These are the Keywords available in Rail Raiders Infinite.
Version
Keyword
Definition
1.0
100 Gallon Hat
Equipment: Discard this card during your turn to take a fourth action. This action may be a third Move, Showdown, or Search action.
1.0
999
Put 999 on the car. If 999 is already in play, then put one deputy on the car instead. 999 is a Marshal. Additionally whenever Lawbots lose a fight while 999 is present with other Lawbots during the fight, 999 is moved to an adjacent car of the winner's choice instead of the lowest ranking Lawbot being destroyed. [$$] are still scored as though the lowest ranking Lawbot was destroyed.
1.0
After Them
Move one of the highest ranking Lawbots from an adjacent car to this car.
1.0
Angry Mob
Until the end of your turn, all Lawbots roll one addtional die and may reroll one die in fights.
1.0
Apprentice, The
When this Raider is part of a Showdown, it may choose one Sheriff or Marshal. The chosen model does not participate in the fight.
1.0
Auto Repeater
Weapon: You may roll one additional die in fights.
1.0
Bakusho Mondai
During a Showdown, this Raider may chose one Raider on the same car. The chosen Raider must participate in the fight.
1.0
Blast Proof Vest
Equipment: If you don't have the highest ranked hand before rerolls in a showdown you may reroll one die.
1.0
Both Barrels
Until the end of yoru turn, when Lawbots lose a fight destroy one additional Lawbot. When Raiders lose a fight, they are thrown Off the Train instead of being moved.
1.0
Cactus Zak
Whenever you win a fight involving another Raider, score 1[$$].
1.0
Canton Cobb
Before the game starts, draw and score or equip the top card of the Loot deck.
1.0
Cavalry Captain
After determining the Dealer for a round, if a Cavalry Captain is on a car without any Raiders on it, move them and one other Lawbot of the lowest rank on the car with them one car towards the nearest Raiders. The Dealer makes any decisions necessary to resolve this ability. Cavalry Captains allow Lawbots to roll an addtional die during fights, jsut like normal Marshals.
1.0
Cavalry Solider
If a Raider starts their turn on a car, or moves onto a car during their turn, that has a Cavalry Soldier on it, then they may only perform the Move action once during that turn. Cavalry Soldiers do not cause Lawbots to reroll one of their dice during a fight like normal Sheriffs.
1.0
Chuy
Whenever you would be moved due to a fight, roll one die. If you roll a Q or higher, you aren't moved. Whenever you are thrown Off the Train, you are put on the Caboose instead.
1.0
Claptrap
When you roll rank 8: Move all Raiders and Lawbots to an adjacent car and replace with "Blown-Out Car".
1.0
Cog Suit
Equipment: You may reroll any of your dice when boarding the train.
1.0
Covering Fire
Put one Deputy on the car.
GRIT: Raiders on this car can't move if there are any Lawbots on this car.
1.0
Cowpuncher Candy
You can use two weapons in a fight. During your turn, you may discard an equipped card to perform the same action for a third time on that turn.
1.0
Crossfire
Until the end of your turn, if there is another Raider on the same car, roll one additional die in fights.
1.0
Daring Acrobatics
You may move to any other car on the train. If you do, you can't take any Move actions this turn.
1.0
Dead Man's Hand
Until the end of your turn, if you make the lowest ranking hand in a fight, you win that fight.
1.0
Dead Or Alive
Lawbots may reroll up to one die in fights until the end of the round.
1.0
Deadman's Manacles
Equipment: Discard this card during an opposing raider's turn. During this turn, the raider may not Move, and must reroll die results of KING or higher in all fights.
1.0
Deputized
Put one Sheriff and one Deputy on the car.
1.0
Deputy
Put one Deputy on the car.
1.0
Duck
Put one Deputy on the car.
GRIT: When Lawbots on this car are destroyed, move the Lawbots that would be destroyed one car towards the Locomotive instead. The Raider still scores [$$] as if the Lawbots were destroyed.
1.0
El Cola
You can't equip weapons; discard them instead. If you have 2[$$] or more, then you may reroll two dice during Showdowns.
1.0
Extortion
Score 1[$$].
Roll one die. If you roll a QUEEN or higher, put another Loot token on this car.
1.0
Fan the Hammer
Whenever you take the Showdown action this tunr, you may Showdown twice in a row as part of the same action.
1.0
Fancy Two-Shot
Weapon: You may reroll a die in fights.
1.0
Filly Peace Keeper 45
Weapon: Before rolling for a fight you may pay 1[$$]. If you do, you roll one additional die during the fight.
