Gunslinger hero portrait

Gunslinger’s organized play performance is on the Stats page.

Face 1: Bullet
Bullet
Face 2: Bullet
Bullet
Face 3: Bullet
Bullet
Face 4: Dash
Dash
Face 5: Dash
Dash
Face 6: Bullseye
Bullseye

Status Effects

Evasive Positive Status Effect

Stack limit 3

  • When a player with this token receives damage, they may choose to spend it. If spent, roll 1 die. If the outcome is 1-2, no dmg is received (although other associated effects may still apply). Multiple tokens may be spent in an attempt to prevent the same source of damage.

Reload Positive Status Effect

Stack limit 2, Attack Modifier

  • After Attacking, a player with this token may spend it and roll 1 die to add 1/2 the value as dmg (rounded up).

Knockdown Negative Status Effect

Stack limit 1

  • To remove this token, a player afflicted with it must spend 2 CP before the start of their Offensive Roll Phase. If the player does not, they must skip their Offensive Roll Phase and then remove this token.

Bounty Negative Status Effect

Stack limit 1, Attack Modifier

  • When a player afflicted with this token is Attacked by an opponent, the attacker increases their dmg by 1 and gains 1 CP. Attack Modifier. Persistent.

Abilities

Quick Draw Passive

  • During your Upkeep Phase, gain Reload.

Revolver Offensive (98.4% / 87.9% / 51.3%)

  • BulletBulletBullet Deal 3 dmg
  • BulletBulletBulletBullet Deal 4 dmg
  • BulletBulletBulletBulletBullet Deal 5 dmg

Bounty Hunter Offensive (57.6%)

Needs BulletBulletBullseyeBullseye

  • Inflict Bounty. Then deal 1 undefendable dmg.

Take Cover Offensive (55.7%)

Needs BulletBulletDashDashDash

  • Gain Evasive. Deal 5 dmg.

Showdown Offensive (61.5%)

Needs a Small Straight

  • After targeting an opponent, you each roll 1 die: If your roll is equal or greater, deal 7 dmg, otherwise deal 5 dmg.

Deadeye Offensive (10.4%)

Needs BullseyeBullseyeBullseyeBullseye

  • Inflict Knockdown. Deal 6 undefendable dmg.

Fan the Hammer Offensive (26.1%)

Needs a Large Straight

  • Gain 2 Evasive. Deal 7 dmg.

Duel Defensive

Defense Roll 1 die

  • You and your attacker each roll 1 die: If your roll is greater, you may choose to either deal 3 dmg or prevent 1/2 dmg (rounded up). If your roll is not greater, deal 1 dmg.

Fill'em with Lead! Ultimate (1.3%)

Needs BullseyeBullseyeBullseyeBullseyeBullseye

  • Gain Evasive. Inflict Bounty & Knockdown. Then deal 10 dmg. If you spend a Reload, you may re-roll that die one time.

Upgrades

Quick Draw II Upgrade of Quick Draw (2 CP)

  • During your Upkeep Phase, gain Reload. When you spend a Reload, you may re-roll that die one time.

Revolver II Upgrade of Revolver (2 CP)

  • BulletBulletBullet Deal 4 dmg
  • BulletBulletBulletBullet Deal 5 dmg
  • BulletBulletBulletBulletBullet Deal 6 dmg
  • On 4-of-a-kind, inflict Knockdown.

Bounty Hunter II Upgrade of Bounty Hunter (1 CP)

Needs BulletBulletBullseyeBullseye

  • Inflict Bounty. Then deal 2 undefendable dmg.

Take Cover II Upgrade of Take Cover (2 CP)

Needs BulletBulletDashDashDash

  • Gain Evasive. Deal 6 dmg.

Mark the Target Same card (84.2%)

Needs DashDashDash

  • Gain 2 Evasive. Inflict Bounty.

Showdown II Upgrade of Showdown (2 CP)

Needs a Small Straight

  • After targeting an opponent, you each roll 1 die: If your roll is equal or greater, deal 8 dmg, otherwise deal 6 dmg.

Showdown III Upgrade of Showdown (3 CP)

Needs a Small Straight

  • After targeting an opponent, you each roll 1 die: If your roll is equal or greater, deal 9 dmg, otherwise deal 6 dmg.

Deadeye II Upgrade of Deadeye (2 CP)

Needs BullseyeBullseyeBullseyeBullseye

  • Inflict Knockdown. Deal 8 undefendable dmg.

Enforcer Same card (35.5%)

Needs BullseyeBullseyeBullseye

  • Gain Evasive. Inflict Bounty & Knockdown on two opponents.

Fan the Hammer II Upgrade of Fan the Hammer (2 CP)

Needs a Large Straight

  • Gain 2 Evasive. Deal 8 dmg.

Pistol Whip Same card (82.6%)

Needs DashDashBullseye

  • Gain Evasive. Inflict Knockdown. Deal 1 undefendable dmg.

Duel II Upgrade of Duel (3 CP)

Defense Roll 1 die

  • You and your Attacker each roll 1 die: If your roll is equal or greater, you may choose to either deal 3 dmg or prevent 1/2 dmg (rounded up). If your roll is less, deal 1 dmg.

Hero Cards

Eat Lead! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Roll 5 dice: Add 1 x Bullet to the total dmg. If at least 4 dmg was added, inflict Knockdown.

Wild West! Card

Roll Phase Action, 1 CP, Attack Modifier

  • When you spend a Reload, you may re-roll that die one time. If you do, add an additional 1 dmg to the outcome.

Roulette! Card

Main Phase Action, 1 CP

  • Choose a player and then roll 1 die: On Bullet, deal 2 dmg. On Dash, inflict Knockdown. On Bullseye, inflict Bounty.

Wanted! Card

Main Phase Action, 2 CP

  • Inflict Bounty on a chosen opponent.

Spin the Chamber! Card

Main Phase Action, 1 CP

  • Gain Reload.

Run and Gun! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Bullseye, inflict Bounty & Knockdown on a chosen opponent. On any other outcome, draw 1 card.