Each release is offered along with flavor cards and updated rules cards related to that specific episode. Unless special play to only a specific episode is desired, all rules listed here should be considered the final and corrected versions.
Edges, Hindrances and other KeywordsSome dudes have spent years perfecting their professional skills, their tricks, or simply letting their vices get the better of them. Some also have inherent loyalty to a cause. Those dudes have traits to represent these specific abilities or flaws. Among these traits are Drunkard, Sawbones, Harlot, Academic, Shyster, Bounty Hunter, Voodooist, Nemesis, and Marksman.
Obviously, some cards can specifically affect these dudes, either giving them a boost specific to their skill, or conversely taking advantage of their weakness.
DT:R Dude KeywordsSome dudes from the official release cycle work best with Falling Rock keywords. These errata have been corrected in dtdb.fr's database but not nessecarily on card/image text. If you decide to use these cards in a Falling Rock deck, the easiest and cheapest way to deal with this is to sleeve your deck and write a reminder in fine-tipped permanant ink (which can be erased with dry erase marker) on the card's sleeve.
The following cards (including experienced versions) are considered to have the additional keywords when playing Falling Rock:
EventsSome cards have an Event ability. This ability always resolves if the card is revealed in a lowball draw hand. It does not resolve any other way. If the card gets aced by the Event, the acing takes place when the draw hand is discarded. These cards have a bloody corner under the value so that you can notice instantly there might be something to resolve.
CrossfireSome cards have a Crossfire ability. This ability always resolves if the card is revealed in a shootout draw hand. It does not resolve any other way. If the card gets aced by the Crossfire, the acing takes place when the draw hand is discarded. These cards have the same bloody corner under the value as events so that you can notice instantly there might be something to resolve.
MayhemSome cards have a Mayhem ability. This ability always resolves if the card is revealed in a pull. It does not resolve any other way. These cards have the same bloody corner under the value as cards with Events and Crossfire so that you can notice instantly that there might be something to resolve.
Stuff of LegendsWhenever your card with Stuff of Legends gets aced by successfully resolving its ability or any other way, you gain a Legend counter. You can only resolve an ability on a Stuff of Legends if you do not have more Legend counters than any other player. There are several consequences to this rules change:
Gadget DeedsGadget deeds are put into play like any other gadget. You must boot one of your Mad Scientists and pull. If successful, you put the deed into play like any other deed, otherwise you discard it.
Gadget DudesWhen bringing a Gadget dude into play from your play hand, boot a Mad Scientist and pull like a normal Gadget. If successful, the Gadget dude enters play at your home; otherwise, it is discarded. Gadget dudes tokens enter play directly based on the text of the card that brings them into play.
StrandedSome factions are not fully active in Falling Rock at this point. Yet, their operatives need to continue to further their respective agendas. They are called stranded. When you have stranded dudes in play, you don't have to pay extra upkeep equal to the dude’s influence for out of faction dudes. If a dude has 2 outfit symbols, you can only waive the extra upkeep if both factions are stranded.
Currently those factions are:
ScarecrowsScarecrows are a new type of Improvements the Fearmongers use to retain control of Deeds. Scarecrows can be attached to any deed you control even if you do not own it. Each deed may only have one Scarecrow attached. Scarecrows do not add their influence to your total to determine victory. A Scarecrow is discarded if you lose control of the deed it is attached to.
VaultingSome abilities allow you to store cards under your dudes, those cards are said to be Vaulted. The action of putting a card under your outfit is called Vaulting. You can look at your Vaulted cards at any time (but other players can't). Some abilities have the Vaulted keyword, they can only be used when the card is Vaulted under a dude. A dude can have a number of Vaulted cards up to his upkeep with a minimum of 1 for dudes with 0 upkeep. Shysters are greedy and can have an extra Vaulted card. When a card would be Vaulted but there is no space available, it is discarded instead. If a dude is discarded or aced, all his Vaulted cards are discarded.
SacrificesSacrifices are a new type of spell that can be attached to Fanatics. Even though they use a skill check like other spells, they also have an extra cost to pay such as acing cards or booting your outfit.
Cross-Type ExperiencedWhen an experienced version of a card is not the same card type, such as Edith, you must be able to meet the restrictions. If Experienced 1 Edith is at a deed you do not control, you can't replace her with her non-Experienced version. However, you do not need to invent her again.
Confederate & UnionAll Texas Rangers cards (including outfits) are considered to have the Confederate keyword. All Agency cards (including outfits) are considered to have the Union keyword.
This has been corrected in the dtdb.fr database but is not nessecarily reflected on card/image text.
Voodooists and CursesVoodooists can attach Curses. The Curses can be cast like any other spell type. Each ability on a Curse has, in addition to its difficulty, a Hold value.
Once a Curse has been successfully cast, the effect lasts until the Curse is unbooted or until a skill check fails.
During the Sundown phase, the controller of the Curse may choose to keep it booted. If they do so, they add a number of Hold counters on the Curse equal to the Hold value of the ability. They then make a new skill check for that ability where the difficulty is increased by the number of Hold counters on the spell (If the ability has a difficulty of X, the value of X is calculated each time). If successful, the effect continues. Otherwise, the effect ends immediately and the Curse remains booted until the next Sundown where it will automatically unboot (since the Curse is no longer active).
If the ability is a Shootout ability, a skill check must be made at the end of each round to keep the curse active. The effect ends at the end of the shootout.
If a card effect would unboot a Curse, its effect ends immediately.
When a Cures is unbooted, remove all Hold Counters
QuickdrawQuickdraw is a new subtype of abilities that can be found on any type of card except actions and outfits. The Quickdraw ability on the card may be used as if it was an action card by playing it from your hand. The cost of the Quickdraw is usually 0, not the cost of the card. If the Quickdraw has a specific cost, it is written in the ability. Cards with a Quickdraw ability have bullet holes in the value corner as a visual aid.
MortalAll dudes are considered to have the Mortal keyword unless they have one of these keywords : Abomination, Harrowed, Ancestor, Gadget, and/or Construct.
Damage CountersWhenever a deed with Damage counters would produce ghost rock, instead remove 1 Damage counter from it.
GraveAbilities with the Grave Keyword can only be used when the card containing the text is in your Boot Hill. As a reminder, cards with a Grave ability have a wooden corner under the value.
TricksTricks are a new kind of cards that attach to Marksmen as Goods during Shoppin'. They are not spells. They are used (booted when applicable) during the shootout phase. Any text before "If Successful" happens immediately, regardless of the success of the trick. During resolution when hands are revealed, resolve the Trick by adding your hand rank to the Marksman's bullet rating. If this number is higher than or equal to the difficulty on the Trick then, the text after "If Successful" happens.
NemesisSome dudes are very good at holding grudges, they have the Nemesis keyword associated with one faction symbol (or more).
RidesRides are a new type of deeds. They are powered by mystical energies and must be created by a Huckster. When you put a Ride into play, your Huckster must invent it as a Mad Scientist would invent a Gadget deed.