action, a dude must be in a shootout.
Upkeep
- You may always choose not to pay upkeep on a card. If you don't pay it,
the card is discarded.
- Cards with 0 upkeep or a positive production cannot refuse that production
in order to discard them
Wanted
- A dude becomes wanted at the moment he forms or joins a posse for a
shootout on someone else’s Private land.
Specific Card Rulings
1st Bank is Robbed
- Cannot Target a Strike owned and controlled by a Player who also controls
the Miner’s Union House.
A Few Custom
Modifications
- This does not give the Weapon trait to a non-weapon
gadget copying an action from a weapon.
Ammo Belt
- The dude can't be changed to a draw by an opponent's
shootout action, nor can he have his bullet rating reduced by an opponent's
shootout action
And Scooter
- He does not cost less if selected as a starting dude
with Big Jake
Assault on the
Whateleys
- Dude uniqueness rules apply to the Terror
- Can be used to play the Werewolf
Austin Stoker
- Terrors joining the shootout after Austin has used his
action are not affected
Austin Saves
Father Juan
- If multiple dudes have the the highest value, all are
affected
Avarice
- If you search your deck but don't find a strike, you
must still discard a card.
Battle For
Lord Grimely's
- This is continually re-assessed throughout the turn,
so the Deed in question can change.
Becky Hendricks
- The banished dude is not booted when moving to his new
location
- The dude is moved immediately
- If the dude has no other location to move to, he
remains where he is but out of the shootout.
Big Jake
- He does not cost less if selected as a starting dude
with Scooter
Billy Iron Horse
- He can boot to discard zero cards.
Black Jack Exp 2
- This refers to all Cheatin' cards, not just those that
effect the Draw hand
- Cannot cancel the effect of Pembroke's Analysis of
Hoyle as it's not a Cheatin' card.
Blacksmith
- The maximum applies to the bonus from Mad Scientists
in play. You can use cards such as Double Time to increase its production
beyond the +3 maximum.
Bomb
- Dudes return home booted "after nightfall". This means
they will remain booted until the following Nightfall.
Boom-Boom O'Bannon
- Do the pull after the job ends, regardless of it's
success.
- He can begin this job even when booted.
Bottom Dealin'
- Draw the top card of your Discard pile before
discarding this card.
Bounty
Hunter
- The shootout takes place at the targets
location.
- After the shootout, the Bounty Hunter dude is removed
from play, not the card.
- If he is aced, it will trigger the loss of
Eureka.
- He can target dudes at resticted locations, such as
the Abandoned Mine, as he come's into play there rather than moving
there.
Boxing Match
- When determining which dude is discarded, you do
not add the dude's value to the pull
Brawl
- Only dudes aced as a result of the shootout are sent
home booted. Dudes aced at other times during the Brawl, for example through
Snakebite, are aced and sent to Boot Hill.
- Any dudes that the Winner has to lose as a result of
the shootout are also sent home booted.
- A Dudes can start as many brawls as he wants in a
turn. It's not an action printed on a card in play.
- If an Unlucky Charm is played on a dude in a Brawl, he
can be aced as normal.
Bucket
Brigade
- Occurs before a deed is aced, so always happens
before reactions that occur when a deed is aced.
"Buckets" Nelson
- You cannot discard a Joker to create a shark
Buffalo Rifle
- Once the dude has joined a posse, using cards like
Caught With yer Pants Down will not prevent him taking part in the
shootout.
Bullet Proof Vest
- This dude is protected during Draw Resolution against
cards that ace a dude (e.g. Take Ya With Me)
- This dude is not protected against cards that ace a
dude during a shootout (e.g. Bow and Arrow)
- If there are 2 dudes in a shootout, one has a BPV, and
you lose the shootout by 1 rank, you must ace the unprotected dude.
Byron St. James
- Cannot join a posse that includes Howard
Findley
California Queen
- If a player has no Ghost Rock and his dude is sent to
the California Queen by another player's action, no payment is made.
Captain Sim Yut Sam
- If the experienced version drops his influence, it
cannot be raised again from zero for the remainder of this turn.
- If the experienced version is wearing Blue Jeans, he
cannot drop his influence so cannot use his action.
Caught With Yer Pants Down
- Collegium New Front dudes hit with this gain no
benefit from attached gadgets, and so will not get a VP for acing a
Stud.
Censure
- If this reduces a Soul Blast pull to an Ace or lower,
it does not ace the Huckster.
