Overview
Doomtown: Reloaded is an expandable card game set in the Deadlands Weird West. Players control outfits vying for control of the town of Gomorra. Each card doubles as a poker card, and certain conflicts are resolved by drawing poker hands. The goal is to have more control points than your opponent’s influence at Sundown.
Components
- Outfit cards (one per player)
- Dude cards (characters with bullets, influence, and abilities)
- Deed cards (locations with control points and production)
- Goods and Spells cards (attachments for dudes)
- Action cards (played from hand for effects)
- Joker cards
- Ghost rock tokens (currency)
- Control point and influence markers
Setup
- Each player selects an outfit card and places it as their home location.
- Choose starting dudes whose combined cost does not exceed the outfit’s starting stash.
- Place starting dudes at home (booted or unbooted as specified).
- Shuffle remaining cards into your draw deck.
- Draw a starting hand of 5 cards.
- The town square is the unmarked location between each player’s street.
Turn Structure
Each turn has four phases:
1. Gamblin’ Phase
Each player antes 1 ghost rock. Players draw poker hands from their decks to determine who gets the pot and chooses to go first or second.
2. Upkeep Phase
- Collect production from your outfit and deeds you control.
- Pay upkeep costs on your cards.
- Unboot all your cards.
- Discard down to hand limit if needed.
3. High Noon Phase
Starting with the winner of Gamblin’, players alternate taking Noon plays:
- Shoppin’: Play a dude, deed, goods, or spell from your hand by paying its cost.
- Tradin’: Move goods between your dudes at the same location.
- Movin’: Move an unbooted dude to an adjacent location (boots them).
- Actin’: Use a Noon ability on one of your cards.
- Callin’ Out: Challenge an opposing dude at the same location to a Shootout.
- Pass: Choose not to act.
When both players pass consecutively, High Noon ends.
4. Nightfall (Sundown) Phase
- Check victory condition: if your control points exceed your opponent’s influence, you win.
- Discard unwanted cards from hand, then draw back to 5.
Actions
Shootouts
When a callout is accepted (or certain card effects trigger one):
- Form posses at the location.
- Resolution: Each player draws 5 cards from deck, uses their dudes’ bullets to determine hand rank.
- Compare poker hands. Loser takes casualties equal to the hand rank difference.
- Repeat rounds until one side is eliminated or flees.
Card Types
- Dudes: Have bullet rating (draw or stud), influence value, and upkeep cost.
- Deeds: Provide control points and ghost rock production. Placed on your street.
- Goods/Spells: Attach to dudes for bonuses.
- Actions: One-time effects played during appropriate phases.
Scoring / Victory Conditions
At Sundown, if the total control points you control (from deeds and other sources) exceed the total influence of your opponent’s dudes, you win.
Special Rules & Edge Cases
- Each card has a suit and value (like poker cards), used for shootout draws and other checks.
- Stud bullets let you redraw that many cards; draw bullets do not.
- Cheatin’ hands (duplicate values in a 5-card poker hand from non-Joker cards) can be punished by opponent’s Cheatin’ Resolution cards.
- Dudes can be wanted (bounty) which affects interactions with the Law Dogs outfit.
- Locations have adjacency rules: deeds on same street are adjacent; the town square connects all streets.
- Boot (turn sideways) a card to show it has been used this turn.
Player Reference
| Phase Order |
Gamblin’ > Upkeep > High Noon > Nightfall |
| Win Condition |
Control Points > Opponent’s Influence at Sundown |
| Starting Hand |
5 cards |
| Hand Size |
5 cards (refill at Nightfall) |
| Poker Hands (low to high) |
| High Card |
| One Pair |
| Two Pair |
| Three of a Kind |
| Straight |
| Flush |
| Full House |
| Four of a Kind |
| Straight Flush |
| Five of a Kind |
| Dead Man’s Hand |