Most resolution plays seem to include pretty specific language that dictates what to do/what happens, you do that, and it’s over. That or they include language like, “for this round”, “until the end of the shootout”, or “until the end of the Sundown phase”, which again is very helpful towards determining when those effects end. Additionally, the rules and FAQ clarifies things like hand rank modifiers from resolution plays only apply for that round of a shootout.
There are those resolution plays, however, that do not contain specific language or seemingly fall through the tight cracks of the rules and FAQ, and those are the resolutions I am referring to. They are very few upon investigation, but I am hoping to learn if there is a precedence on how to handle those types of effects in future should there be cards that end up lacking specific language but have similar effects.
So, here are the resolution plays currently in the game that do not have specific language and aren’t already addressed in the current FAQ and rules as to when they end or have effects that may or may not carry forward through a shootout past Step 4: Reveal and Resolve.
Resolution plays that reduce casualties, assumed to be for this round of a shootout only but this is not clarified anywhere:
Martyr’s Cry
Resolution: Discard a Miracle from a dude in your posse to reduce your casualties by three. If your opponent has an illegal draw hand, reduce your casualties by five instead.
Resolution plays that grant bonuses but do not specify when those bonuses go away, assumed to be for the shootout but there is no language anywhere that I’ve found to specify this and could be argued for the rest of the shootout or until Sundown or whenever the game ends:
No Turning Back
Resolution: Ace a dude you own and control to reduce your casualties this round to zero. Choose a dude who gets +2 bullets and becomes a stud. Your dudes cannot flee this round.
Resolution plays that bring a token into play but do not specify how long that token stays in play, assumed to be based upon the rules for the specific token:
Turtle’s Guard
Resolution Spirit 4, Boot: All dudes in your posse gain the Harrowed keyword until the end of this round. If your opponent has an illegal draw hand, a 2-stud Harrowed Nature Spirit enters play and joins your posse, and gains the Harrowed keyword.
Follow-up on Turtle’s Guard: How long does the token keep the Harrowed keyword?
Finally, when hand rank modifiers from cheatin’ resolutions hit lowball hands, and a tie results, do those modifiers carry forward to the tie-breaking hand? For example, Cheatin’ Varmint or It’s Not What You Know can lower hand ranks, and Magical Distraction completely changes your hand rank. If you tie, do the modifiers stay in effect until the end of the Gamblin’ phase or do they go away when you discard the hand to draw a new tie-breaking hand?
Thank you for your time and consideration on these possibly painfully-obvious-answer questions.