Claim
Jumper
- You may jump a copy of a non-unique claim that you
already have in play
Clean Up The
Town
- If the shootout takes place on your opponent’s Private
land, your posse becomes Wanted
Collegium Outfit
- Gain Control Points for all high difficulty gadgets in
play, not just those you control.
Courthouse
- You cannot send a dude aced by the Courthouse back to
Jail
- A Harrowed Dude still gets the Harrowed pull.
Cort Williams
- You can use him to ace your own Terrors (thus earning
a Victory Point if you are playing the Agency
Curse
- There is no minimum zero on Curse, so if a 0 bullet
dude is cursed for -1, and later in the turn is given a +1 weapon, he will be
still be a 0 bullet dude for the remainder of the turn.
Dead Walk The Earth
- Dudes sent to the Slaughterhouse will not
return.
Deadland
- The 5 GR can be used to pay for the Terror you are
bringing into play
- If Hells Fury is used to bring a dude back from Boot
Hill, he is not considered a Terror until he arrives in play. Therefore you do
not get the 5 ghost rock from the Deadland.
Death's Head Joker
- If pulled for a Soul Blast (or similar card), the
Death's Head Joker is aced and you pull again. The Huckster is not
aced.
Den Of Eastern Delights
- With the Headline Rule in effect, this will
cancel and ace the Event selected for resolution.
Deputize
- Can be used even if all your dudes already belong to
your outfit.
- If you Deputize a Drifter, he loses his Drifter
status.
Derringer
- Can be attached to a dude who does not control his
location.
Dispatch Office
- If a dude with Influence is at the Dispatch Office,
and his influence is reduced to zero, he retains the bonus until he leaves the
Dispatch Office, at which point it is lost.
Diversion
- This can be used to prevent dudes from joining a posse
at any point in a shootout (such as Victor Navarro's action).
Dolores Whateley Exp
- She can summon Skeletons at the new Whateley home -
the Extended Family
Double
Time
- Occurs after bonuses that add to production
- As production is only increased during the Upkeep
Phase, the increase does not count towards Sweetrock control points.
- Multiple Double Times are not cumulative.
Drawing a Bead
- When played on a lone dude in a shootout, that dude
provides no bullet bonuses of any sort for the first round of the
shootout.
Election Day
- A dude played this turn may be a candidate for
Mayor.
- If a dude boots to vote, and is successfully unbooted
during the same turn, he may vote again.
- Takes effect at the very beginning of Nightfall,
before Victory Conditions are checked.
Enoch Whateley
- He can ace any Dude regardless of the Dude's
location.
Eureka
- If this is play and a second copy appears in Lowball,
the second copy is discarded
Foreclosure
- If a deed has already used an action on its card that
turn before it is Foreclosed, it cannot use the same action again that turn if
another copy of the deed is brought into play
Forgery
- If someone reacts with a Bucket Brigade, the Bucket
Brigade prevents the acing, so the Forgery doesn't resolve. The forgers
deed remains in his hand and his Forgery is discarded.
Frances Whateley
- He cannot give his bonus to himself.
Friendly Game
- Cheatin'! cards may be played normally
Gatling Gun
- You can use the Gun even if it has moved this turn, so
long as the dude using it hasn't
Gettin'
Outta Hand
- Your dude is performing an action when
- When you use an action printed on your dude
- When you use an action printed on a card attached to
your dude.
- When you target your dude with an action from
another card
- Immediately after your dude moves to my location as
per the Movin' rules
- Immediately after your dude calls out my dude but
before I accept or Chicken out
- Immediately after your dude attaches a Goods or
Spell card as per Shoppin' or trading
Golden Mare Hotel
- Does not give ghost rock for Token dudes (Sharks,
Bounty Hunters etc.)
Good Stiff
Drink
- Can only affect an action printed on a dude, not
actions on cards attached to the dude.
- Multiple copies can be applied to the same action on a
dude.
Gordo Andrade
- Not cumulative with Jack's Left and Right
Shooter
Hanging Judge Gabriel
- You can legally save the Judge after he aces a wanted
dude (for example, using an elixir).
Hat
Gun
- Can have its Bullet Rating increased by the
Weaponsmith
- This is not considered a Goods card until it has
entered play. It does not have its cost reduced by the Scrapyard or One Eyed
Ikes
- Remains attached until the end of the game.
- Comes into play as an Action, not a Weapon, so does
not get a discount from the Law Dogs - Hunter's Office.