1.0
Fire Main Thrusters
Discard the top card of the High Noon deck.
1.0
Full-Auto Handcannon
Weapon: Lawbots and all Raiders can't roll additional dice when this weapon is used during a fight.
1.0
Get to the Station
Discard the top card of the High Noon deck.
1.0
Got To Have Faith
Take one High Noon card from the discard pile and shuffle it into the High Noon Deck.
1.0
Hands Up
You may reroll one die in every roll you make this turn.
1.0
Holding Out On Me
Score 1[$$]. If you have won a flight this turn before Searching, score an additional 1[$$].
1.0
Holdout Knife
You may roll 1 additional die in fights that involve a Sheriff of Marshal Lawbot. This weapon can be used with another weapon during a fight.
1.0
Hot Lead Flyin'
Roll an additional die in Showdowns this turn.
1.0
Huckleberry
During a Showdown, you may change one of your dice to an A after rerolls are resolved.
1.0
Impulse Throttle
Discard the top two cards of the High Noon deck.
1.0
In the Bag
Score 1[$$]. Draw another Loot card and score it.
1.0
Indulgence
Put a Marshal on the car. Lose 1[$$] for each Sheriff and Marshal on the car. If you don't have enough [$$] then you lose all of your [$$].
1.0
Infamous
Keep this card. You may roll an addtional die in fights. At the end of each of your turns, discard this card if you didn't score any [$$] during your turn.
1.0
Jackpot
Score 3[$$]. You may move up to two Lawbots to a car which is adjacent to the car they are on.
1.0
John Grizzly
When you win a fight against the Lawbots they take one additional casualty.
1.0
Jokers Wild
Keep this card. After rerolls, you may discard this card to change any die you rolled to any other face of your choice. Discard this card at the end of your turn.
1.0
Josie Oakley
You may reroll one die during opposed Searches.
1.0
JR Dallas
Once per turn, after taking a Showdown action, you may move or attempt to get on the train for free.
1.0
Kid, The
You may reroll one die in Showdowns.
1.0
Kinetic Deflector
Equipment: When you lose a fight, roll one die. If you roll a KING or higher, you don't get moved. If you an ACE, discard this card after resolving its effect.
1.0
Kingsman
When you lose a fight, you decide where you are moved instead of the winner.
1.0
Larceny
Score 2[$$]. Rol 1 die. If you roll a KING or higher, put another Loot token on this car.
1.0
Law and Order
The player to your left moves one Lawbot from an adjacent car to your Raider's current car.
1.0
Lawbot
If a Raider destroys a Lawbot, the Raider receives [$$] as follows:
Deputy = 1[$$]
Sheriff = 2[$$]
Marshal = 3[$$]
All of the Lawbots on a train car fight as a team, so only roll once for all of them.
1.0
Lightning Caster
Equipment: You may discard this card during your turn. If you do, until the end of your turn, you may Search even if there are Lawbots present on the car, and Raiders can't oppose your Searches.
1.0
Long Rifle
Weapon: You may choose to participate in fights in cars adjacent to your own, as if you were in the car.
1.0
Lt Deadeye
Put Lt. Deadeye on the car. If Lt. Deadeye is already in play put one Sheriff on the car instead. Lt. Deadeye is a Sheriff. Additionally, Raiders can't Search while they are on cars that are adjacent to the car that Lt. Deadeye is on.
1.0
Lucky
Put one Deputy on the car.
GRIT: Lawbots on this car may reroll up to two dice in fights.
1.0
Lucky Bandana
Equipment: Before you roll dice for any reason you may pay 1[$$]. If you do, you may reroll one die during the roll.
1.0
Machine Rifle
Weapon: When you win a fight against Lawbots, destroy one additional Lawbot.
1.0
Marshal
Put one Marshal on the car.
1.0
Marshal
If a group of Lawbots includes at least one Marshal, then they may roll an addtional die in a fight.
1.0
Medicae Intruments
Equipment: When the Lawbots beat you in a fight, you decide which adjacent car you are moved to.
1.0
Mutha Superior
In a Showdown with Lawbots involved, you may reroll up to two dice.
1.0
Mysterious Stranger
You may move to an adjacent car. This costs no actions and isn't a Move action.
1.0
Nytromite
You may use an action to put this card on the car you are on. While this card is on a car, before the Dealer's turn eah round the Dealer rolls 1 die. If a KING or higher is rolled destroy all Lawbots on the car and all Raiders on the car are thrown Off the Train. No one Scores [$$] for the destroyed Lawbots.
