An attempt to catalogue all the changes in the rulebook from Classic to Rebooted. This will be updated as we spot stuff and formatted to look pretty when we've got enough in it to make it worth it.
N.B. I started compiling this (on Facebook) when the rulebook was released as a PDF, a long time before I joined the official rules team, this is written by just-another-player and isn't official, although I will be asking Mark to help me make it so after he's recovered from Gencon.
- Card Memory (nowhere): There is no card memory, if a card leaves play all affects, tokens, etc are lost.
- Grit (page 6): Sum of a dude's value, influence and bullets
- Counters (page 9): Supplied with the game, they're used to show permanent changes
- Cards are always right (page 10): Card text which says something can't be done overrides cards that say it can be done and the rules.
- Discard pile (page 11): Players are allowed to look through any discard pile at any time, but not change the order. Same for Boot Hill
- Ownership and control (page 13): A card is always owned by the player whose deck it came from, effects may allow another player to permanently take control of that card, deeds are always controlled by the player with the most influence (NB: Claim Jumper would now let a player permanently take control of a strike)
- Uniqueness (page 14): Each player may have one copy in play of each unique card, meaning two players of the same faction no longer risk pulls to lose their starting posse.
- Grifters (page 14): A starting posse may contain a Grifter with special pre-game abilities
- Sequence of play (page 15): Nightfall is now referred to as Sundown
- Acting (page 17): Cards with multiple abilties may use each once per day, except spells, each spell may only be used once per day.
- Moving (page 18): Card effects that move dudes don't require the dude to boot unless they list that as a cost.
- Goods (page 20): A dude can only ever have one weapon or one horse, attaching a new one discards the old one
- Reveal and Resolve (page 23): There's only one timing step to revealing a hand, and cheating cards don't have priority over other cards. If a hand is modified during the Resolution step to become illegal it may be hit by a cheatin card.
- Casualties (page 23 &24): The loser of a shooter must resolve casualties based on difference in rank. Discarding a dude counts for one casualty, acing a dude for two, you must account for all casualties if possible so if you have 2 dudes and lose by 4, both must be aced, not just discarded. Harrowed dudes are slightly different, see below.
- Keywords, Traits and Abilities (page 25): are clearly defined and separate.
- Harrowed Dudes (page 26): Can be sent home booted to count as one casualty, discared to count as two, or aced to count as three. In addition, card effects that would ace them instead discard them.
- Wanted Dudes (page 30): Every time a dude does something that would make them wanted, their bounty is increased by one. If you ace or discard a wanted dude in a shootout or witha card effect, you get all the bounty.
- Deckbuilding (page 30): A deck cannot contain more than 4 cards of the same suit and value, or 4 cards with the same title, regardless of value.
- Actions are a card type, actions and other card types may have Abilities on them, when you make a play you use an Ability
That's what I've spotted so far —Mat