Haunting
- This reduction is applied after all production
bonuses
Head ‘Em Off At The
Pass
- Can be used whether you are the Dealer or the Target
of the Job.
- Occurs before posses are formed, so will always
react before cards like Diversion
Headsman's Axe
- This reaction is triggered after a dude is aced
i.e. after any reactions that may prevent the dude from being aced.
Hells Fury
- You can select an already Harrowed dude from Boot
Hill
Home Sweet Home
- Shoppin' is considered a Noon Action, so you cannot
attach Goods or Spells to a dude protected by this card.
- Both effects end after Nightfall
Hot Lead Flying
- Multiple copies of this card are cumulative.
Hoyles Book, 1769 Ed
- This remains a Goods card even after becoming a Spell
equivalent.
Humphrey Walters
- If Humphrey turns into the Werewolf during a shootout,
any shootout effects on him do not carry over to the Werewolf.
Hunch
- The cards must be returned to the deck in their
original order.
Icehouse
- If the Icehouse is removed from play, a dude in it
goes to Boot Hill. The dude is not considered to be aced again.
- A dude in the icehouse is considered to be out of play
for cards such as Headsman’s Axe
- You can only target the dead dude with effects that
could normally target a
dude in Boot
Hill.
Ignore ‘Im
- If the shootout is taking place at your Home, the dude
is booted and removed from the shootout.
Infra-Red Spectacles
- Read this as "Immediately after this dude has moved
into a location, boot the Spectacles to Call Out any one dude at that
location. This Call Out may not be refused"
Iron Gate
- If a dude moves to this Deed using a card effect e.g.
Speed Of The Wolf, the Iron Gate still boots him.
It Was A Mountain Lion
- If this aces a Wanted dude with more than 1 Influence,
the Law Dogs will gain a Victory Point if it was their Event
Jail
- Multiple dudes can be broken out with the same
job
Jack Guns Down Spike
- That'll Leave A Scar is still aced regardless of
whether you spend the 2 Ghost Rock.
Jackelope Stampede
- For subsequent draws, always draw 5 cards. That
includes Sweetrock during Lowball, and all shootout Draw Hands.
- Cannot discard Eureka or Eureka?!?
- The Old Moon Saloon pays 1 ghostrock for each illegal
hand drawn.
- Your final hand is the cheating hand that made you
discard your last card in play. That's the point at which the Stampede ends,
even if the Deed at the centre of a shootout is discarded, or one posse has
all it's dudes discarded.
Jack's Right
Shooter
- The dude with the Shooter chooses who is aced.
Jailbreak
- Does not negate any special abilities other than Noon,
Shootout and Reaction actions.
- It does not remove the Noon job special action on the
Jail.
Jim MacNeil
- When Jim replaces a dude, that dude remains at the
location, but out of the shootout
- Cannot ‘replace’ someone in a shootout that he is
already in
Joker
- If you draw a Joker from your opponents deck, you get
to decide its value
- Cannot discard for Bucket's Nelson, Dolores Whately
etc, as it's only useful in Draws and Pulls.
Joseph Eyes-Like-Rain
- When Circus Sideshow is in effect, Joseph selects
cards going into your own Discard Pile.
J.P. Coleman
- Both his cost to bring into play and his upkeep are
reduced by 5
- If you start with him, he is not brought into play
from your play hand and his cost remains 10.
Katie Karl (exp)
- Dudes can still be turned back to Draw dudes while
Katie is in the shootout
Kenny
- If sent home booted from a shootout (e.g. Pistol
Whip), Kenny remains attached to his dude but is out of the shootout.
- If he's Wanted, he can be put into Jail. If he goes
there alone, he reverts to a Goods and cannot be broken out.
Knicknevin
- Takes effect at the very beginning of Nightfall,
before Victory Conditions are checked.
Landed Rats
- Only get 2 CP's when taking Grendel's Eye
Strike.
Law Dogs - Hunter's
Office
- Dudes may use this action even when booted.
Lawrence Goodman
- Use the Bullet Rating of the dude that started the
job, even if he or she is sent out of the shootout or aced.
Legal Offices of _______
- Each player may use this ability twice per turn, so
long as he or she controls it.
Lilith
Vandekamp (exp)
- You must select either a Bullet bonus or a Value
bonus, not a combination of both.
Lord
Grimley's Manor
- You can use Forgery to put your own copy of the Manor
into play. Control is determined normally, with the new owner winning any
ties.
