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Gunslinger’s organized play performance is on the Stats page.  Bullet Bullet Bullet Dash Dash 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.
AbilitiesQuick Draw Passive- During your Upkeep Phase, gain Reload.
Revolver Offensive (98.4% / 87.9% / 51.3%)  Deal 3 dmg   Deal 4 dmg    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.
Fan the Hammer Offensive (26.1%)Needs a Large Straight - Gain 2 Evasive. Deal 7 dmg.
Duel DefensiveDefense 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.
UpgradesQuick 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)  Deal 4 dmg   Deal 5 dmg    Deal 6 dmg
- On 4-of-a-kind, inflict Knockdown.
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.
Fan the Hammer II Upgrade of Fan the Hammer (2 CP)Needs a Large Straight - Gain 2 Evasive. Deal 8 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 CardsEat Lead! CardRoll Phase Action, 1 CP, Attack Modifier - Roll 5 dice: Add 1 x
to the total dmg. If at least 4 dmg was added, inflict Knockdown.
Wild West! CardRoll 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.
Wanted! CardMain Phase Action, 2 CP - Inflict Bounty on a chosen opponent.
Spin the Chamber! CardMain Phase Action, 1 CP Run and Gun! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, inflict Bounty & Knockdown on a chosen opponent. On any other outcome, draw 1 card.
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