1.0
Palbearer
If a Raider is moved as a result of a fight while on the same car as a Pallbearer, one Pallbearer will move to the same car that the Raider moves to. This can happen multiple times if multiple Raiders are moved due to the same fight. Pallbearers do not allow Lawbots to reroll one of their dice during a fight like normal Sheriffs.
1.0
Pancho Perfecto
The first time you score [$$] from a Loot card in a turn, score an additional 1[$$].
1.0
Pearl Heart
When you Search, before you choose a Loot token, look at a facedown Loot token on the car you are on.
1.0
Posse Up
Put one Marshal, one Sheriff, and one Deputy on the car.
1.0
Preacher
If at least one Preacher is on the same car as a Raider who performs the Move action or is moved as the result of a fight, the Raider loses 1[$$]. Preachers do not allow Lawbots to roll an additional die during fights like normal Marshals.
1.0
Protect and Serve
Draw two more Long Arm of the Law cards.
1.0
Protect the Locomotive
Move one of the lowest ranking Lawbots on each car one car toward the Locomotive.
1.0
Pushin' Up Daisies
Whenever a Lawbot is destroyed by you this turn, score an additional 1[$$].
1.0
Real Predicament
Put one Marshal on the car. Move one of the lowest ranking Lawbots on an adjacent car to this one.
1.0
Reckless Haste
Discard the top four cards of the High Noon deck.
1.0
Redlining the Engines
Discard the top three cards of the High Noon deck.
1.0
Reinforcements
Put two Deputies on the car.
1.0
Rhinestone
If the number of Lawbots on your car is equal to or less than the number of Raiders on the car, you may Search.
1.0
Rich Travel Chest
Draw two Loot cards and score them both.
1.0
Salvage
Until the end of your turn, whenever you destroy a Lawbot, put a Loot token on the car you are on.
1.0
Security Contract
Put one Marshal and one Deputy on the car.
1.0
Sheriff
Put one Sheriff on the car.
1.0
Sheriff
If a group of Lawbots includes at least one Sheriff, then they may reroll one of their dice in a fight.
1.0
Shoot Don't Talk
Put one Sheriff on the car.
GRIT: When you start a Showdown with the Lawbots on this car score 1[$$].
1.0
Small Time
Score 1[$$].
1.0
Spacetime Sarsaparilla
Equipment: Discard this card during your turn to move to any car with another raider on it.
1.0
Spray and Pray
During the first Showdown you are involved in this turn you may reroll up to all of your dice.
1.0
Star Princess Candy
Before boarding, this Raider may flip the car they are attempting to board. When boarding the flipped car, the Raider counts the car as one closer to the caboose for purposes of determining the hand rank needed to board.
1.0
Steelhorse Candy
Whenever you perform a move action you may move 2 cars instead of 1.
If you would be thrown off of the train, you are moved 3 cars towards the caboose instead.
1.0
Swordmage Acolyte
When you target a Raider with a Showdown action you may move both models one car before any other Raider may decide to participate in the fight.
1.0
Take Aim
Put one Deputy on the car.
GRIT: Lawbots on this car roll one additional die in fights.
1.0
Tazak Geronimo
When you win a fight against other Raiders, you may throw one of them Off the Train.
1.0
This Gun's Tune
If you have at least one Weapon you roll one additional die during fights until the end of your turn.
1.0
This is a Robbery
Look at one additional Loot card for the first Loot token you score this turn.
1.0
Thorne
In a Showdown that involves another Raider, you may roll one additional die.
1.0
Tithe
Put one Sheriff on the car. You lose 1[$$] if able.
1.0
True Grit
Until the end of your turn, the losers of fights don't suffer any consequences unless they lose by two or more hand ranks.
1.0
Typhoon
When you make three of a kind or higher in a fight, your final hand rank is increased by one.
1.0
Umbra, PHD, Dr
Whenever you destroy a Lawbot, you may draw and score a Loot card instead of scoring [$$] for destroying the Lawbot.
1.0
Uneasy Partnership
Until the end of your turn you may agree to "Team Up" with one other Raider involved in a fight that you are in. If you and the other Raider agree to "Team Up" then you both roll one additional die during the fight, and if either of you win then the other isn't moved.
1.0
Wanted
Put one Deputy on the car. Put one Deputy on an adjacent car that has a Raider on it. If there is more than one adjacent car with a Raider on it, you choose the car that the deputy is put on.
1.0
Whistlin Pete
After you Search, roll a die. If you roll a Q or higher score 1[$$].
1.0
White Lightnin'
Until the end of your turn, you may reroll up to two dice in fights, and you can't Search.