Luck of the Draw
- Each rank has a definable "worst possible hand", which
your hand should be considered to be. Note that if you raise your hand to rank
11, that "worst hand" happens to be identical to all other rank 11
hands
Manitou's Revenge
- Cannot target a dude protected by Shadow Man
Marked Cards
- The Dealer must declare how many cards to discard
first, then the Target.
- The Dealer draws his cards before the Target
- The Dealer declares his Draw Hand before the
Target
- Playing this card in a Kansas City tournament is not a
good idea - it is considered cheatin' and will lose you the game.
Medicine
- A Shaman who has just been aced can cast this to save
himself
Mick Caples
- Mick may only use his action once per turn.
Mimic
- Words in the action which refer to the original dude
become self-referential (e.g. Lucky Ted's ability)
- All actions are retained permanently through Card
Memory
Nasty Docs
- You can target a dude who is already harrowed -
Reversal
Nate Hunter exp2
- He does not have to be in the shootout to use his
ability
Nate Hunter Elected
Sheriff
- These are cumulative, but are only applied if the
dudes are currently in play
Nelson
Roberts
- He can be outside the shootout and still use his
action.
New Hat
- A dude may wear multiple New Hats, and receives a +1
Influence bonus for each hat worn.
New
Science Magazine
- You must search your deck for a gadget, it is not
optional.
- Even if your deck contains no gadgets, you must still
discard a card
Nice Boots
Chief
- May not be used to attach a Goods card to a dude that
cannot receive it.
Nowhere to
Run
- This cannot prevent a dude from refusing a
shootout.
Old Moon Saloon
- Ghostrock gained here is received before reactions to
the illegal hand, in particular Bankrupt Morals.
Orphanage
- Counts towards Sweetrock Control Points for that
turn.
Pair Of Six Shooters
- If you discard the cards you may do so in any
order
Pale Horse
- As this is a Goods card, it cannot receive Influence
or Bullet bonuses given to other Abominations.
Peace Pipe
- Multiple Peace Pipes are cumulative
Phantom Fingers
- If the Huckster is aced after stealing a goods card,
the goods card is returned to its owners Boot Hill
- Similarly, if you ace the goods card to Perry's
Pawnshop, the card is returned to its owners Boot Hill
Pox Walker
- The value reduction is cumulative
Rails Richardson
- He must take another dude along to use his
action
Rats in Gomorra
- All dudes must begin and end the move in the same
location as each other
Refuse To
Fall
- If this prevents a dude from being aced, any effects
that would have happened had the dude be aced at the time do not carry forward
to the end of the shootout. For example, if this prevents a Harrowed Dude
being aced with no pull by the Holy Wheel Gun, the Harrowed will get the
normal pull when it is eventually aced after the shootout.
Reggie Cornell
- Any Events that say they are to be aced and that would
effect Reggie are still aced, even though they have no other effect
Renovations
- The Deed you play can be the same as the Deed you
replace.
Reverend Simon
MacPherson
- Terrors joining the shootout after Simon has booted
are not affected by his action
Riot
- You do not pay upkeep on any dudes turned face
down
Robert Northrop
- Counts towards Sweetrock Control Points for that
turn.
- Doubles Printed production, before other
bonuses.
Rooftop Sniper
- The sniper does not move to the target's
location. He stays where he is, although the shootout is considered to take
place at the target's location.
- Shootout actions from the original shootout do
not carry forward to this new one.
Scalpin’
- If a dude somehow aces himself, he cannot subsequently
play Scalpin
- Can be played before sending a dude to Jail
Scooters Lift Winch
- The adjacency applies to both directions, i.e. the
strike is adjacent to the Lift Winch and the Lift Winch is adjacent to the
strike.
Shadowman
- Does not protect from cards that don’t target a
dude
- Does not protect from cards that force the controlling
Player to target a dude.
- Does protect against calling out
Sheriff’s Watchin’
- Cannot be used to prevent someone joining a posse
containing a Walking Dead - that’s not an action.
- All costs for the cancelled action remain paid. Booted
dudes remain booted and cards played stay in discard. Any actions on cards are
considered used for this turn.
Shooting
From The Hip
- The player of this card chooses which dude is
aced.
Shortcut
- Can be used when refusing a shootout to go Home
unbooted.
Singing Feather
- She cannot prevent a Harrowed dude joining a
posse...that is not an action.
Sioux
Home
- If you search your deck but find no Spirits or Sioux
dudes, you still don't get your outfit's ghostrock for that turn.
