Additional "is a stud" trait question

Erik Samson:

“While Erik has a Mystical goods, he has +1 influence. While Erik has a Melee Weapon, he is a stud.”

If Erik has a melee weapon, what happens when he is hit with sun in your eyes? He becomes a draw, but since he still has his melee weapon does he immediately revert back to a stud due to his trait?

This seems to be a slightly different situation than the other stud question because this is not a trait triggering multiple times but a trait being a constant effect that just reapplies the condition because the trait’s requirements (having a melee weapon) do not change.

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Traits that modify a Dude’s Bullet Type, that don’t turn on and off conditionally, function similarly to Actions that effect a Bullet Type. The most recent effect will determine the Dude’s Bullet Type.

Examples:
If Eric Samson attaches a melee weapon, he becomes a Stud.
If he is then hit with Sun in Your Eyes, he’ll be a Draw.

If Eric Samson attaches a Pearl-Handed Revolver, he becomes a Stud.
If he is then hit with a Sun in Your Eyes, he’ll be a Draw.

Eric Samsom is made a Deputy with Abram’s Crusaders Noon Action and then made a Stud with Faster on the Draw. If he is then hit with Sun in Your Eyes, he’ll be a Draw.

Convoluted Example:
Eric Samson (2 Draw) has been made a Deputy by Abram’s Crusaders Noon Action.
Then is made a Stud with Faster on the Draw (3 Stud).
Then is made a Draw with Sun in Your Eyes (1 Draw).
Then is made a Stud by attaching a Jael’s Guile to him as a shootout play with Doomsday Supply (2 Stud).
Then gets -1 bullets from Nightmare at Noon (1 Stud) and is then made a Draw by Nightmare’s blanket effect. (1 Draw)

I’ll stop there, as I feel I’ve already gone too far.

Relevant cards:
Pearl-Handed Revolver (+0 Stud)
This dude is a stud.

Erik Samsom (2 Draw 1 Influence)
Blessed
While Erik has a Mystical goods, he has +1 influence.
While Erik has a Melee Weapon, he is a stud.

Sun In Your Eyes
Shootout: Choose a dude in this shootout. That dude gets –2 bullets (minimum 0) and becomes a draw.

Abram’s Crusaders
Your Deputies with a Melee Weapon have +1 bullets.
Your Deputies with a Miracle have +1 influence.
Noon, Boot: One of your dudes gains the Deputy keyword.

Faster On The Draw
Shootout: Your dude gets +1 bullets. If they are a Deputy, they become a stud. One opposing dude gets -2 bullets.

Jael’s Guile
Mystical Weapon Melee
Cheatin’ Resolution, Boot: If your hand is illegal, you must boot this dude to use this ability. Your opponent boots or discards a dude in their posse, then boots or discards a dude in their posse. Non-wanted dudes cannot be chosen if there are wanted dudes that can be chosen.

Doomsday Supply
Noon/Shootout, Boot: Discard this card. Search your discard pile for a goods and attach it to one of your dudes, reducing its cost by 2. If this card is played as a shootout play, that dude must be in your posse.

Nightmare at Noon
Shootout: Each dude in one posse gets -1 bullets. Each dude in the shootout with 0 or 1 bullets becomes a draw.

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