Sixth Bowl
- This cannot be used to bring the Werewolf into
play.
Soulblast
- To ace the target, you must pull more than 5 above the
target number. If the target is T.C. (difficulty 4), you must pull 10 or
higher to ace him.
- Can only target a dude in the opposing posse.
Still
- The dude's suit does not change…he remains as a
Spade.
Stray Lead
- Does not provide ghostrock via the Graveyard or
Undertakers.
Stoker Vs
Knicknevin
- If your opponent has multiple eligible dudes, you
choose which gets called out for the shootout.
Strength of the Bear
- A dude protected by this cannot be aced during a
shootout by anything other than a hand rank difference of 2 or greater, or 3
or greater if the second action is used. That includes a Shotgun, Snakebite,
and any other card that might otherwise ace this dude
Sun Shu-Jen
- The dudes sent home are not booted
Suzy 309
- She is not considered a Goods card. She is a Dude with
the Gadget attribute.
Sweaty
Dynamite
- Dudes return home booted "after nightfall". This means
they will remain booted until the following Nightfall.
Sweetrock Home
- If a Sweetrock player has a non-Sweetrock dude in
play, and another player takes control of that dude, the Sweetrock player can
put another non-Sweetrock dude into play. If and when control of the original
dude is due to return, he must be discarded instead.
Sweetrock - Western Corporate Office
- Cannot start with the Lode, as it has a Control Point
Chip.
- If it's protected Strike is discarded and then
returned to play, it keeps it's protected status.
Take Ya With Me
- Multiple copies of this card are cumulative.
- Can be played even if the loser subsequently saves his
dudes.
Takin' Precautions
- You can use this card to ace No Funny Stuff after it's
been played.
That's Two Pair
- This cannot be played on a non-DMH Draw Hand that has
had it's hand rank raised to 11
The
Courthouse
- A dude in Jail who is being aced cannot use
goods/spells on himself to prevent the acing...he is out of play, and so
cannot use those actions.
The End Of
Time Lode
- This should read Controller Reaction:
The Lode
- As it has a blue Control Point chip on it, Sweetrock
Western Corporate Office cannot start with this strike.
- If it is discarded from play, the number of tokens on
it is not retained by card memory. If it returns to play, it starts with 1
token again.
The Spirits Flee
- If using Bottom Dealing for this spell, take the top
card from your opponent's Discard pile.
The Twitch
- If he drops to zero bullets at the Casino Morongo, he
is sent home first before being aced. Therefore he is not discarded, but aced
and sent to Boot Hill
Tioga Joe
(inexperienced)
- Cannot be aced during a shootout by anything other
than a hand rank difference of 2 or greater.
Today I Am
- Has no effect on a dude leaving the shootout after
being aced
Tombstone Dispatch Branch
Office
- The additional Influence is at the deed, and goes to
the Controller. If the owner does not control it, his opponent could move all
his dudes out and still retain control until the owner moves at least 1
influence in, thereby regaining control
- May not be booted for 2 GR if the dude was already
Wanted…only when he first becomes Wanted
Total Eclipse
- Flushes are not considered ‘illegal hands’…they simply
don’t exist as a Hand Rank
- Straight Flushes are not affected
- When raising or lowering your hand during a Total
Eclipse, Rank 6 still exists. It is simply not represented by any set of card
values.
Tricky Spirits
- The increase in difficulty is only in effect for this
pull - it is not a permanent change to a gadget difficulty.
Turtle's Shell
- Multiple copies of this card are cumulative.
Unknown Hooded Figure
- He becomes harrowed immediately after being aced for
the first time.
- The Graveyard prevents him from becoming Harrowed, but
he still returns the following turn as a non-harrowed dude. He still gets the
bullet bonus.
- If you have no Whateleys in play at the start of the
turn after the figure is aced, he cannot return.
Walking Dead
- Does not become wanted for joining a posse. Only dudes
joining a posse that already contain a Walking Dead become Wanted.
Warrant
- Dudes can make themselves Wanted.
What Have You Done Lately
- This includes Town Hall Victory Points.
What This Town Needs...
- You can look through both your deck and discard pile
for a Deed.
Wilhelmina
Whateley
- If she is on a Pinto, she cannot flee out of town so
she will run home instead
Wishing
Well
- It's production is considered to be zero.
Yer Cheatin' Too
- This player is still considered to have been targeted
by a cheatin' card, so cannot be targeted again this Draw.